Post by PyrasTerran on Jan 10, 2012 17:49:04 GMT -5
Use this template to fill in your character to use in the Campaign. Please Follow the rules closely.
Name:
Alignment: (look at 9 Swords in Lore)
Class:
Race:
Age:
Height:
Weight:
Hair Color/Type:
Eye Color:
Place of Birth/Nationality:
Current Residence:
Physical Description: (you can use a picture if you'd like)
Personality:
Positive Characteristics:
Negative Characteristics:
Adventurer Strengths:
Adventurer Weaknesses:
Weapons: (if applicable)
Clothing/Armor: (if applicable)
Power Source: (if applicable. NOTE: If the character does not use magic or psionics, they are considered Natural, even if they are not consciously manipulating chi.)
Common Spells/Powers: (Approximately 1-5 of the most common spells or powers (both psionic and natural) at your disposal. The spells listed here define your power source playstyle, be it offensive, defensive, tactical, support, etc. The fewer spells/powers you have listed here, the more effective they are in combat, but at the same time there is great benefit in having several spells/powers as well.)
Abilities: (Add the 2 abilities you get for your class, or if you are multi-classing, choose one of each of the two abilities to use. You may add custom abilities that will be evaluated.)
Usual Inventory:
Tactics/Combat Style:
Origin/Backstory:
Ability Scores
(Every score starts at 0. You have 73 points to allot wherever you wish (No score can go below 5). A modifier number based on your base score will be provided for you. For reference: 8 is below average, 10 is average, and 12 is above average.)
STR: (Strength)
CON: (Constitution)
DEX: (Dexterity)
INT: (Intelligence)
WIS: (Wisdom)
CHA: (Charisma)
Hit Points
This will be filled in for you. This is hit points in the literal fashion: how many times you can be hit by a serious attack, like a sword, arrow, monk's fist, etc., before you are knocked unconscious or collapse dying. Constitution and armor can affect this score.
Attack Score
(leave blank. It will be filled in for you)
Defense Score
(leave blank. It will be filled in for you)
Fortitude Score
(leave blank. It will be filled in for you)
Reflexes Score
(leave blank. It will be filled in for you)
Willpower Score
(leave blank. It will be filled in for you)
Wealth Score
(Leave blank. Will be filled in for you, is based on your origin/backstory.)
Skill Ranks
(You start with 40 points that you can add across the 17 different skills. The scores will be modified based on your ability modifiers.
NOTE: ONCE YOUR ABILITY MODIFIERS ARE SET, MULTIPLY THE INTELLIGENCE MODIFIER x 3, AND YOU HAVE THAT MANY EXTRA SKILL POINTS.)
Acrobatics (DEX) :
Adventuring (WIS) :
Athletics (STR) :
Bluff (CHA) :
Diplomacy (CHA) :
Endurance (CON) :
Energy Arts (INT) :
History (INT) :
Insight (WIS) :
Intimidate (CHA) :
Medicine (INT) :
Nature (WIS) :
Perception (WIS) :
Religion (INT) :
Stealth (DEX) :
Streetwise (CHA) :
Thievery (DEX) :
Name:
Alignment: (look at 9 Swords in Lore)
Class:
Race:
Age:
Height:
Weight:
Hair Color/Type:
Eye Color:
Place of Birth/Nationality:
Current Residence:
Physical Description: (you can use a picture if you'd like)
Personality:
Positive Characteristics:
Negative Characteristics:
Adventurer Strengths:
Adventurer Weaknesses:
Weapons: (if applicable)
Clothing/Armor: (if applicable)
Power Source: (if applicable. NOTE: If the character does not use magic or psionics, they are considered Natural, even if they are not consciously manipulating chi.)
Common Spells/Powers: (Approximately 1-5 of the most common spells or powers (both psionic and natural) at your disposal. The spells listed here define your power source playstyle, be it offensive, defensive, tactical, support, etc. The fewer spells/powers you have listed here, the more effective they are in combat, but at the same time there is great benefit in having several spells/powers as well.)
Abilities: (Add the 2 abilities you get for your class, or if you are multi-classing, choose one of each of the two abilities to use. You may add custom abilities that will be evaluated.)
Usual Inventory:
Tactics/Combat Style:
Origin/Backstory:
Ability Scores
(Every score starts at 0. You have 73 points to allot wherever you wish (No score can go below 5). A modifier number based on your base score will be provided for you. For reference: 8 is below average, 10 is average, and 12 is above average.)
STR: (Strength)
CON: (Constitution)
DEX: (Dexterity)
INT: (Intelligence)
WIS: (Wisdom)
CHA: (Charisma)
Hit Points
This will be filled in for you. This is hit points in the literal fashion: how many times you can be hit by a serious attack, like a sword, arrow, monk's fist, etc., before you are knocked unconscious or collapse dying. Constitution and armor can affect this score.
Attack Score
(leave blank. It will be filled in for you)
Defense Score
(leave blank. It will be filled in for you)
Fortitude Score
(leave blank. It will be filled in for you)
Reflexes Score
(leave blank. It will be filled in for you)
Willpower Score
(leave blank. It will be filled in for you)
Wealth Score
(Leave blank. Will be filled in for you, is based on your origin/backstory.)
Skill Ranks
(You start with 40 points that you can add across the 17 different skills. The scores will be modified based on your ability modifiers.
NOTE: ONCE YOUR ABILITY MODIFIERS ARE SET, MULTIPLY THE INTELLIGENCE MODIFIER x 3, AND YOU HAVE THAT MANY EXTRA SKILL POINTS.)
Acrobatics (DEX) :
Adventuring (WIS) :
Athletics (STR) :
Bluff (CHA) :
Diplomacy (CHA) :
Endurance (CON) :
Energy Arts (INT) :
History (INT) :
Insight (WIS) :
Intimidate (CHA) :
Medicine (INT) :
Nature (WIS) :
Perception (WIS) :
Religion (INT) :
Stealth (DEX) :
Streetwise (CHA) :
Thievery (DEX) :