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DA PnP Character Sheet

Jan 31st, 2015
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  1. Name: Dellan the Scout
  2. Player: Toast
  3. Race: Human; Fereldan Freeman
  4. Background: Works as courier. Born in Amaranthine. Was working in the Free Marches during the Blight in Fereldan.
  5. Age: 27
  6. Gender: Female
  7. Height: 160cm
  8. Weight: 70kg
  9. Class: Rogue
  10. Distinguishing Features: Small scar over left eyebrow, short black hair, green eyes, short.
  11.  
  12. ---------------------------------
  13.  
  14. Attributes:
  15. COM: 5
  16. CON: 3
  17. CUN: 5
  18. DEX: 5
  19. MAG: 1
  20. PER: 5
  21. STR: 2
  22. WIL: 3
  23.  
  24. ---------------------------------
  25.  
  26. Stats:
  27. Level: 12
  28. Armor: 6 (Penalty: 0)
  29. Speed: 15
  30. Defense: 15 ((+2 if in cover, +1 from armor))
  31. Health: 101/101
  32. Remaining Money: 96 gold, 55 silvers, 66 coppers
  33.  
  34. ---------------------------------
  35.  
  36. Primary Abilities:
  37. Communication, Dexterity, and Perception.
  38.  
  39. Secondary Abilities:
  40. Constitution, Cunning, Magic, Strength, and Willpower.
  41.  
  42. ---------------------------------
  43.  
  44. Focuses:
  45. Constitution (Stamina): Enduring fatigue, disease, and privation (+2 to rolls)
  46. Dexterity (Stealth): Sneaking about quietly and out of sight (+2 to rolls)
  47. Cunning (Musical Lore): Knowing musical traditions and songs (+2 to rolls)
  48. Dexterity (Bows): Fighting with weapons from the Bows Group (+2 to rolls)
  49. Cunning (Healing): Aiding the wounded and sick. (+2 to rolls; Garrett says I can make all kinds of Health Potions now, Lesser/Regular/Greater)
  50. Dexterity (Legerdemain): Using sleight of hand to trick others, hide things, and pick pockets. (+2 to rolls)
  51. Willpower (Self-Discipline): Focusing your mental energy or controlling your impulses and emotions. (+2 to rolls; +1 from demon skin armor)
  52. Perception (Empathy): You are good at detecting emotions in others. (+2 to rolls)
  53. Cunning (Navigation) : Planning and following a route from one place to another. (+2 to rolls)
  54. Cunning (Natural Lore): Knowing the flora and fauna of Thedas. (+3 to rolls)
  55. Cunning (Poison Lore): Knowing about poisons, their uses, and their preparation. (+2 to rolls; Garrett says I can make Antidotes now)
  56. Communication (Performance): Entertaining an audience with an artistic talent. (+2 to rolls)
  57. Cunning (Cultural Lore): Knowing the traditions and beliefs of various cultures. (+2 to rolls)
  58. Communication (Persuasion): Convincing others to agree with you. (+2 to rolls)
  59.  
  60. ---------------------------------
  61.  
  62. Talents:
  63. Contacts (Novice): You can attempt to make a contact out of a NPC with a successful Communication (Persuasion) test.
  64. Music (Novice): You know how to play an instrument, sing, and write and read music.
  65. Archery Style (Novice): Your aim is true. When you take the aim action while using a bow or crossbow, you gain a +2 bonus on your attack roll instead of the usual +1
  66. Chirurgy (Novice): You have trained in the art of chirurgery and your aid is swift and sure. Heal is a minor action for you.
  67. Chirurgy (Journeyman): When you use the heal action, your ally gets back an amount of Health equal to double the Dragon Die + Cunning.
  68. Observation (Novice): You can re-roll Perception (Seeing) and (Empathy) but must keep second roll.
  69.  
  70. [[WITH HAWK'S-FLIGHT EQUIPPED: +1 Archery Style to (Journeyman): Reload faster.]]
  71. [[WITH SPECIAL DAGGER EQUIPPED: +1 Single Weapon Style to (Novice): +1 to defense when active.]]
  72.  
  73. ---------------------------------
  74.  
  75. Starting Abilities:
  76. Backstab: You must approach your opponent with a move action and win an opposed test of your Dexterity (Stealth) vs. your target’s Perception (Seeing). If you win the test, you can use your major action this round to backstab him. This is a melee attack with a +2 bonus to the attack roll that inflicts +1d6 extra damage.
  77.  
  78. Rogue's Armor: Leather Armors have no penalty.
  79.  
  80. ---------------------------------
  81.  
  82. New Abilities:
  83. Stunt Bonus: You can perform the Pierce Armor stunt for 1 SP instead of the usual 2.
  84.  
  85. Bluff: You can try to backstab an opponent that you begin your turn adjacent to. You must first use a minor action to try to deceive him. This is an opposed test of your Communication (Deception) vs. your opponent’s Willpower (Self-Discipline). If you win, you have wrong-footed your opponent and can backstab him. As usual with a backstab, you make a melee attack with a +2 bonus and inflict +1d6 extra damage if you hit.
  86.  
  87. Stunt Bonus: You can perform the “that makes me wonder” stunt for 2 stunt points instead of the usual 3.
  88.  
  89. Dirty Fighting: To use dirty fighting, you must first hit with a melee attack. If successful, you inflict no damage but your opponent must make a successful TN 15 Constitution (Stamina) test or become stunned. A stunned character can attempt the test again at the start of his turn, and if successful can act normally. Otherwise, the only thing a stunned character can do on his turn is take a single move action. While your opponent is stunned, all melee attacks against him from rogue characters are considered backstabs. Stunts are possible on your initial attack roll, so you could stun your opponent and then use lightning attack for an immediate backstab, for example.
  90.  
  91. Lethality: You use your wits to hit enemies where it hurts. You can add your Cunning to your damage when making ranged attacks.
  92.  
  93. Slippery: Gain a +1 to defense when encountering 2+ enemies.
  94.  
  95. ---------------------------------
  96.  
  97. Bard Powers: (Starting a Song is a Minor Action)
  98. Novice: You can sing a Song of Valor. Allies gain a +1 bonus on Attack rolls as long as the song is maintained.
  99.  
  100. Journeyman: You can sing a Song of Friendship. Allies gain a +1 bonus on Communication rolls as long as the song is maintained.
  101.  
  102. Master: You can sing a Song of Captivation. Once per round while singing, you can attempt to captivate one opponent within 16 yards. This is an opposed test of your Communication (Performance) vs. the target’s Willpower (Self-Discipline). If you win, the target can take no actions on his next turn.
  103.  
  104. ---------------------------------
  105.  
  106. Contacts:
  107. The Warden of Vintiver
  108. Keeper Orellis
  109. Bann Valdur Colten
  110. Arley Rodier
  111. Captain Cabrol
  112. Orfiel Esham
  113. Rahel
  114. Junlen
  115. Prince Aehrenthal
  116.  
  117. ---------------------------------
  118.  
  119. Languages:
  120. Trade Tongue/King's Tongue
  121.  
  122. ---------------------------------
  123.  
  124. Weapon Groups:
  125. Bows, Brawling, Light Blades, Staves (Taking Bows and Light Blades as main.)
  126.  
  127. ---------------------------------
  128.  
  129. Some Equipment:
  130. Traveler's backpack.
  131. Traveler’s garb.
  132. A waterskin.
  133.  
  134. ---------------------------------
  135.  
  136. Used-a-Lot Items
  137. 1 Bow Of Andruil (("Hunter's Bane"; +1 to attack and damage rolls; +1 PER thanks to modification thingy gf said was okay))
  138. 1 Genuine Spider Silk Cloak ((“This cloak is made of the finely woven webbing of a giant spider enchanted with Primal Magic. The wearer gains a +2 bonus on Dexterity (Stealth) tests and is immune to the web power of giant spiders.”))
  139. Fancy Demon Skin Heavy Leather Armor ((+1 Self-Disc rolls; Rune that adds +1 Defense))
  140. Fancy Ivory Dagger (1d6+1) ((attack is +DEX; damage is +STR)) ((+1 Damage))
  141. 35 Health Potions
  142. 8 Greater Health Potion
  143. 28 Healer's Kit
  144. 1 of a pair of matching steel rings, engraved with vines and roses; one large, and one small. +1 to courage rolls but only if you are both wearing the rings.
  145.  
  146. ---------------------------------
  147.  
  148. Bought Equipment:
  149. Arrows
  150. Lockpicks
  151. 3 Weeks of Travel Rations
  152. 1 Set of Utensils
  153. 4 Pouch (Belt)
  154. 2 Flint & Steel
  155. 1 Torch
  156. 1 Bedroll
  157. 1 Blanket
  158. 1 Pillow
  159. Whetstone
  160. Flask
  161. 1 Ink (Black)
  162. 1 Spike
  163.  
  164. ---------------------------------
  165.  
  166. New Items:
  167. An actual fuckton of elfroot
  168. Lots and lots of deer jerky
  169. Rope (30ft)
  170. 1 Lantern
  171. 3 Pints of Oil, for Lantern
  172. Even fucking more elfroot
  173. 1 Quill
  174. 3 pages of paper
  175. 1 Hunting Horn
  176. 1 blank scroll
  177. More elfroot!
  178.  
  179. ---------------------------------
  180.  
  181. New-New Items:
  182. 1 Quarterstaff
  183. 1 Smoke Bomb
  184. 4 Books, Brought Along from Amaranthine (various)
  185. 1 Book of Music for Bardly Things
  186. 1 Pound Various Cheeses
  187. 1 Pound Various Fruits
  188. 1 Package of Fancy Soap
  189. 1 Hat
  190. 1 Pair of Comfy Boots
  191. 1 Pair of Archery Gloves
  192. 1 Dark Green Shawl
  193. 3 Pounds Dried Food
  194. 2 Pounds Fresh Food
  195. 1 Notebook For Writing Songs And Stuff In
  196. 1 Lil Action Figure of a Man with a Shield
  197. EVEN MORE ELFROOT!!!
  198.  
  199. ---------------------------------
  200.  
  201. Newer New Items:
  202. 15 Fire Arrows
  203. 1 Pouch of Dried Fruit
  204. 1 Sewing Kit
  205. Enough Material for 5 Healer's Kits
  206. 1 Set of Warm-Weather Traveler's Garb
  207. 1/2 Pound of Tea (half is herbal tea, half is real tea)
  208.  
  209. ---------------------------------
  210.  
  211. "I'm A Healer" Items:
  212. 1 Book on Poisons and their Antidotes ("The Complete Compendium of Poisons and Antidotes – A detailed list of poisons and antidotes." gives the Poison Lore focus + new recipes for antidotes)
  213. 2 Books from The Botanical Compendium (Edition 1, gives Natural Lore Focus; Edition 2, gives +1 to rolls)
  214. 1 Lil Booklet with All Healing Potion Recipes
  215. 2 Mortar and Pestle
  216. 2 Smallish Scales for Weighing Things
  217. 2 Knives
  218. 2 (Reed) Baskets
  219. 20 Empty (Metal) Flasks
  220. 20 Empty (Glass) Bottles
  221. 50 Elfroot
  222. 8 Blood Lotus
  223. 7 Crystal Grace
  224. 9 Dragonthorn
  225. 2 Arbors Blessing
  226. 5 Spindleweed
  227. 4 Silent Plains Rose
  228.  
  229. ---------------------------------
  230.  
  231. Gift Items:
  232. For Everybody: 1 Half-Pound of Sweets (assorted)
  233. For ???: 1 Gold Necklace
  234. For Slaves/Chantry: lots of money; 3 regular health potions; 1 lesser health potion
  235.  
  236. ---------------------------------
  237.  
  238. Puppy:
  239. 1 Puppy (Brody)
  240. 1 Bag of Mabari Crunches (have nothing to do with healing, just as doggie treats)
  241.  
  242. ---------------------------------
  243.  
  244. Prizes:
  245. 100 dragons from archery contest.
  246.  
  247. 1 ancient long bow 'Hawks-flight', a superior masterwork made of ironbark. It bestows one bonus talent level, gives the benefit of the Bows focus even to those who do not have it, has a +2 accuracy bonus, and has +3 social bonus.
  248.  
  249. 5 dragons from being on the winning team in the melee.
  250.  
  251. 1 fancy gold ring from being good in the contests, laurel wreath style.
  252.  
  253. ---------------------------------
  254.  
  255. ~Investigation:
  256. 5 red coins
  257. 1 Sanan's Journal (the name 'Dominic' a few times, one time there was 'Gold' written, and one of the latest entry had 'Wardens' written.)
  258.  
  259. ---------------------------------
  260.  
  261. To Sell:
  262. 1 Torn Trousers
  263. 3 Daggers
  264. 1 Engraved Club
  265. 1 Red Bandana
  266. 2 Heavy Plate armor, 3 Bastard Sword.
  267. Various weapons, armor, and shields
  268.  
  269. ---------------------------------
  270.  
  271. Goals:
  272. Short Term: ???
  273. Long Term: ?????
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