bwatford Posted February 12 Author Clone Share Posted February 12 PARTY LOOT LOG Undivided Coin Platinum Plate (pp): 0 Golden Orb (gp): 0 Electrum Lucky (ep): 0 Silver Noble (sp): 0 Copper Common (cp): 0 All of the coins are round, except for the platinum plate, which is square. The current coinage system replaced the previous system, which included coinage worth less than the copper common known as bronze zees, brass bits, and iron drabs. Link to comment Share on other sites More sharing options...
Niven81 Posted February 22 Clone Share Posted February 22 So I did this completely by accident and am now trying to replicate it. Any suggestions on how? Link to comment Share on other sites More sharing options...
bwatford Posted February 22 Author Clone Share Posted February 22 Where is the source post that you did this in? link? To achieve the double border fieldset and the overlayed floating image it would have had to be done in source mode as it is not possible with the WYSWYG editor. Border property in the fieldset will change the border, not sure how you got an image to break out of a fieldset though. Link to comment Share on other sites More sharing options...
bwatford Posted February 22 Author Clone Share Posted February 22 Morgan half lands, half crashes on the other side of the portal gasping for air like a marathon runner. "I got them, Drama!" She yells out toward the other Scion surprisingly using an actual name for once. She looks around, taking a head count and looking for anyone else she may have missed, aware that the Moochies secured Servo before everything went to heck. ahhhh... it looks like you restyled a quote box instead of a fieldset. Just clone your old post and change it to duplicate it. Link to comment Share on other sites More sharing options...
Niven81 Posted February 22 Clone Share Posted February 22 Thank you. I did try that but I'm unable to replicate the way the character image seems to float above the quote box. Link to comment Share on other sites More sharing options...
Alterangel Posted March 20 Clone Share Posted March 20 Does anyone have a template for a Star Wars Saga Edition game? Link to comment Share on other sites More sharing options...
bwatford Posted April 3 Author Clone Share Posted April 3 CHARACTER THREAD TEMPLATE You are welcome to use the following template. It is designed to include all pertinent details about your character for quick reference by both the Narrator and yourself as the player. By keeping this post current in your character thread, you eliminate the need for a separate Myth-Weavers character sheet. Ensure that your posting template provides a link to your character thread for convenient reference. STONESINGER CENYA ELF BARD 4 COLORSEER Age 98 Height 5 feet 4 inches Weight 123 pounds Size Medium Culture Shadow Elf Background: Entertainer VITALS HIT POINTS 25 HIT DICE 4 (1d8+1) ARMOR CLASS 14 (Padded Leather) SPEED 30 ft. MANEUVER DC 12 PERCEPTION 10 (passive) IMMUNITIES None INSIGHT 10 (Passive) RESISTANCES None VULNERABLE None SKILLS & SAVES STRENGTH 8 (-1) Athletics -1 STR Save -1 DEXTERITY 14 (+2) Acrobatics* +4, Sleight of Hand +2, Stealth +2 Dexterity Save* +4 CONSTITUTION 12 (+1) Constitution Save +1 INTELLIGENCE 14 (+2) Arcana* +4 (constructs +1d4), Engineering* +4 (tunnels +1d4), History +2, Investigation +2, Nature +2, Religion +2 Intelligence Save +2 WISDOM 10 (+0) Animal Handling +0, Culture +0, Insight +0, Medicine +0, Perception +0, Survival* +2 (dungeoneering +1d4) Wisdom Save +0 CHARISMA 18 (+4) Deception* +4, Intimidation* +6 (verbal), Performance* +6 (vocals +1d4), Persuasion* +6 (+1d4) Charisma Save* +6 * Denotes Proficiency (denotes expertise) PROFICIENCIES & LANGUAGES Armor Light armor Weapons Simple weapons, hand crossbows, longswords, rapiers, shortswords Tools Lute, mason’s tools Senses Darkvision 120 ft. Languages Common, Elvish, Undercommon ARCHTYPE: COLORSEER Colorseers express their magic through the ebb and flow of fantastical colors. www.levelup5e.com EQUIPMENT Backpack, crowbar, dagger, hammer, hand crossbow, lute, padded leather, pitons (10), quiver with 20 bolts, rapier, torches (10), tinderbox, waterskin, rations (8 Supply) Maximum Supply: 8 Maximum Bulk: 1 BACKGROUND: ENTERTAINER Connection. Stone and Steele, her old performing troupe led by Riley Steele. Memento. A shard of the harmonic crystal she found deep underground, which still resonates with her voice. Pay the Piper. In any settlement in which Cenya hasn’t made herself unpopular, her performances can earn enough money to support her and her companions: the bigger the settlement, the higher Cenya’s standard of living, up to a moderate lifestyle in a city DESTINY: KNOWLEDGE Cenya seeks universal truths too vast and terrible for mortal minds to comprehend, or untold secrets hidden away from inquiring minds. She fulfills her destiny of Knowledge and gains her fulfillment feature when she has a true epiphany. SOURCE OF INSPIRATION Learning. Cenya gains inspiration whenever she makes an arcane, divine, scholastic, or scientific discovery. FULLFILLMENT FEATURE Converging Theories. Cenya’s understanding has bridged the gaps and she joins what once was disparate into a unified scientific and spiritual theory. Her Intelligence, Wisdom, and Charisma scores each increase by 2 and their maximums each become 22. INSPIRATION FEATURE Critical Evaluation. As a bonus action, Cenya may spend her inspiration to quickly evaluate a creature or item she can see, accurately determining one objective attribute of her choice. When evaluating a creature, she may determine its resistances, immunities, vulnerabilities, what languages it speaks, or its armor class. When evaluating an object, she may determine if it is magical, poisonous, cursed, trapped, or its approximate value. WEALTH COIN POUCH Copper: 0 | Silver: 0 | Electrum: 0 | Gold: 6 | Platinum: 0 BANKED COIN Copper: 0 | Silver: 0 | Electrum: 0 | Gold: 0 | Platinum: 0 ITEMS OF VALUE (Gems, Art, Jewelry, etc.) 1. 2. 3. MAGIC ITEMS ATTUNED ITEMS (Maximum of 3) 1. 2. 3. NON-ATTUNED ITEMS 1. 2. 3. CONSUMABLES 1. 2. 3. COMBAT Action Bonus Action Reaction ATTACKS Rapier +4 to hit; reach 5 ft; one target; 6 (1d8+2) piercing damage. Parrying. This weapon is designed to be used with a light shield. When Cenya makes an attack with this weapon and is using a light shield she can use a bonus action to either make an attack with her shield or increase her Armor Class by 1 until the start of her next turn. Finesse. Cenya may choose to use your Dexterity modifier for attack and damage rolls made with this weapon (included). Hand Crossbow (offhand) +4 to hit; range 30/120 ft; one target; 5 (1d6+2) piercing damage. Dual-wielding. This weapon is designed to be wielded in concert with another weapon. When wielding another weapon in your main hand that does not have the heavy property, Cenya can use her bonus action to make an attack with this weapon (see Two-Weapon Fighting). Loading. This weapon must be loaded before it can be used. Cenya may only make one attack with a loading weapon when she uses an action, bonus action, or reaction to fire it, regardless of the number of attacks she could normally make. SPELLCASTING Caster Level 4 | Spell Casting Ability Charisma | Spell Save DC 14 | Spell Attack +6 Art Specialty: Voice. Cenya has advantage on saving throws made to maintain concentration on bard spells. CANTRIPS (Click the spell for more information) Dancing Lights (V, S, M). Cenya creates up to four hovering lights which appear as torches, lanterns, or glowing orbs that can be combined into a glowing Medium-sized humanoid form. Each sheds dim light in a 10-foot radius. She can use a bonus action to move the lights up to 60 feet so long as each remains within 20 feet of another light created by this spell. A dancing light winks out when it exceeds the spell’s range of 120 feet. Minor Illusion (S, M). This spell creates a sound or image of an object. The illusion disappears if dismissed or Cenya casts the spell again. Cenya may create any sound she chooses, ranging in volume from a whisper to a scream. She may choose one sound for the duration or change them at varying points before the spell ends. Sounds are audible outside the spell’s area. Visual illusions may replicate any image and remain within the spell’s area, but cannot create sound, light, smell, or other sensory effects. The image is revealed as an illusion with any physical interaction as physical objects and creatures pass through it. An Investigation check against Cenya’s spell save DC also reveals the image is an illusion. When a creature realizes the image is an illusion, the effects become fainter for that creature. Prestidigitation (V, S). Cenya wields arcane energies to produce minor effects within 30 feet. Choose one of the following: Create a single burst of magic that manifests to one of the senses (for example a burst of sound, sparks, or an odd odor). Clean or soil an object of 1 cubic foot or less. Light or snuff a flame. Chill, warm, or flavor nonliving material of 1 cubic foot or less for 1 hour. Color or mark an object or surface for 1 hour. Create an ordinary trinket or illusionary image that fits in your hand and lasts for 1 round. Vicious Mockery (V). As long as the target hears Cenya (understanding her words is not required) it makes a DC 14 Wisdom saving throw or it takes 1d6 psychic damage and has disadvantage on the first attack roll it makes before the end of its next turn. 1ST-LEVEL (4 Slots) (Click the spell for more information) Comprehend Languages (V, S, M). For one hour Cenya gains +10 bonus on Insight checks made to understand the meaning of any spoken language that she hears, or any written language that she can touch. This spell doesn’t uncover secret messages or decode cyphers, and it does not assist in uncovering lies. Cure Wounds (V, S). One creature (which is not a construct or undead) Cenya can touch regains 1d8+4 hit points. Harmonic Resonance (V, S, M, Concentration). Until the spell ends after 1 minute, Cenya may take the Help action as a bonus action. Additionally, when a creature within 30 feet uses a Bardic Inspiration die, she may choose to reroll the die after it is rolled but before the outcome is determined. Cenya cannot cast another spell through her spellcasting focus while concentrating on this spell. Heroism (V, S). Until the spell ends, one willing creature Cenya touches cannot be frightened and gains 3 temporary hit points at the start of each of its turns (any remaining are lost when the spell ends). Thunderwave (S). Thunder rolls from Cenya in a 15-foot cube. Each creature in the area makes a DC 14 Constitution saving throw. On a failure, a creature takes 2d8 thunder damage and is pushed 10 feet from Cenya. On a success, a creature takes half damage and is not pushed. 2ND-LEVEL (3 Slots) (Click the spell for more information) Detect Thoughts (V, S, M, Concentration). On the round she casts it, and as an action on subsequent turns until the spell ends, Cenya can probe a creature’s mind to read its thoughts by focusing on one creature you can see within 30 feet. The creature makes a Wisdom saving throw. Creatures with an Intelligence score of 3 or less or that don’t speak any languages are unaffected. On a failed save, Cenya learns the creature’s surface thoughts—what is most on its mind in that moment. On a successful save, she fails to read the creature’s thoughts and can’t attempt to probe its mind for the duration. Conversation naturally shapes the course of a creature’s thoughts and what it is thinking about may change based on questions verbally directed at it. Once she has read a creature’s surface thoughts, Cenya can use an action to probe deeper into its mind. The creature makes a second Wisdom saving throw. On a successful save, she fails to read the creature’s deeper thoughts and the spell ends. On a failure, she gains insight into the creature’s motivations, emotional state, and something that looms large in its mind. The creature then becomes aware that she is probing its mind and can use an action to make an Intelligence check contested by her Intelligence check, ending the spell if it succeeds. Additionally, Cenya can use an action to scan for thinking creatures within range that she can’t see. Once she detects the presence of a thinking creature, so long as it remains within range she can attempt to read its thoughts as described above. The spell penetrates most barriers but is blocked by 2 feet of stone, 2 inches of common metal, or a thin sheet of lead. Magic Map (S, M). Cenya creates a map with herself at the center, choosing a scale up to 100 by 100 miles. The map only includes locations that she has seen and traveled through. The map doesn’t show areas at a significantly different elevation from her current location. If she casts the spell while lost, the spell fails. BARDIC INSPIRATION (4 Per Long Rest) Cenya chooses one creature other than herself that can hear or see her within 60 feet. That creature gains a d6 Bardic Inspiration die. Once within the next 10 minutes, it can roll this die and add the number rolled to one ability check, attack roll, or saving throw result. Alternatively, Cenya can use her Bardic Inspiration to power her Battle Hymns. Battle Hymns. Cenya can expend a use of her Bardic Inspiration to activate this feature at the start of her turn. It continues until she chooses to end it or loses concentration (as if it were a spell), or if activated during a combat whenever the combat ends. Cenya’s battle hymns can affect 4 additional creatures. Harmony of Pain: The creature gains a number of temporary hit points equal to Cenya’s Bardic Inspiration die. Song of Clarity: At the start of each of her turns, Cenya can choose one creature. At the start of its turn, the chosen creature can expend and roll one of its Hit Dice to regain hit points. Battle Hymn Focus. At the end of another creature’s turn, Cenya can use her reaction to activate a battle hymn. This battle hymn replaces any currently activated battle hymns. Replacing an activated battle hymn does not require expending a use of Bardic Inspiration if it has no target yet. FEATS & FEATURES Fey Ancestry. Cenya gains an expertise die on saving throws against being charmed, and magic can’t put her to sleep. EXPLORATION Critical Evaluation. Cenya may spend her inspiration to quickly evaluate a creature or item she can see, accurately determining one objective attribute of her choice. When evaluating a creature, she may determine its resistances, immunities, vulnerabilities, what languages it speaks, or its armor class. When evaluating an object, she may determine if it is magical, poisonous, cursed, trapped, or its approximate value. Trance. Cenya doesn’t need to sleep. Instead, she meditates deeply, remaining conscious. When she takes a long rest, she spends 4 hours in her trance state (instead of sleeping for 6 hours). During the trance Cenya suffers no penalty to passive Perception. A long rest remains 8 hours for her as normal, and the remainder of the time must be filled only with light activity. Eternium Palette. (1/Day) Cenya’s artistry focuses on the play of colors, tugging and pulling at them to reveal new hues. She gains advantage on saving throws against illusions. In addition, when she knows she is being targeted by an illusion spell, she can choose to halve or double its duration. Once she has used this feature a number of times equal to half her proficiency bonus, she can’t do so again until she finishes a long rest. Jack-Of-All-Trades. Whenever Cenya makes an ability check with a skill or tool she is not proficient with, she adds half her proficiency bonus (rounded down). SOCIAL Bardic Legend. When Cenya enters a settlement and spends a day playing or recounting her Bardic Legend, the reputation of her and her allies starts to grow. In addition to receiving local quests suited to the exploits detailed in her bardic legend, when Cenya rests in a settlement that knows her bardic legend she and her allies regain all spent Hit Dice over the course of a long rest. In addition, she gains an expertise die on Prestige checks made in the settlement. Sly Confidant. When Cenya succeeds on an opposed Intelligence, Wisdom, or Charisma check, she gains advantage on her next opposed Intelligence, Wisdom, or Charisma check against the same creature. Varied Expertise. Cenya gains an expertise die on checks made using Persuasion. APPEARANCE Stonesinger Cenya is an exuberant shadow elf with a golden voice and a fascination with minerals and gemstones. She makes her living traveling town-to-town and performing, frequently reuniting with her duet partner—a human woman named Riley Steele—to perform together. Cenya is curious and obsessive, sometimes to the point of naïveté; she will gladly chase an intriguing mystery to the exclusion of all other considerations. Having lived in quiet desperation throughout her adolescence underground, she now seeks to enjoy the highest pleasures of life, sampling the finest foods, aged drink, and music that there is to find. Her indulgence can make her seem frivolous, but beneath that appearance lies a keen eye and an inquisitive soul that can’t be quenched. BACKSTORY Once a miner in a shadow elf commune deep underground, Cenya grew up leading a lifestyle chiefly concerned with the pragmatic realities of day-to-day survival. Art and culture were rarely of interest to her community, and she carried this same mentality for the better part of a century. Her life only changed when she discovered a large, humming crystal in a rounded cave, clearly not naturally-formed. When she spoke the crystal echoed back in harmonies, and she couldn’t help but raise her voice in song to accompany it. In the swelling joy that accompanied her discovery of music, she eagerly returned to her community with what she had learned. Unfortunately, her people had little interest in what she had to say. In short order she was exiled to the surface for her frivolity, and the only act of rebellion she could manage was keeping the location of the crystal a secret so that it wouldn’t be harvested by her people. On the surface, forced to survive on her own, she continued to refine her craft until she found she could make a living through it. ALLIES & ORGANIZATIONS Stone and Steele, her old performing troupe led by Riley Steele. FOLLOWERS & STRONGHOLDS Neigh Type Riding Horse Abilities Speed 60ft, AC 10, HP 19. Link to comment Share on other sites More sharing options...
Powderhorn Posted April 4 Clone Share Posted April 4 In an effort to share as well, while mine isn't fancy per se, it is also mobile friendly, and works well for OSR type games: Sigurros (Siggy) Sifdottr Race: Human Class: Warrior / Healer Alignment: Deity: Attributes STR: 13 (0) DEX: 14 (+1) CON: 18 (+2) INT: 7 (-1) WIS: 13 (0) CHA: 12 (0) Vitals Attack Bonus: +1 Armor Class: 17 (Impervious Defense 1) Hit Points: 5 Wounds: 0 System Strain: 0 Effort: 1 HD: 1 XP: Skills Stab (1) Shoot (0) Heal (1) Lead (0) Connect (0) Equipment Silver: 6 Encumbrance Readied Items: 6 Stowed Items: 13 Readied Items Axe, Hand (1) Axe, Hand (1) Axe, Hand (1) Axe, Hand (1) Bow, Large (2) Stowed Items Backpack Boots Clothes (Common) Healer's Pouch (1) Arrows, 60 (3) Rations, 1 week (4) Waterskin, 1 gal. (1) Tinderbox Cooking Utensils (1) Flask, Metal, 1 pint (1) Dual Wield Axe Attack: +2 Axe Damage: 1d6+3 2/AC15 Single Wield Axe Attack: +3 Axe Damage: 1d6+1 2/AC15 Axe Range: 10' / 30' Ranged Bow Attack: +2 Bow Damage: 1d8+1 Bow Range: 100' / 600' Saving Throws Physical 13 Evasion 14 Mental 15 Luck 15 Foci Impervious Defense (1) - Whether through uncanny reflexes, remarkable luck, supernatural heritage, or magical talent, you have natural defenses equivalent to high-quality armor. The benefits of this Focus don't stack with armor, though Dexterity or shield modifiers apply. Level 1: You have an innate Armor Class of 15 plus half your character level, rounded up. Gifted Chirugeon (1) - You have an unusual gift for saving Mortally Wounded allies and quickening the natural recovery of the wounded in your care. Level 1: Gain Heal as a bonus skill. You may attempt to stabilize one Mortally Wounded adjacent person per round as an On Turn action. When rolling Heal skill checks, roll 3d6 and drop the lowest die. You heal twice as many hit points as usual when applying first aid after a battle, as described on page 48. Spell List Healing Touch: Commit Effort for the scene as an Instant action; for the rest of the scene, you may heal 2d6 damage plus your Heal skill to a touched ally as a Main Action. This healing adds 1 System Strain to the target each time it is applied. Vital Furnace: Your tremendous life energy can be used to instantly regenerate any non-mortal wound you have received. Commit Effort for the day as an Instant action to negate the damage from an injury you just received that did not reduce you to zero hit points. Aside from this ability, you automatically stabilize if reduced to zero hit points and awaken ten minutes later with 1 hit point. This ability cannot undo damage you intentionally inflict on yourself via some power or magical exchange. Sigurros, Siggy to her friends, of which she's fast to make, hails from the far north on a spirit journey to find her way closer to the source of her natural healing abilities. In combat, which she is more than happy to jump into, she wields two hand axes like a dervish, and has two more strapped to her hips so that she can throw her axes in a pinch. Those who watch her fight will find her surprisingly able to avoid blows that come towards her, though she fights merely in her travelling clothes. Link to comment Share on other sites More sharing options...
bwatford Posted April 6 Author Clone Share Posted April 6 Dungeons & Dragons 5e with DM BWatford This is an extremely mobile friendly posting format for Game Masters to use. Feel free to use it in your games. The Whispering Cairn The Cairn HillsThe Cairn Hills refers to the rolling hills and valleys surrounding Diamond Lake, and they are rife with hundreds of burial sites and ruins, the remnants of a civilization long forgotten. Local youth like to dare each other to explore various cairns as a rite of passage, though they have to evade the roving patrols of soldiers from the Garrison and The Bronzewood Lodge to do it. Every decade or so, someone comes across an undisturbed cairn and lives to tell the tale. (Two hours E of Diamond Lake) 7:45 pm MoondayMonday the 9th of ReapingJuly, 595 CY Map Lighting is currently disabled, please use directions (N,S,E,W,NE,SE, etc) when moving. (i.e. I move 2 squares N and 4 E). Active Maps WHISPERING CAIRN Bookkeeping PASSIVE PERCEPTION Alatia 18 | Riffraff 15 | Armando 13 | Sunny 12 | Thodin 12 | Allera 11 INITIATIVE Not in Use!! MECHANICS Not in Use!! CONDITIONS Alatia Light Spell (25 minutes remaining) Armando Torch (10 minutes remaining) DESCRIPTIONS Not in Use!! ALATIA CARNWHEAT Hit Points: 10/10 Hit Dice: 1/1 Warding Flare: 3/3 *L Spell Slots: (+5, DC 13) *L 1st Level: 1/2 DM Inspiration: 1/1 ALLERA LORABELIS Hit Points: 8/8 Hit Dice: 1/1 Arcane Recovery: 1/1 *L Spell Slots: (+6, DC 14) *L 1st Level: 2/2 DM Inspiration: 1/1 ARMANDO RAILWALKER Hit Points: 9/9 (gnome cunning) Hit Dice: 1/1 Pact Magic: (+4, DC 12) *L 1st Level: 1/1 DM Inspiration: 1/1 RIFFRAFF Hit Points: 9/9 Hit Dice: 1/1 DM Inspiration: 1/1 SUNNY Hit Points: 15/15 Hit Dice: 1/1 Rage: 1/2 *L DM Inspiration: 1/1 THODIN EVERSHARP Hit Points: 13/13 (RESIST: poison SAVADV: poisoned) Hit Dice: 1/1 Divine Sense: 3/3 *L Lay on Hands: 5/5 *L DM Inspiration: 1/1 Link to comment Share on other sites More sharing options...
bwatford Posted April 8 Author Clone Share Posted April 8 POSTING TEMPLATE You are welcome to use the following template. It is designed to include all pertinent details about your character for quick reference by both the Narrator and yourself as the player. Please ensure that your posting template provides a link to your character thread for convenient reference. STONESINGER CENYA ELF BARD 4 COLORSEER AC: 14 | HP: 25/25 | Maneuver DC: 12 | Passive Perception/Insight: 10/10 Spell Slots: 1st 4/4, 2nd 3/3 | Spell Attack: +6 | Spell DC: 14 Bardic Inspiration: 4/4 | Eternium Palette: 1/1 | DM Inspiration: 1/1 Token should be max size of 150px, you can pick your own style and you can make them at the link below. Token Stamp 2 - RollAdvantage Posts should use the default size and color for optimal viewing across different themes and devices. If you decide to use colors, it's best to adhere to the basic palette since these colors vary with the themes. "Speech should always be in quotes and in bold." Thoughts should be in italics Mechanics Main Hand: Empty Off Hand: Empty Action: Your action goes here. Bonus Action: Your bonus action goes here. Move: Your movement goes here. Manipulate: Your one free object interaction goes here. Link to comment Share on other sites More sharing options...
Ryfte Posted July 3 Clone Share Posted July 3 (edited) I've got a lot of really complex "fancy" stuff built out but to really customize it, for example, with the spoiler buttons, you've got to really dig into the source. Discovering what objects wouldn't get stripped out by the editor / save was a trial process, lol. Still, here's an example of one of my post templates, as always up for grabs if you're willing to wrestle with the customization involved. You can use background images for most elements and apply various textures / patterns and gradients although opacity settings are very hit or miss but it works fine if you simply apply those to your image instead. Side note, you really have to be careful with a lot of this stuff. For example, I explicitly set the background an text colors so that the color schemes will display the content properly. Otherwise you can end up with some really wonky display issues depending on the selected site theme! DESCRIPTION Dalarak is tall, for a dwarf, and broad shouldered with thick corded muscles and no sign of extra weight on his frame. He's quite heavy for his actual height and incredibly tough. His strangely gray skin is unusually thick and has a rough, almost rock-like texture to it. Despite being a dwarf he has no body hair to speak of, including any facial hair at all. What would normally be an extremely embarrassing lack for a typical dwarf is a sort of badge of recognition for Dalarak however; his gray, rocklike face, without any hair at all. He has immediate recognition almost anywhere within the kingdom. His hands and feet are enormous for his size, wide, rough, and heavily calloused. Strangely, for a dedicated warrior, he doesn't have a single weapon scar on him. He wears his custom fitted heavy armor most of the time, only leaving it when he must, and prefers to carry at least one weapon with him at all times, regardless of circumstance. When in "civilian" dress he favors dull colors, grays and browns, as well as whites and even then he more often than not will be wearing the stripped down version of his armor beneath the clothing which is very similar to a mithral chain shirt. Not much of a fancy dresser except for formal social events of course, at which he has to wear one of his dress uniforms, he tends towards simple outfits that are more function over flair. The one apparent concession to his simple dress is his belt which is of finely wrought mithril design and composed of multiple segments. It also happens to actually be a deadly weapon in his hands if the need arises. | APPLICATION | SHEET Captain Dalarak Barivin Solace of the Northern Guard, Firmament of the 7th Regiment, The Living Wall Male, Medium Humanoid ( dwarf, earth), Crusader 4 / Exoticist Fighter 2 AC/T/FF: 23/12/21 HP: 70/70 S/D/C/I/W/C: +4/+2/+5/+2/-1/-3 | F/R/W: +10/+4/+1 | Move: 20' Darkvision 60'; DR8 / adamantine; Regen 1; 3 AoO's; MW Spiked Chain (10' reach) +11/+6 2d4+6, 20/x2, piercing Balance +5, Climb +2, Craft (armor) +11, Diplomacy +6, Jump +11, Know (history) +9, Profession (knight) +3, Ride +11, Search +2 Dalarak stood uncomfortably in his dress uniform, his legs braced and shifting his weight back and forth as he held a glass much to small for his broad hand. He absentmindedly tugged at his collar. * Nowhere near as comfortable as my armor. I don't know how they all deal with this "finery" every day. I'd rather be knee deep in a battle in my armor than this stuff... * He watched the ebb and flow of people walking through the room around him, constantly analyzing it for dangers and tactical positioning. He nodded to the few that were there that he knew better than in passing. Dalarak realized, a bit belatedly, that he'd been greeted by a cousin of one of the earls. He'd seen her approaching and filed her away as not a threat but he might have missed that she could in fact be a different sort of threat, "Yes, indeed. Well met miss." She'd been at the last few events he'd been at and she somehow always seemed to find him and find reasons to speak with him numerous times at each event. OoC Summary: ... La la la la la ... Full Round: --- Standard Action: --- Move Action: --- Swift Action: --- Immediate Action: --- Free Action(s): --- Effects / Modifiers 20' move not reduced by armor or encumbrance Improved Stonecutting +4 Improved Stability +8 +2 rb on Poison saves +4 dodge bonus to AC vs giant types Offenses Wild Blast (ranged touch attack), +7, 2d6, 20/x2, 60' range; Point Blank Shot: +1 on attack and damage rolls within 30'; Precise Shot: No penalty shooting at opponents in melee Spells / SLA's / Invocations Call of the Beast (invocation, 2nd): Continuous speak with animals as the spell and wild empathy druid class feature. Spiderwalk (invocation, 2nd): Continuous spider climb as the spell and you are unaffected by mundane or magical webs of any kind. Syllable of the Wild (i.e. Baleful Utterance) (invocation, 2nd): You can affect an object or area as the shatter spell. If a creature is holding or wearing the target object and the target is destroyed, the creature must make a Fort DC16 save or be dazed for 1 round and deafened for 1 minute. This is a sonic affect. Pass without Trace (Su) (forest gnome): A forest gnome can use the spell pass without trace as a druid of class level equal to their HD at will. Dancing Lights 1/1, Ghost Sound 1/1, Prestidigitation 1/1 (SLA's) (Gnome + Gnome Illusionist): These spells can each be cast 1/day at your illusionist caster level. Prepped Spells Clatrops (0th) 1/1, Silent Image (0th) 2/2, Silent Portal (0th) 1/1 Edited July 3 by Ryfte (see edit history) Link to comment Share on other sites More sharing options...
bwatford Posted July 3 Author Clone Share Posted July 3 @Ryfte that is a very good-looking template. I am surprised you could accomplish so much with the two different filters stripping a lot of CSS. Good job on it. I second the motion though, unless a user is comfortable with the source coding I would suggest not using something that complex and then not being able to fix it if they break it. lol But I may steal some of that code for a DM game template though. Link to comment Share on other sites More sharing options...
Ryfte Posted July 3 Clone Share Posted July 3 (edited) 18 minutes ago, bwatford said: @Ryfte that is a very good-looking template. I am surprised you could accomplish so much with the two different filters stripping a lot of CSS. Good job on it. I second the motion though, unless a user is comfortable with the source coding I would suggest not using something that complex and then not being able to fix it if they break it. lol But I may steal some of that code for a DM game template though. Please do! I've got a lot more "tricks" I picked up since shifting over here if you want more. I think of all my sheets the most complex has been my MnM3e sheet (modeled directly after the one in the book)! I incorporated a lot of floats into it so that when its viewed on a phone it degrades really well, particularly when I add an appropriate float to the character image (that's not on this one). I tend to create a custom palette for any given character and that means I have to hardcode them in. I tried early on and will every now and then, to throw in a <style></style> block with custom styles for easy reference, no base level redefining even though that would be easier, of course but currently those get stripped out. From a security perspective though, and to avoid cross site scripting attacks you really have to be careful about this stuff so its quite understandable! Edit: I also always check with the GM / DM and other players (if a character is accepted) to make sure they don't have any vision issues. Then incorporate symbols instead of colors if needed. PIXIEPL 10 Actual character size! ABILITIES62pp STRENGTH 1/-2 AGILITY 6 FIGHTING 4 AWARENESS 9 STAMINA 8 DEXTERITY 2 INTELLECT 0 PRESENCE 1 details Strength: 1 (2pp), Agility: 6 (12pp), Fighting: 4 (8pp), Awareness: 9 (18pp) Stamina: 8 (16pp), Dexterity: 2 (4pp), Intellect: 0 (0pp), Presence: 1 (2pp) ADVANTAGES16pp Agile Feint, Benefits 6, Evasion, Favored Environment (air), Hide in Plain Sight, Move-by-Action, Power Attack, Precise Attack 2 (close and ranged, concealment), Takedown 2 details Agile Feint: You can use your Acrobatics bonus or movement speed rank in place of Deception to feint and trick in combat as if your skill bonus or speed rank were your Deception bonus (see the Deception skill description). Your opponent opposes the attempt with Acrobatics or Insight (whichever is better). Benefit (Diplomatic Immunity): Daughter of a Denmark ambassador with full diplomatic immunity. Benefit (US Clearance): Due to her particular status and working with the governments of both Denmark and the United States she has a certain level of clearance. Benefit (Wealth 4): Alex is a millionaire having access to an effective unlimited amount of financial resources. She financially seems to have a knack for things "panning out" for her and in fact, she actually does though she's unaware of that fact. Evasion: You have a +2 circumstance bonus to Dodge resistance checks to avoid area effects (see the Area extra inxxxe bonus increases to +5. Favored Environment (Air): You have an environment you’re especially suited for fighting in. Examples include in the air, underwater, in space, in extreme heat or cold, in jungles or woodlands, and so forth. While you are in your favored environment, you gain a +2 circumstance bonus to attack checks or your active defenses. Choose at the start of the round whether the bonus applies to attack or defense. The choice remains until the start of your next round. This circumstance bonus is not affected by power level. Hide in Plain Sight: You can hide (see Hiding under Stealth in the Skills chapter) without any need for a Deception or Intimidation check or any sort of diversion, and without penalty to your Stealth check. You’re literally there one moment, and gone the next. You must still have some form of cover or concealment within range of your normal movement speed in order to hide. Move-by-Action: When taking a standard action and a move action you can move both before and after your standard action, provided the total distance moved isn’t greater than your normal movement speed. Power Attack: When you make a power attack (see Maneuvers, page 198) you can take a penalty of up to –5 on your attack bonus and add the same number (up to +5) to the effect bonus of your attack. Precise Attack (close, concealment): When you make close or ranged attacks (choose one) you ignore attack check penalties for cover or concealment (choose one), although total cover still prevents you from making attacks. Each additional rank in this advantage lets you choose an additional option, so with Precise Attack 4, all your attacks (both close and ranged) ignore penalties for both cover and concealment. Takedown 2: If you render a minion incapacitated with an attack, you get an immediate extra attack as a free action against another minion within range and adjacent to the previous target’s location. The extra attack is with the same attack and bonus as the first. You can continue using this advantage until you miss or there are no more minions within range of your attack or your last target. A second rank in this advantage allows you to attack nonadjacent minion targets, moving between attacks if necessary to do so. You cannot move more than your total speed in the round, regardless of the number of attacks you make. You stop attacking once you miss, run out of movement, or there are no more minions within range of your attack. SKILLS4pp Acrobatics +06 Athletics +03/+00 CC: Disrupting Touch +14 Deception +01 Insight +09 Intimidation -05 Investigation +00 Perception +09 Persuasion +01 RC: M Motes +14 Sleight of Hand +00 Stealth +18 Technology +01 Treatment +01 Vehicles +00 details 2 ranks per point spent; 8 ranks total ==> 4 power points; Acrobatics +0ds6 (+6 Agility) Athletics +03/+00 (+1/-2 Strength +2 ranks) CC: Disrupting Touch +14 (+4 Fighting +8 power extra: accuracy +2ranks) Deception +01 (+1 Presence) Insight +09 (+9 Awareness) Intimidation -05 (+1 Presence -6 Fae Transformation: Tiny Body power) Investigation +00 Perception +09 (+9 Awareness) Persuasion +01 (+1 Presence) RC: Magic Motes +14 (+2 Dexterity +10 pow extra: accuracy +2ranks) Sleight of Hand +00 Stealth +18 (+6 Agility +12 Fae Transformation: Tiny Body power) Technology +01 (+0 Intelligence +1 rank) Treatment +01 (+0 Intelligence +1 rank) Vehicles +00 OFFENSES / DEFENSES3pp C, Chaos Lash +14, Dmg 6, Will Resist (20' reach, Magic (No type, Fire, or Ice), Multiattack) C, Unarmed Strike +04, Dmg 2, Toughness Resist R, Spindle Swarm +14, Dmg 6, Will Resist (125'/250'/500', Homing 1, Magic, Multiattack) R, Field of Dreams Affliction 7, Will Resist (125'/250'/500', Area: 30' Cloud, Selective, Undetectable) Dodge +6/+12 Fae Body Parry +4/+10 Fae Body Fortitude +10 Toughness +08 Will +11 details Dodge: Agility +6, Tiny Body +6 ==> +12 Parry: Fighting +4, Tiny Body +6 ==> +10 Fortitude: Stamina +8 ==> +08 Toughness: Stamina +8 ==> +08 Will: Awareness +9, 3pp +3 ==> +12 • Favored Environment (Air): While you are in the air, you gain a +2 circumstance bonus to attack checks or your active defenses chosen at the start of the round. The choice remains until the start of your next round. Not PL limited. • Power Attack: You can take a -1 to -5 penalty on your attack bonus and add the same number to the effect bonus of your attack. PL limited. • Precise Attack 2 (close and ranged, concealment): Ignore concealment when making close or ranged attacks. • Takedown 2: If you render a minion incapacitated with an attack, you get an immediate extra attack as a free action against another minion within range with the same attack and bonus as the triggering attack. You can continue using this advantage until you miss or there are no more minions within range of your attack. You can move between attacks if necessary to do so but cannot move more than your total speed in the round, regardless of the number of attacks you make. You stop attacking once you miss, run out of movement, or there are no more minions within range of your attack. POWERS65pp 21pp• Fae Transformation Alex's transforms into her fae body, a tiny winged pixie with long, slender, pointed ears, large oversized eyes, etc. She's continuously surrounded by pea sized puffs of magical dandelion-like wisps of colored energy that leave a trail behind her and her effects as well. She is a mere 3.6 inches tall when in her alternate from! Despite her size she's remarkably strong still, about as string as a normal teen would be but its still awkward to try and interact directly with the larger physical world around her. Her tiny form has a double pair of tough iridescent dragonfly wings and she can zip through the air at amazing speed. •• Fae Form ••• Tiny Body ••• Dragonfly Wings: Fly 10 details Fae Transformation: Normal standard action alternate from transformation. Grants a -2pp discount on the alternate form powers. Tiny Body: Individually purchased equivalent to Shrinking 12. 12pp total • Complication: Tiny +0pp •• Size -3 ranks •• 3.6" tall (Weight ??) • Stealth +12 ranks +6pp • Intimidation -6 ranks -3pp • Dodge +6 +6pp • Parry +6 +6pp • Strength -3 -3pp • Speed -1 -2pp Dragonfly Wings: Flight (winged) Rank 10 11pp total • Flight 11 (22pp) •• Winged -1pp/rank (-11pp) •• Size Change -1 rank 36pp• Fae Magic (magic array; 30pp pool + 6pp 6 alternate powers): Suffused with magic, Pixie can use this magic to strike out at enemies, close or far, create a sphere of sleep, manipulate the world around her, heal others (or herself), create physical objects, and create portals that she, and others, can move through. She can focus her magic through her hands to touch or lash out up to 20' with a single whip-like line of energy or a mass of different tendrils targeting different opponents or even the same opponent with multiple lines of energy. This lash is always magical in nature but can, at her will, burst into flame or ice energies. One round she might create a flame touch / lash while the next she could use ice / cold. The energy varies in coloration depending on their descriptors. For opponents that are unfamiliar with her abilities this can be quite the surprise if released with a touch. These elements can have secondary effects; ignite flammable materials (flame) or extinguish flames in a given square (ice/cold). Instead of close attacks she can launch pea sized nettle like shaped motes of magical energy in a swarm at high velocity as a ranged attack. These tiny bits of magical energy quite literally seek out their targets, weaving through the air like miniscule smart missiles. They're so persistent in fact that if they miss their intended target they'll circle around to try again! The same magical energies that allow her to cause damage also grant her healing abilities and she can create a cloud of healing energy to tend to an entire area of wounded individuals as need be, healing those within the effect. This same cloud of energy can even put people to sleep instead if she twists the magic a bit differently, selecting chosen targets within the now completely undetectable mists. A less concentrated force of magic allows her to send out threads of tactile magical energy that can lift, turn, open, or otherwise interact with the world around her. She can perform fine maneuvers with these threads of magic such as turning a key in a lock, writing with a pen, threading a needle, etc. Despite their fragile appearance she can exert an amazing amount of force with them, lifting, manipulating, or catching objects that weigh as much as 100 tons! •• Abracadabra! 7 •• Chaos Lash 6 •• Field of Dreams 7 •• Healing Mists 9 •• Magic Threads 12 •• Spindle Swarm 6 •• Warp Gate 7 details Abracadabra! (Alternate Effect): Create 2pp/rank; Continuous +1pp/rank; Moveable +1pp/rank; Precise +1pp/f; Stationary +0pp; Subtle +1pp/f; Actual Cost: 4pp/rank+2flat; Pool 30-2==>28/4 = 7 ranks; 1pp Objects up to 3 tons at a range of 1/2 mile and 125 cft. volume; They can hang stationary in the air without support and resist movement with Str 7 (i.e. 3 tons) thus they can support up to that weight without moving. Using the "short up" and extra effort actions you can increase that by up to 2 points to 9 (i.e. 12 tons). Chaos Lash (Primary Power): Damage Effect 1pp/rank; Alt Resistance (will) +1pp/rank; Accurate (+8) +4pp/f; Reach (+20') +4pp/f; Variable Descriptor (magical, the four elements) +2pp/f; Features 2 (ignite flammables, douse flames/heat) +2pp/f; Multiattack +1pp/rank; Actual Cost: 2pp/rank+12flat; Pool 30-12==>18/3 = 6ranks; 30 pp Field of Dreams (Alternate Effect): Ranged Affliction Effect (Fatigued, Defenseless, Asleep) 2pp/rank; Effect resisted by Will +0pp/rank; Area: Cloud +1pp/rank; Selective +1pp/rank; Subtle: Undetectable +2pp/f; Actual Cost: 4pp/rank+2flat; Pool 30-2==>28/4 = 7ranks; 1pp Healing Mists (Alternate Effect): Healing Effect (standard, instant, close) 2pp/rank; Area +1pp/rank; Persistent +1pp/f; Stabilize +1pp/f; Feature: Regrowth +1pp/f; Actual Cost: 3pp/rank+3flat; Pool 30 - 3-==>27/3 = 9ranks; 1pp Magic Threads (Alternate Effect): Move Object Effect 2pp/rank; Accurate +10 +5pp/f, Precise +1pp/f; Actual Cost: 2pp/rank+1flat; Pool 30-6==>24/2 = 12ranks; 1pp Spindle Swarm (Alternate Effect): Ranged Damage Effect 2pp/rank; Alt Resistance (will) +1pp/rank; Accurate (+10) +5pp/f; Homing (1) +1pp/f; Multiattack +1pp/r; Actual Cost: 4pp/rank+6flat; Pool 30-6==>24/4 = 6ranks; 1pp Warp Gate (Alternate Effect): Teleport Effect 2pp/rank; Portal +2pp/rank; Change Velocity +1pp/f; Actual Cost: 4pp/rank+1flat; Pool 30-1==>29/4 = 7ranks; 1pp 4pp• Spatial Awareness Alex is mentally aware of her surroundings at all times, just as most people see and hear the world around them. She can run through a pitch dark room without the need for vision and strike at targets that she isn't even facing, launching ranged attacks at targets that can even be directly behind her. details Senses 4: Accurate 1 rank, Radius 1 rank, Ranged Mental Sense 2 ranks Total Cost: 4pp 1pp• Danger Sense When a threat is about to strike she gets a warning, a subtle flash of precognition of sorts, just enough to let her react without being surprised. details Senses 1: Danger Sense: Spatial Awareness Total Cost: 1pp 2pp• Fae Life Alex can die. But she doesn't stay dead. She's died dozens of times already and she always finds herself back in her homelands about a month or so later, waking on one of the uncountable small islands there, dressed in whatever she had been wearing last. In actuality she's inherited the distant lineage of a fey bloodline running through her. This mystic bond to the land will always bring her back, alive, to her birth land, regardless of her deaths. details Immortality (2pp) 1pp• Fae Wealth Alex has a subtle and uncanny ability to gain wealth. She finds a coin but its not just picking up a quarter, its a rare quarter worth a few hundred bucks. She doesn't play the lottery but helps a neighbor with groceries who then wins the lottery. details Visions of Fortune: Senses 4 (Precognition) Limited to Luck Trends Limited to Self Limited to Financial Actual Cost: 1pp Abilities (62) + Def (3) + Skills (04) + Adv (16) + Pow (65) = Total (150/150) CHARACTER DETAILS??? Legal Name: Ophelia Alexandrea Bindings Goes By: Alex Bindings Birth Name: Princess Margaret Alexandrine Ingrid Frederik Nationality: Danish Info: Caucasian, Female, 22, 5' 4", 132 lbs. Eyes: Hazel-Green; Hair: Brown Adopted Father: Lathamer Bindings Genetic Father: Prince Joachim of Denmark, Count of Monpezat. The youngest son of Queen Margrethe II and Prince Henrik, 6th in the line of succession to the Danish throne. Origin: Fey Magiacian, Self Powered Magical Creature Reptilian Invasion Alex was only 12 when the reptilian invasion began. Despite that fact the preteen hero tried to help out. At the time most of her powers where in their beginning stages of development and she simply wasn't very effective. She died during that event, a few times before the event ended. Her attempts to help had some impact but no where near enough and in the end she gave up as there simply weren't enough of them to do enough good. She's always regretted not being able to do more at the time and it became one of her driving motivations to develop her powers further as she grew up. BACKGROUND She was born to Prince Joachim of Denmark, the Count of Monpezat, as Princess Margaret Alexandrine Ingrid Frederik. She died in a horseback riding accident at the age of 5. She was found just over a month later on a small island on the palace grounds in the middle of the grounds kept lake. Life only got stranger for the young princess from that point on. The media and public were redirected with stories of her initial death being exaggerations to cover possible permanent damage. They bought it, for the most part, other than the fringe media which spun it into a conspiracy theory of alien takeovers of the planet and what-not. She was removed from the public eye as much as possible at that point, private tutors and never leaving the estate being their primary defenses. When she was 8 and attending one of the exceedingly few public events in which her presence was required she fell victim to her 2nd death. This one, was unfortunately, extremely public. Jim Taylor Lancing, an american ex-military, marine, turned photo journalist, and then conspiracy theorist and anarchist, who was obsessed with death events, assassinated the child princess at her own father's funeral. The long range sniper shot took off the entire top of her skull on national television as her body collapsed forward onto the casket of her father, the single rose rolling from her lifeless hand to fall on the other side of the casket. She was found just over a month later on a small island a hundred miles to the east. A young girl wearing an identical copy of the blood stained funeral dress was discovered by an older couple fishing nearby. They called it in and she was brought back to the estate and questioned, once again. The older couple was sworn to secrecy as were all the law enforcement involved. At this point in time the royal family was at a loss on how to deal with the situation. A bright young diplomat at the time, located in their american embassy suggested that the child be placed with a foreign located family. He should have kept his mouth shut. Lathamer Bindings became the proud father of an 8 year old daughter and was relocated to another embassy position immediately. Princess Margaret was given a new name, diplomatic immunity as the daughter of Lathamer Bindings and a new life. She was watched and cared for as well as given a very generous stipend for himself and his daughter, a child born out of wedlock to a woman that passed away in a car crash, at least officially. BEHIND THE CURTAIN Alex isn't simply part of the royalty of Denmark, secretly, but she's actually part fae, an actual interdimensional group of beings that took shelter on earth when their world was destroyed. An exceptionally rare happening in her bloodline that historically granted those touched by it with numerous small perks and some larger ones. In Alex's particular case the bloodline ran truer than it has ever done so, pure in fact, bringing her back in line with the fae of her original ancestry, an event that has never happened before. Alex hasn't realized this as it is information lost in the verbal myths of her past. Instead she's merely selected the pseudonym "Pixie" because she thinks its cute. A sorcerer or mystical individual could find out this information relatively easily, she's simply unaware of it. Motivations / Complications / Relationships / Etc. Motivation: Alex would like to see the world a better place for her part. Just because. She's a Do-Gooder at the core, out to help as many people, in as broad a situation, as she can. Enemy (3): Jim Taylor Lancing is alive, and in prison for life. But he's positive she's out there somewhere. He isn't wrong of course and not everyone thinks he's crazy at all. He's got a web site that he runs and two "devotees" to his cause. Claire Hutchins and Daniel "Danny" Bleaker are both a few fries short of a happy meal. They're certain that Lancing was merely carrying out his duty. Claire and Daniel are certain that Alex is the girl that he "killed" just over a decade ago. They each have their own "agenda" but all of them include harm to Alex in one way or another. Fae Fate; Through the Looking Glass: Alex is, without question, a weirdness magnet. Stuff happens that simply defies reason, and it happens all around her. It's been happening her entire life, and to this day, it still does. She's often in the hot spot, regardless of where that is, whether she's at a gas station or a club, somethings going to happen, and it will be strange! Edited July 3 by Ryfte (see edit history) Link to comment Share on other sites More sharing options...
bwatford Posted July 28 Author Clone Share Posted July 28 Token Frames Link to comment Share on other sites More sharing options...
Savelius Posted September 15 Clone Share Posted September 15 For someone just joining the site and finding it to be somewhat overwhelming with trying to set up a decently formatted post, this thread is a godsend in so many many different ways. I have absolutely no graphical skills whatsoever so thank you so much for this! Link to comment Share on other sites More sharing options...
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