Play-By-Post Application Templates - Myth-Weavers

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Play-By-Post Application Templates

Play-By-Post Application Templates

Hardren asked for some templates in gaming systems that people liked to use. This was one that I found online and have become fond of:

Khojan Dham
Undine Kineticist (Elemental Ascetic) 5 LN
HP 41 / 41 Speed ft Init 5
AC 21 Fort 6 Ref 9 Will 5
CMB +8 BAB 3
Unarmed Strike +8 (1d8+1, x2)
Kinetic Fist (+8/+8) (1d8+1d6+1, x2)
Kinetic Blast +8 (3d6+(1/2 con), x2)
Kinetic Blade +8 (3d6+(1/2 con), x2)
Dagger +8 (d4+1, 19-20x2)
Str 12 (1) Dex 20 (5) Con 14 (2) Wis 18 (4) Int 14 (2) Cha 14 (2)
Role:Ships Medic: Damage taker/Semi-healer/Semi-damage melee dealer
DEX 5, Rank 5
Acrobatics* +13
Bluff +2
STR 1, Rank 5
Climb +6
Diplomacy +2
Dex 5
Disable Device +5
Disguise +2
Dex 5
Escape Artist +5
Dex 5
Fly +5
WIS 3, Rank 5, Gloves 5
Heal* +17
CHA 2, Rank 5, Necklace 2
Intimidate* +12
Knowledge (Arcana) +2
Knowledge (Dungeoneering) +2
Knowledge (Local) +2
INT 2, Rank 2
Knowledge (Nature)* +7
Knowledge (Planes) +2
Knowledge (Religion) +2
WIS 3, Rank 4
Perception* +10
Dex 5
Ride +5
Sense Motive +3
Spellcraft +2
Dex 5, Rank 2
Stealth* +10
WIS 3, Rank 5, Trait 1
Survival* +12
STR 1, Rank 2, Racial=not having to roll a swim check
Swim* +6
CHA 2, Rank 5
Use Magic Device* +10

Background Skills:
INT 2 Rank 1
Appraise +3
INT 2 Rank 2
Craft(Siege Weapons)* +7
Handle Animal +2
INT 2, Rank 1
Knowledge (engineering) +3
INT 2, Rank 1
Knowledge (geography) +3
Knowledge (history) +2
Knowledge (nobility +2)
Linguistics +2
Lore +2
WIS 3 Rank 5
Profession* (Sailor) +11
Dex 5
Sleight of hand +5

Racial & Class Features and Proficiencies Race Traits
Undines are both perceptive and agile, but tend to adapt rather than match force with force. They gain +2 Dexterity, +2 Wisdom, and –2 Strength.
Ability Score Racial Traits
Undines are outsiders with the native subtype.
Undines are Medium creatures and thus receive no bonuses or penalties due to their size.
Undines have a base speed of 30 feet on land. They also have a swim speed of 30 feet, can move in water without making Swim checks, and always treat Swim as a class skill.
Base Speed
Undines begin play speaking Common and Aquan. Undines with high Intelligence scores can choose from the following: Auran, Dwarven, Elven, Gnome, Halfling, Ignan, and Terran. See the Linguistics skill page for more information about these languages. Common, Aquan, Dwarven, and Elven.
Undines have cold resistance 5.
Energy Resistance
Some undines are born with a permanent bond to water. Undines with this racial trait gain the aquatic subtype and amphibious special quality. This racial trait replaces the spell-like ability racial trait.
An undine with this racial trait gains fast healing 2 for 1 round anytime she submerges completely within a body of natural salt water, fresh water, or brackish water. Stagnant, poisoned, or trapped water (such as an artificial pit or a bag of holding) does not activate this ability. The undine can heal up to 2 hit points per level per day with this ability, after which it ceases to function. This racial trait replaces water affinity.
Hydrated Vitality
Undines can see perfectly in the dark up to 60 feet.

You gain a +1 bonus on Survival checks, and Survival is always a class skill for you.
Poverty Stricken
When you are attempting a Constitution check to stabilize when dying, the penalty on the check is only half your negative hit point total instead of your full negative hit point total.
Hard to Kill
The chosen class is always a favored class to you, and your dedication to it is such that every time you take a level in the class, you gain +1 hit point and 1 additional skill point over and above what you would normally gain. If multiple PCs take this trait, they should be siblings who were both protected and raised by the chosen NPC.
Finding Your Kin

Whenever you take 10 on an ability check or skill check that imparts any penalty for failure (aside from wasted time), you treat your check as if you had rolled an 8 instead of a 10, even if you are able to take your time.

Class Features

Kineticists are proficient with all simple weapons and light armor, but not shields.
Weapon and Armor Proficiency
At 1st level, a kineticist can overexert herself to channel more power than normal, pushing past the limit of what is safe for her body by accepting burn. Some of her wild talents allow her to accept burn in exchange for a greater effect, while others require her to accept a certain amount of burn to use that talent at all. For each point of burn she accepts, a kineticist takes 1 point of nonlethal damage per character level. This damage can’t be healed by any means other than getting a full night’s rest, which removes all burn and associated nonlethal damage. Nonlethal damage from burn can’t be reduced or redirected, and a kineticist incapable of taking nonlethal damage can’t accept burn. A kineticist can accept only 1 point of burn per round. This limit rises to 2 points of burn at 6th level, and rises by 1 additional point every 3 levels thereafter. A kineticist can’t choose to accept burn if it would put her total number of points of burn higher than 3 + her Constitution modifier (though she can be forced to accept more burn from a source outside her control). A kineticist who has accepted burn never benefits from abilities that allow her to ignore or alter the effects she receives from nonlethal damage.
Burn (Ex)
At 1st level, a kineticist chooses one primary element on which to focus. This element determines how she accesses the raw power of the Ethereal Plane, and grants her access to specific wild talents (see below) and additional class skills. She can select aether (telekinesis), air (aerokinesis), earth (geokinesis), fire (pyrokinesis), or water (hydrokinesis). She gains her selected element’s basic utility wild talent (basic telekinesis, basic aerokinesis, basic geokinesis, basic pyrokinesis, or basic hydrokinesis) as a bonus wild talent. See Elements for the specific abilities granted by each element.
Elemental Focus (Su)
Element(s) water; Type utility (Sp); Level 1; Burn 0 - You can create water as the cantrip create water, purify water as if using purify food and drink, and dry wet creatures and objects as if using prestidigitation. While you cannot lift water into the air using this ability, you can create mild currents in a body of water by concentrating. These currents are strong enough to run a water mill as if the mill were being turned manually by a creature with a Strength score equal to your Constitution score.
Basic Hydrokinesis
If she has both hands free (or all of her prehensile appendages free, for unusual kineticists), a kineticist can gather energy or elemental matter as a move action. Gathering power creates an extremely loud, visible display in a 20-foot radius centered on the kineticist, as the energy or matter swirls around her. Gathering power in this way allows the kineticist to reduce the total burn cost of a blast wild talent she uses in the same round by 1 point. The kineticist can instead gather power for 1 full round in order to reduce the total burn cost of a blast wild talent used on her next turn by 2 points (to a minimum of 0 points). If she does so, she can also gather power as a move action during her next turn to reduce the burn cost by a total of 3 points. If the kineticist takes damage during or after gathering power and before using the kinetic blast that releases it, she must succeed at a concentration check (DC = 10 + damage taken + effective spell level of her kinetic blast) or lose the energy in a wild surge that forces her to accept a number of points of burn equal to the number of points by which her gathered power would have reduced the burn cost. This ability can never reduce the burn cost of a wild talent below 0 points.
Gather Power (Su)
At 1st level, a kineticist gains an infusion wild talent from the list of options available based on her elemental focus. She gains additional infusions at 3rd, 5th, 9th, 11th, 13th, 17th, and 19th levels. By using infusions along with her kinetic blasts, a kineticist can alter her kinetic blasts to suit her needs. Infusions come in two types, each of which changes a kinetic blast differently: a substance infusion causes an additional effect, while a form infusion causes the kinetic blast to manifest in a different way. Each infusion can alter only certain kinds of kinetic blasts, which are listed in its Associated Blasts entry. Each time the kineticist uses one of her kinetic blast wild talents, she can apply up to one associated form infusion and up to one associated substance infusion.
Some infusions change the action required to activate a kinetic blast or entirely transform the kinetic blast’s normal effects.
The burn cost listed in each infusion’s Burn entry is added to the burn cost of the kinetic blast the infusion modifies.
The DC for a save against an infusion is based on the associated kinetic blast’s effective spell level, not the level of the infusion. The DCs for form infusions are calculated using the kineticist’s Dexterity modifier instead of her Constitution modifier. When a kineticist modifies a kinetic blast with a form infusion and a substance infusion that both require saving throws, each target first attempts a saving throw against the form infusion. If a target succeeds and a successful save negates the infusion’s effects, the entire kinetic blast is negated; otherwise, the target then attempts a saving throw against the substance infusion. If a kineticist’s form and substance infusions both alter the kinetic blast’s damage, apply the substance infusion’s alteration first.
At 5th, 11th, and 17th levels, a kineticist can replace one of her infusions with another infusion of the same effective spell level or lower. She can’t replace an infusion that she used to qualify for another of her wild talents.
Infusions (Su)
At 1st level, a kineticist gains a kinetic blast wild talent of her choice. This kinetic blast must be a simple blast that matches her element.
As a standard action, the kineticist can unleash a kinetic blast at a single target up to a range of 30 feet. She must have at least one hand free to aim the blast (or one prehensile appendage, if she doesn’t have hands). All damage from a kinetic blast is treated as magic for the purpose of bypassing damage reduction. Kinetic blasts count as a type of weapon for the purpose of feats such as Weapon Focus. The kineticist is never considered to be wielding or gripping the kinetic blast (regardless of effects from form infusions; see Infusion), and she can’t use Vital Strike feats with kinetic blasts. Even the weakest kinetic blast involves a sizable mass of elemental matter or energy, so kinetic blasts always deal full damage to swarms of any size (though only area blasts deal extra damage to swarms). A readied kinetic blast can be used to counterspell any spell of equal or lower level that shares its descriptor. A kinetic blast that deals energy damage of any type (including force) has the corresponding descriptor.
Simple Blasts - Physical blasts are ranged attacks that deal an amount of damage equal to 1d6+1 + the kineticist’s Constitution modifier, increasing by 1d6+1 for every 2 kineticist levels beyond 1st. Spell resistance doesn’t apply against physical blasts. Energy blasts are ranged touch attacks that deal an amount of damage equal to 1d6 + 1/2 the kineticist’s Constitution modifier, increasing by 1d6 for every 2 kineticist levels beyond 1st.
Kinetic Blast (Sp)
Element(s) universal; Type substance infusion; Level 1; Burn 1
Associated Blasts any simple
Saving Throw Fortitude partial; see text
You can drain elemental energy and matter from your foes to strengthen your next attack. When you use this infusion, your kinetic blast affects only creatures with a subtype matching your kinetic blast’s element (for instance, a fire blast would damage only creatures of the fire subtype). Against such creatures, your blast targets touch AC (if it requires an attack roll) and always allows spell resistance. Because you are draining energy from the target, your blast doesn’t apply your elemental overflow bonuses or Constitution modifier. The target can attempt a Fortitude save to take 1/4 the normal amount of damage. Draining infusion ignores any damage reduction, resistances, and immunities the creature might possess. If at least one creature fails its saving throw against your draining infusion, you can reduce the total burn cost of any one blast wild talent used before the end of your next turn by 1, or by 2 if you have the supercharge ability. If you use draining infusion again before applying this reduction, you still deal the damage from that draining infusion, but the burn reductions don’t stack.
Infusion - Draining Infusion
At 1st level, an elemental ascetic gains Improved Unarmed Strike as a bonus feat. He gains the kinetic fist form infusion and it costs 0 points of burn instead of 1 point of burn. When using the kinetic fist form infusion with a full attack, he can make a flurry of blows as the monk class feature. He must use only his fists to make this flurry, no matter what other abilities he possesses.
Like a monk, he can use this ability only when unarmored, not using a shield, and unencumbered. He can’t use his kinetic blast without a form infusion, nor can he ever use his kinetic blast with the chain, extended range, extreme range, foe throw, flurry of blasts, many throw, or snake form infusions, or with any other form infusion that requires a ranged attack roll or ranged touch attack roll.
This ability alters kinetic blast and replaces elemental overflow.
Elemental Flurry (Su)
An elemental ascetic can use his Wisdom modifier instead of his Constitution modifier to determine the DCs of Constitution-based wild talents, the duration of wild talents with a Constitution-based duration, and his bonus on concentration checks for wild talents.
This ability alters the key ability scores of wild talents.
Elemental Wisdom (Su)
Element(s) aether or water; Type utility (Sp); Level 1; Burn 1; see text - Saving Throw none; Spell Resistance yes - With a touch, you can heal a willing living creature of an amount of damage equal to your kinetic blast’s damage. Instead of paying the burn cost yourself, you can cause the recipient to take 1 point of burn. If you do so, the recipient takes 1 point of nonlethal damage per Hit Die he possesses, as usual for burn; This damage can’t be healed by any means until the recipient takes a full night’s rest.
Utility Talent - Kinetic Healer
At 2nd level, when unarmored, not using a shield, and unencumbered, an elemental ascetic adds his Wisdom bonus (if any) to his AC and his CMD.
These bonuses to AC apply even against touch attacks or when the elemental ascetic is flat-footed. He loses these bonuses when he is immobilized or helpless. This bonus increases by 1 for every 4 kineticist levels the elemental ascetic possesses beyond 2nd. The elemental ascetic’s kineticist levels stack with monk levels for the purpose of determining when the bonus increases. An elemental ascetic can never take the expanded defense utility wild talent.
This ability replaces elemental defense.
AC Bonus (Ex)
Element(s) universal; Type form infusion; Level 1; Burn 1
Associated Blasts any
Saving Throw none
You form a weapon using your kinetic abilities. You create a nonreach, light or one-handed weapon in your hand formed of pure energy or elemental matter. (If you’re a telekineticist, you instead transfer the power of your kinetic blast to any object held in one hand.) The kinetic blade’s shape is purely cosmetic and doesn’t affect the damage dice, critical threat range, or critical multiplier of the kinetic blade, nor does it grant the kinetic blade any weapon special features. The object held by a telekineticist for this form infusion doesn’t prevent her from using gather power.
You can use this form infusion once as part of an attack action, a charge action, or a full-attack action in order to make melee attacks with your kinetic blade. Since it’s part of another action (and isn’t an action itself), using this wild talent doesn’t provoke any additional attacks of opportunity. The kinetic blade deals your kinetic blast damage on each hit (applying any modifiers to your kinetic blast’s damage as normal, but not your Strength modifier). The blade disappears at the end of your turn. The weapon deals the same damage type that your kinetic blast deals, and it interacts with Armor Class and spell resistance as normal for a blast of its type. Even if a telekineticist uses this power on a magic weapon or another unusual object, the attack doesn’t use any of the magic weapon’s bonuses or effects and simply deals the telekineticist’s blast damage. The kinetic blade doesn’t add the damage bonus from elemental overflow.
Infusion - Kinetic Blade
Element(s) water; Type utility (Su); Level 1; Burn —
You can move across wet and icy surfaces without needing to attempt Acrobatics checks due to slipperiness, including across areas under the effects of the slick wild talent. Additionally, you are immune to seasickness.
Utility Talent - Icewalker
At 5th level, whenever a kineticist uses one or more infusions with a blast, she reduces the combined burn cost of the infusions by 1. This can’t reduce the total cost of the infusions used below 0.
She reduces the burn cost by 1 additional point at 8th, 11th, 14th, 17th, and 20th levels.
Infusion Specialization (Ex)
At 5th level, a kineticist gains the ability to alter her kinetic blasts as if with metamagic feats by accepting burn. By accepting 1 point of burn, she can empower her kinetic blast (as if using Empower Spell). At 9th level, by accepting 2 points of burn, she can maximize her kinetic blast as if using Maximize Spell. At 13th level, by accepting 3 points of burn, she can quicken her kinetic blast as if using Quicken Spell.
At 17th level, by accepting 4 points of burn, the kineticist can use her kinetic blast twice with the same standard action, or swift action if she also uses metakinesis to quicken the blast.
When she uses a double kinetic blast, all modifications, such as metakinesis and infusions, apply to both of the blasts, but the kineticist needs to pay the burn cost only once.
Metakineses (Su)
At 5th level, an elemental ascetic can accept 2 additional points of burn when using kinetic fist to increase that infusion’s damage dice from d6s to d8s.
At 9th level, he can instead accept 3 additional points of burn to increase the damage dice from d6s to d10s. At 13th level, he can instead accept 4 additional points of burn to increase the damage dice from d6s to d12s. All of these options count as burn from a form infusion and can thus be reduced by infusion specialization.
This ability replaces the 5th-, 9th-, and 13th-level infusions.
Powerful Fist (Su)

Revised. You gain a +1 dodge bonus to your AC. This bonus increases to +4 against attacks of opportunity caused when you move out of or within a threatened tile. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.
*FT Dodge
Benefit: With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.
Feat Tax*-Weapon Finesse
You add your Dexterity bonus to your base attack bonus and size bonus when determining your Combat Maneuver Bonus instead of your Strength bonus
FT*-Agile Maneuvers
You can choose to take a –1 penalty on melee attack rolls and combat maneuver checks to gain a +1 dodge bonus to your Armor Class. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the dodge bonus increases by +1. You can only choose to use this feat when you declare that you are making an attack or a full-attack action with a melee weapon. The effects of this feat last until your next turn.
FT*-Combat Expertise
You can choose to take a –1 penalty on all ranged attack rolls to gain a +2 bonus on all ranged damage rolls. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
FT*Deadly Aim
Your unarmed strikes have their base damage increased to 1d8 (for a Medium size creature). At character level 10th, this increases to 1d10 base damage. If you are a monk, brawler, or other class that gains increased unarmed damage based on your level, you instead add 4 to your effective class level to determine your unarmed strike damage dice..
Greater Unarmed Strike
When you cast a piercing spell against a target with spell resistance, it treats the spell resistance of the target as 5 lower than its actual SR.
Expanded metakinesis - Piercing Spell

Physical DescriptionHeight: 5'8"
Weight: 165lbs
Age: 89 years

4000gp, 1 lb, +2 Wisdom, This simple bronze headband is decorated with an intricate pattern of fine green etchings.
Headband of Inspired Wisdom
1000gp, 3lbs, This more economical version of the bag of holding functions in the same manner, but its internal measurements are smaller than those of a regular bag of holding. It measures 2 feet by 4 feet and can carry up to 50 pounds or 6 cubic feet of material.
Bag of Holding, Minor
2gp, 1lb, You get a +2 bonus on Sleight of Hand skill checks made to conceal a dagger on your body.
200gp, 1lb, These translucent cloth tubes easily fit over their wearer’s arms.
The wearer of these sleeves can, when she slips them on, choose to transform the appearance of her current garments into any other non-magical set of clothing. These new clothes fit her perfectly and are always clean and mended unless she specifically designates otherwise. When she removes the sleeves, her clothes revert to their original form.
Sleeves of Many Garments
2100, 2lbs, Khojan had commissioned and modified to be perfect for life on and under the water.
+1 Monk Outfit - Blue
50gp, A survival kit provides the necessary tools for day-to-day existence in a temperate wilderness. It typically contains a flint and steel, a mess kit, a canteen, very basic maps showing major landmarks, and a small utility knife.
A masterwork survival kit contains higher quality gear and a guide to identifying flora and fauna. It grants you a +2 circumstance bonus on Survival checks to get along in the wild, deal with severe weather, keep from getting lost, avoid natural hazards such as quicksand, and predict the weather.
Modified MW Survival Kit
1lb, This hollow container is made of wood, a gourd, or metal, and carries liquid like a waterskin, but is more resistant to punctures and cuts.
Lighting a torch with a flint and steel is a full-round action. Lighting any other fire with them takes at least that long.
Flint and Steel
1lb, This kit includes a plate, bowl, cup, fork, knife, and spoon, made of wood, horn, or tin. Each item has a handle or small hole, and can be tied together using the included leather cord.
Mess Kit
Major landmarks.
Basic Maps
Small Knife
Small Utility Knife
This leather knapsack has one large pocket that closes with a buckled strap and holds about 2 cubic feet of material. Some may have one or more smaller pockets on the sides.
Masterwork Backpack: This backpack has numerous pockets for storing items that might be needed while adventuring. Hooks are included for attaching items such as canteens, pouches, or even a rolled-up blanket. It has padded bands that strap across the chest and the waist to distribute its weight more evenly. Like a common backpack, it can hold about 2 cubic feet of material in its main container. When wearing a masterwork backpack, treat your Strength score as +1 higher than normal when calculating your carrying capacity.
MW Backpack
1sp, 3lbs, This blanket or net is attached to strong ropes, allowing you to hang it from a heavy branch or two trees and sleep above the ground. Climbing into or out of a hammock is a full-round action. A successful DC 5 Dexterity check reduces this to a move action.
5sp, 3lbs, This warm, woven blanket has straps so it can be rolled up and tied. Blankets are often used in conjunction with bedrolls to provide additional warmth or a ground cushion.
Winter blanket This is a fur blanket large enough for one person.
Winter Blanket
1sp, This metal hook is little more than a stiff, bent needle.
1cp, .5lbs, Sold in balls or spools of 50 feet, string and twine are useful for rigging traps and alarms and are a vital component of grappling bolts and arrows. String or twine has hardness 0, 1 hit point, and a break DC of 14.
String (50ft)
100gp, 2lbs, This collection of bandages and herbs provides a +2 circumstance bonus on Heal checks. A healer’s kit is exhausted after 10 uses.
Healer's Kit-x2
1gp, .5lbs, A belt pouch is crafted of soft cloth or leather. They typically hold up to 10 lb. or 1/5 cubic ft. of items.
Belt, Pouch
5sp, Standard needle to replace buttons, sew up holes.
Sewing Needle
8sp, With a DC 5 Perform (wind instruments) check, you can use a whistle to signal the same sorts of situations as signal horns. A whistle’s piercing report can be clearly heard (Perception DC 0) up to a quarter-mile away. For each quarter-mile beyond, Perception checks to hear a whistle take a –2 penalty. Silent whistles that only animals and other creatures with keen hearing can hear also exist.
Signal Whistle
1gp, 10lbs, Hempen The DC to escape hemp rope bonds is equal to 20 + the CMB of the creature that tied the bonds. Ropes do not need to make a check every round to maintain the pin. If the DC to escape is higher than 20 + the tying creatures CMB, the tied up creature cannot escape from the bonds, even with a natural 20 on the check. This rope has 2 hit points and can be burst with a DC 23 Strength check.
Rope (50ft)
These pure-white leather gloves bear symbols of healing and faith on the back of the hands.
The wearer gains a +5 competence bonus on Heal checks.
Healer's Gloves
1sp, These reed or bamboo whistles mimic the calls of various wild animals. Each whistle is keyed to a specific type of animal and a specific call (usually signaling the availability of food or a mate to draw the animal closer). Using the correct whistle gives you a +2 bonus on Survival checks to track animals of the specific animal type or to get along in the wild.
Animal Call, Kit
5sp, 3lbs, This kit includes a simple fishing pole and a small box that contains fishing tackle (hooks, lines, sinkers, floats, and lures).
Fishing Kit
Left Bicep, 2sp, Rod of Asclepius, healers symbol.
Right Bicep, 2sp, Jolly Roger, fists in place of crossed swords.
1sp, Dice can come in many shapes, but the most common are cubes.
100gp, d8+1 healing.
Potion of Cure Light Wounds - x2
1sp, A candle dimly illuminates a small area, increasing the light level in a 5-foot radius by one step (darkness becomes dim light and dim light becomes normal light). A candle cannot increase the light level above normal light. A candle burns for 1 hour.
Candle - x10
400gp, 1lb, +2 competence bonus to Intimidate. Khojan had commissioned.
Skull Necklace
50gp, 1lb, This tool is perfect for its intended job. It grants a +2 circumstance bonus on a related skill check (if any). The bonuses provided by multiple masterwork items do not stack.
Several common items already count as masterwork tools for particular skills. These are the alchemist's lab, climber's kit, disguise kit, healer's kit, masterwork musical instrument, and masterwork thieves' tools. Therefore, there is no masterwork climber's kit, masterwork healer's kit, and so on—those items are already the best available for general checks with the relevant skill.
Some skills have no appropriate tool or masterwork tool—no nonmagical item exists that grants a bonus for all uses of that skill. For example, just because a certain perfume is favored by local nobles (granting a +2 circumstance bonus on Diplomacy checks to influence them) doesn't mean that perfume has the same effect on a member of the thieves' guild, a foreign berserker, or a medusa. Likewise, just because a fake beard woven by dwarves out of the beards of famous dwarves may grant a +2 circumstance bonus on Use Magic Device checks to emulate the dwarven race doesn't mean the beard has any effect on using that skill to activate elven items or paladin items, or to decipher a written spell.
Individual GMs may want to allow masterwork tools for other skills at the listed cost. The circumstance bonus for such a tool should never be more than +2. The tool should either have a limited number of uses (such as the disguise and healer's kits) or only apply to certain aspects of the skill (such as the balancing pole's bonus on Acrobatics checks to traverse a narrow surface or the magnifying glass's bonus on Appraise checks for detailed items).
Masterwork Tool

PersonalityKhojan comes off as brash, at first, but once you get to know him, you realize that he's just being honest. He will go out of his way to make sure his friends are taken care of. He is as sturdy as a mast, letting insults glance off of him with a smile. You won't usually see him unhappy or with a smile not gracing his face, but when you do, his crew knows he means business.

StoryKhojan always bounced around from ship to ship, trying to find the crew that would feel the most like it "fit". Working on these crews, he was able to learn from many of the different ships doctors, learning multiple life saving techniques out in the field. Using his ability to produce water and cold, he has learned how to slow down the pain receptors of a wound and allow the patient to keep fighting, or to use the healing aspects of water and relieve some of the pain of the wound.

Khojan was always the rock of whatever crew he was on. He could handle himself well in combat, while not necessarily being the best. He could tend to the wounded, though not necessarily being the best here either. His previous captains would always say that they could count on him in a pinch and that he was a very well rounded member of their crews.

A few months back, his most recent crew were mostly all lost due to a maelstrom off the island coasts. Khojan was able to get himself back to shore and spent many days looking for any semblance of his crew. After giving up hope, he is now currently bouncing from harbor pub to harbor pub looking to join a new crew. He knows that he is the most happy on the oceans calming waters.

Empty template here:

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Insert Stat block here.
Regular Skills

Background Skills:
Background Skills if using them

Racial & Class Features and Proficiencies Race Traits



Class Features


Physical DescriptionHeight: ' "
Weight: lbs
Age: years




Honestly, I, as a DM, kinda don't like this setup. I really don't need your entire sheet, down to the fluff text for a sewing needle, right in front of me.

The one I personally use is extremely simple, possibly too simple. Some people prefer text boxes rather than spoilers.

I like yours too and I agree about having too much information. I have had DMs that request everything, down to exact weights before, so I've learned to add more than necessary than have to keep going back and adding.

There was a post yesterday requesting templates, so please, let's keep adding them. This got created from that post by one of the Admins.

I've come to like the "pic on the right" layout, myself. With a little effort, you can change your arrangement of details to suit the game you're applying to.

Name: Algernon
Race: Rodent Swarm
Mood Music.

I will add a plea for people not to put sblocks in tables like that. Stuff in tables is vertically centred, so when you expand a spoiler block the table is stretched and the other columns shift up and down in a very ugly manner.

I will typically use a table to place a picture next to some basic info just as TanaNari has done, but I suggest then putting the statblocks underneath (so similar to Veradux's but with TanaNari's info rather than a statblock). If I have a whole thread (rather than a single post in an all-apps thread) I will typically use some headings with maybe HR tags (for horizonal lines) rather than spoiler blocks, since I think they look a bit nicer (but in a single post, the spoiler blocks take up less space).

So, for example, I tend to use something like this (though I frequently move bits and bobs around - maybe put a quote in the middle at the top or under the table, or under the picture, or add a statblock, whatever; depends on the game and the aspect ratio of the picture and stuff):

Heroic Adventurer

Name: Boris
Race: Dread Warrior (former Human)
Gender: Male
Class: Fighter/Blackguard
Alignment: Neutral Evil
Party Role: Frontline melee, crowd control, saving puppies

"Pardon me kind villager, is this your lost puppy?"

The Legend of Boris
Lorem ipsum dolor sit amet, consectetur adipiscing elit. Nunc eu diam at dui porttitor efficitur. Sed molestie, dui in bibendum pharetra, lorem metus laoreet odio, at lobortis nisi lectus ac nisi. Cras at nisl faucibus, pharetra odio quis, iaculis ante. Vestibulum non gravida nisi. Donec non mauris non lorem volutpat placerat. Proin placerat odio ac urna condimentum, eget iaculis diam iaculis. Suspendisse feugiat nulla a tortor tincidunt rutrum. Nunc vitae metus eu lacus fermentum interdum sed nec orci. Maecenas quis tortor libero. Nam odio nibh, varius quis orci quis, mollis tincidunt purus. Phasellus interdum urna id ornare convallis. Duis quis enim sollicitudin, eleifend libero ut, rutrum felis. Interdum et malesuada fames ac ante ipsum primis in faucibus.

Quisque aliquam neque sit amet urna commodo volutpat. Curabitur id est ac lacus mollis vestibulum eu ut lacus. Mauris lacinia ex velit, in iaculis massa vehicula vel. In hac habitasse platea dictumst. Phasellus vel magna consectetur, tincidunt nunc nec, sodales turpis. Vivamus et rutrum enim. Curabitur vitae purus sapien. Maecenas rutrum egestas turpis vitae vestibulum. Duis in finibus risus, a rutrum est. Sed sit amet pharetra purus. Etiam nec scelerisque tellus.

Boris Learns Latin
Aliquam sit amet turpis nisi. Sed ornare sollicitudin augue, a luctus dolor ullamcorper nec. Donec vehicula nec quam non laoreet. Ut quis vulputate quam, sit amet fermentum ipsum. Etiam id quam nibh. Pellentesque ut neque porttitor, consectetur velit quis, aliquet ante. Nunc vehicula orci id lectus elementum, ac condimentum enim laoreet. Aenean auctor, dolor in imperdiet tincidunt, lectus eros tristique diam, a suscipit sapien diam at risus. Mauris quis dui eu ex viverra venenatis.

Boris and the Lost Puppy
Proin commodo sapien eget iaculis interdum. Vestibulum vel risus sed diam euismod sodales. Praesent elementum iaculis turpis nec consequat. Donec eget interdum leo, id scelerisque orci. Nunc tortor lectus, ullamcorper sed risus ac, vehicula eleifend felis. Donec rhoncus justo dui, non eleifend lacus aliquet non. Mauris nulla mauris, mattis vel nisi id, molestie finibus nulla. In volutpat cursus turpis, at tempor ligula.

[CENTER][FONT="Book Antiqua"][hr][/hr][SIZE="5"]<Title>[/SIZE]
[table=2,1][r=1,1][CENTER][img2=300]<img url here>[/img2][url]<link-to-image-source>[/url][/CENTER]
[B]Party Role:[/B]

[CENTER][I]"Pithy quote"[/I][/CENTER]

(Could put a statblock here maybe, whatever)

[FONT="Book Antiqua"][SIZE="4"]<Heading (or use sblocks)>[/SIZE][/FONT][hr][/hr]<Text>

When I applied to CinnamonCoffee's game advert, it was requested to have a handsome sheet. I knew someone would have a good looking sheet I could use, so I went hunting. I found one I liked and altered it some. Also used graphic headers rather than the text ones.

Thought I'd like it rather than create a HUGE post.


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