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Board Archives => Dungeons & Dragons => Character Sheets => Topic started by: Tslat on April 24, 2016, 10:13:44 PM

Title: Timbre the Half-Elf
Post by: Tslat on April 24, 2016, 10:13:44 PM


Name: Timbre     Gender: N/A     Age: Unknown


Race: Half-Elf     Class: Rogue     Alignment: Neutral Evil


Level: 1   Armour Class: 10 + 1 + 1 + 0 = 12   Health Points: 10 + 9 + Lvl1 (+3) = 22


Stats:     
Strength: 8 (-1)    Constitution: 12 (+1)
Dexterity: 12 (+1)    Intelligence: 14 (+1)
Wisdom: 15 (+2)    Charisma: 13 (+1)
Luck: 14

Strain Points: N/A

Racial and Class Bonuses:
Low-Light Vision (Can see twice as far as normal in low light situations)
+2 Racial bonus on diplomacy and gather information checks

Auto Languages: Common & Elven

Unique Skills and Spell Schools/Domains:
Quick Draw: You can draw weapons with startling speed.



Equipment:
Blood-bound Bow (Disintegrates and reforms with Timbre if something else grabs it)
Atheme



Other Stuff:

Experience: 0

Height: 6'4" (195cm)          Weight: 132lbs (60kg)

Timbre is a Half-Elf experimentation gone-wrong.
Born to be bred as a weapon for the deities, it fled from the training fields and began to use its advanced intelligence and dark ties to foster power and wisdom.

Coming from another plane of existance, the only items Timbre carries are his infamous Bow, and handy Atheme. While there may be nothing overly intriguing about the dagger, the bow is a serious source of Timbre's ability. Made of an unknown substance and imbued with an equally mysterious power, it works only in Timbre's hands. If it finds itself in the possession of another, it will instantly disintegrate and re-appear at Timbre's side.

Timbre excels in dark environments, easily finding comfort in the shadows. Bright environments however, are a struggle. This is due to it having lived in a very dark environment for the first years of its life.

With unclear motives, the only thing that can be certain is that Timbre could potentially be very dangerous, but also a very useful ally if the conditions permit.


NOTE: This Timbre is a past version of the one used on the MC servers. This is from around the time first after coming to this plane of reality.

Timbre's Header

[b]Name:[/b] Timbre               [b]Bonuses:[/b]           [b]Str:[/b] -1     [b]Con:[/b] +1
[b]Health Points:[/b] 22/22                                           [b]Dex:[/b] +1     [b]Int:[/b] +1
[b]Strain Points:[/b] N/A                                                                [b]Wis:[/b] +2    [b]Cha:[/b] +1
[b]Armour Class:[/b] CHARACTER ARMOUR CLASS                                           [b]Luk:[/b] 14





Rolled 4d6 : 6, 5, 4, 4, total 19

Rolled 4d6 : 2, 1, 1, 5, total 9

Rolled 4d6 : 6, 2, 1, 4, total 13

Rolled 4d6 : 3, 6, 5, 3, total 17

Rolled 4d6 : 5, 3, 3, 5, total 16

Rolled 4d6 : 3, 6, 5, 2, total 16

Rolled 1d20 : 12, total 12

Things not filled out are things that I'm not sure on how to do yet

Is this attempt correct?
Title: Re: Timbre the Half-Elf
Post by: furryoldlobster on April 25, 2016, 12:00:26 AM
Well done!   Only a few things to edit.   At level 1, you do get hp from specific class (in your case it would be 3/lvl).   So just add 3 hp to your total.  Your Armor Class (AC) is a combination of base AC (10 in your case) + your dexterity modifier (+1) + AC bonus from armor (most characters start with padded cloth armor (something you'd have no way of knowing since I need to repair/edit the CAC guide) which is +1 and finally add any bonus to AC because of size (which you've done completely correct).  This will give you a final AC of 12.   This means any enemy must roll at least a 12 to land a damaging blow. 

Nice work, Tslat.