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Sheppard56 — Dekker Reference Sheet - DnD

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Published: 2017-07-30 13:46:43 +0000 UTC; Views: 5149; Favourites: 94; Downloads: 19
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Description **Update Time 8D 27/8** - Obligatory level update, since this all I ever do here anymore ;D :

-
Level 14! Assassin 4! A couple more spells (blade of blood & veil of shadow), reflex boost, death attack boost, and +8HP (Dekker rolls incredibly well on health a lot of the time).
- Aaaand not much more than that, since I don't feel like he's really done much lately that would warrant any other changes, he's stagnated a little of late >.>


~~~~~~

It's that time again. That time when I feel the need to redo Dekker's reference sheet, but never any other characters'.... To be fair, the one before this is still pretty applicable and I like it, but I thought things needed a bit of tweaking to the point I really could only do another - changes in anatomy and information was just too much to try and edit on the old one...! Also I felt the other was getting cluttered with too much stuff, so streamlined it a little more without so much junk!

Unlike the previous one, this is very much D&D Dekker - decided to just keep it applicable for his in-game self rather than mix in my own 'headcanon' for him when I write (unless you count 'modern' clothes, which is just because I like putting him in modern stuff ;D).

New things since the last sheet:
 - All his classes - last level was shadowdancer, but now he's got his three core classes, he won't be picking up anymore (it's all assassin/shadowdancer from now on, no more rogue)
 - Updated stats - his dex keeps going up for various reasons
 - Information about the Carver - the sickle is as much part of Dekker's character as his hair, so needed a little more focus
 - Updated anatomy - constant pushing of proportions to make him look short without needing something to scale him against
 - Likes/dislikes - because what sheet doesn't have at least the basics of those??
 - Death count - it's happened once, and it'll probably happen again...! (he decided to saunter into magically irradiated lands without knowing the risk and just keeled over)

For those unfamiliar with D&D stats and numbers (especially as this is 3.5 edition):

STR - strength, DEX - dexterity, CON - constitution, INT - intelligence, WIS - wisdom, CHA - charisma. These scores determine the character as a whole - 10 is the score of an average person. So Dekker is average in strength, but very lithe, while he's otherwise a little above average in hardiness, intelligence, street smarts and force of personality.

AC - Armour class, what an attacker has to roll or higher to land a blow on him. HP - health points, he can take 88 points of damage before going unconscious, but when he hits -10, he's dead.

Fortitude/Reflex/Will are 'saving throws', so if he were poisoned, he'd roll a fortitude save to see if he could negate the poison, if a rocks fell he'd roll reflex to get out the way, and he'd roll will to avoid mind control etc. Skills are things he can makes 'checks' with - like to open a door he'd roll and then add the +17 from open lock to beat the 'difficulty check' that the lock might have. He's built to be a thief, so he's high on all things sneaky.

Base attack - what you add to attack rolls (his is low due to his prestige class taking with assassin/shadowdancer - a fighting character would have one that matches their level), initiative - when starting a fight you roll to see who attacks first, his is relatively high meaning he's got quick reactions.

Sneak attack - as a rogue/assassin he can hit enemies harder in certain situations to do more damage, death attack - as an assassin he can study an enemy for a short while then make an attack that can outright kill them if they don't succeed in a fortitude save, hide in plain sight - as a shadowdancer he can disappear into shadows even if being watched



Also what category do you even put reference sheets in now? DA needs one, since so many people create and upload them!



Dekker Foxwit and all his questionable glory belongs to me (though I'd say the Carver belongs to my friend/DM since he's the one who created it ;D)!

  
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Comments: 32

JuanaIgushi [2018-08-27 14:13:44 +0000 UTC]

He does get shorter and shorter with each version!

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QuirkyBrainiac [2018-07-23 12:45:00 +0000 UTC]

Nice!

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Sheppard56 In reply to QuirkyBrainiac [2018-07-30 09:42:15 +0000 UTC]

Thank you! 

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QuirkyBrainiac In reply to Sheppard56 [2018-07-31 06:52:11 +0000 UTC]

Always!

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Ammeg88 [2018-07-23 08:28:50 +0000 UTC]

The carver looks good but strange in blue hah! Yay for level up

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Sheppard56 In reply to Ammeg88 [2018-07-30 09:43:02 +0000 UTC]

It's definitely something that'll take some getting used to after so long! C:

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Ammeg88 In reply to Sheppard56 [2018-08-02 08:37:57 +0000 UTC]

Heh aye! But it is looking awesome all the same!

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Ezien [2018-07-23 01:09:45 +0000 UTC]

God im so glad Dekker isn't getting manipulated by evil mc evil sickle! Heres to hoping he gets into....less trouble. Okay Probably not.

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Sheppard56 In reply to Ezien [2018-07-30 09:43:26 +0000 UTC]

Haha that's so very true, can't disagree with you there! 

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CountessFoxington [2017-12-04 19:54:45 +0000 UTC]

I really need to make one of these for at least one of my characters.

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Sheppard56 In reply to CountessFoxington [2017-12-17 16:29:10 +0000 UTC]

They do take a while to do, but they're definitely good fun all the while and useful to have!

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CountessFoxington In reply to Sheppard56 [2018-01-23 21:59:57 +0000 UTC]

I started working on one for one of my characters. c=

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ShihSnTz [2017-11-13 19:39:26 +0000 UTC]

I thought you still had to be evil to qualify for the assassin prestige class, did Pathfinder change that?

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Sheppard56 In reply to ShihSnTz [2017-11-13 19:44:22 +0000 UTC]

It's 3.5 rather than Pathfinder but yup you're right, you do have to be evil for the prestige, but my DM let it slide - his weapon is evil-aligned and sort of came with the prestige, so I think that was how he balanced it out. A few things have been tweaked in this campaign over time for the sake of story or character ;D

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ShihSnTz In reply to Sheppard56 [2017-11-13 19:50:25 +0000 UTC]

Oh okay that makes sense. I always thought that being neutral meant you didn't qualify was a bit silly anyways.

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Sheppard56 In reply to ShihSnTz [2017-11-13 19:55:37 +0000 UTC]

I suppose it's so they have their typical evil fantasy assassin ;D Since another requirement is to just kill someone for the sake of becoming an assassin, it definitely just sets them up as a cold-blooded killer (though admittedly my guy did still do this, but he sort of justified in in hindsight). I have my guy with his assassin skills because he likes to avoid drawn out combat and have quick clean kills, and that's what assassin really allows you to do!

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ShihSnTz In reply to Sheppard56 [2017-11-13 19:59:51 +0000 UTC]

Oh yeah, you definitely have to be a bit of a bastard but full on evil seems a bit much. Granted these days you can be an evil paladin so what the hell do I know.

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zopdog [2017-08-02 00:56:57 +0000 UTC]

hey how do you com up with the stats for your characters??
i still dont have any for mine n idk cchhhh

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Sheppard56 In reply to zopdog [2017-08-02 08:33:21 +0000 UTC]

Which stats? As in the fortitude etc and move silently? Because that might be because you play 5th edition and I play 3.5 which has all the extra stats! Otherwise they're based off the basic stats like DEX and STR modifiers. I can explain a little more if you clarify C:

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zopdog In reply to Sheppard56 [2017-08-09 09:19:24 +0000 UTC]

p much everything thatd be  on  a character sheet
n ye gonna be playing 5th but i dont  have anything yet

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Sheppard56 In reply to zopdog [2017-08-09 13:19:00 +0000 UTC]

Ah, righto then. I'll try to explain a little and go through the sheet, and since I don't know how much you know about D&D don't be offended if I over simplify things and explain things you already know! ;D All this info is available online/in the players handbook, though it is tricky to learn to begin with (took me 6 hours to make my first DnD characters one evening >.>).

Character abilities, eg strength, dexterity, etc

This depends on your DM and how they want you to do it. Most commonly you either use a 'point buy' system, where you 'buy' the scores (1-dot-encounter-planner.appspo… - is useful for this), or you roll 4 d6 dice, take away the lowest one and add up the remaining three. Eg, you roll a 5, 4, 2, 6 - you take away the 2, so you get 15. There are other ones, but these are the main two I use (I prefer the dice one because it's all entirely random). Regardless of which way you do it, you pick the highest to be your strongest ability and the lowest to be, well, the one you're bad at, aka the 'dump stat'. For example, if you play a cleric, because you need wisdom to cast spells, you'd usually put your highest score into the wisdom ability. Rogue's usually dexterity, wizard intelligence, bard charisma etc etc. 

Sometimes, depending on the race you play, you get additional modifiers to these numbers. For example, humans get an extra +1 to all their abilities (so say you roll a 15 strength, as a human they'd make that up to 16). Something like a dwarf gets +2 to their constitution.

Each ability has a modifier, which is used to determine how good you are at skills (see below ;D). Modifiers are what I've got in brackets beside Dekker's abilities - so 10-11 has no modifier, 12-13 +1, 14-15 +2, 16-17 +3 and so on. It works backwards too, so 8-9 is -1. Typically if you add up all your modifiers and wind up with a sum below 0 you reroll your character (when I made Nazir originally, he was below 0 so I rolled all his abilities again).

Every 4 levels you gain an extra 2 ability points to spend. You can either put them into one ability, like strength, or split them, so perhaps one into strength and one into constitution - you're best off only splitting them if you're trying to boost abilities up to the next modifier, eg if you've got a 15 (+2), to push it up to 16 (+3).

Using Dekker as an example here (even if he is used in 3.5 not 5th), he's actually very well rolled ability-wise. Because he's a rogue who fights using dexterity over strength, that's his highest score. He also needs high intelligence for his assassin abilities/spells, and good charisma because he's a bit of a liar. Whenever he gets the chance, he puts his extra ability point into dexterity, though the next one he'll get may well go in intelligence (you only get one in 3.5). Maybe ;D

Proficiency
- this starts at +2 and progresses according to your class, which is detailed in the book/online. You add this bonus to attacks you make, or skill checks.

Skills, eg athletics, deception, persuasion etc (this is where Dekker's sheet differs because 3.5 and 5th are most different here)
These are things you use in game to determine how good you are at certain interactions. You use athletics to overcome physical challenges, deception to lie to people, persuasion when convincing, religion when drawing up religious knowledge, perception when you're looking for something etc etc. Depending on your class or your background, you are proficient in certain things, which means you add your profieciency bonus to them. Otherwise they're based on your ability modifiers, the ones shown beside them on the sheet. 

Eg, you're a cleric, and therefore you've chosen to be proficient in medicine, and you've a wisdom of 17. You take your +2 proficiency at level 1, and +3 wisdom modifier, giving you a medicine skill of +5. When you roll to do a medicine check, like check someone over, stabilise them etc, you roll the d20 and add that +5. My cleric, Lock, isn't proficient in religion (which is unusual), and has a intelligence modifier of -1, so if were to be asked about something religious, he'd -1 from a d20 roll.

Passive perception is 10 + wisdom modifier (+ proficiency bonus if you're proficient in perception), and represents your awareness to your surroundings.

Saving throws - these are things that see you often getting out of trouble. Eg, a dexterity saving throw would be used to see you roll out of the way of falling rocks, or a constitution saving throw would be used to see if you could keep running over a long distance, or strength to keep hold of something. They're determined like skills, with you being proficient in (usually) two, which come from your class, which means you add your proficiency, while the others are just your ability modifiers for each ability.

Initiative - this is just your dexterity modifier. You roll this when going into combat to see who reacts first.

Max HP - whatever you class if you're given a hit die - eg, a cleric is d8, a fighter d10. At first level, you take the full amount on that dice and add your constitution modifier. Eg, you're a fighter with 14 CON, so you take 10 from the d10, then add +2 from CON; at level 1 you have 12 HP. Following levels you can either roll the dice for a random number (as I do in 3.5) or take the average of the dice (which is technically not the average and one above it, so a d8 is 5, a d10 is 6), and you always add that CON modifier.

Armour class, aka AC - you buy armour depending on whether your class is able to use it or not, and then if applicable, add your dexterity modifier - this info is in the book/online pretty plainly so I won't copy it all out. You can also buy shields or cast spells that increase your AC. The higher this is, the better because it means you're harder to be hit and therefore less likely to lose health.

Speed - this is how fast you can move, usually taken into account in combat. If you play on a battle map, each inch square is five foot, so it shows how many squares you can move in combat. It's determined by your race - medium-sized races, eg humans, elves etc have a speed of 30', while smaller races like halflings and gnomes have 20' because of their shorter stature. You can run, which doubles the movement distance.


There's a ton more information that I could go on about, but this is pretty much the basics of it. Everything tends to come from your core set of ability scores, as those stats make the character. Hopefully this helps at least a little and isn't toooooo much for you ;D

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zopdog In reply to Sheppard56 [2017-09-04 23:38:07 +0000 UTC]

dont even worry I dont know p much anything at all abt creating a character this helped a lot thank you so much
i keep putting off actually doing this  I need to find my dice and finally do this
thanks again omg it mustve taken a while to type this out

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Runekiss [2017-07-31 01:16:14 +0000 UTC]

This is amazing! I might have to do something like this now. o:

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Sheppard56 In reply to Runekiss [2017-08-01 13:42:17 +0000 UTC]

Thank youuu! I would recommend it! It tends to be a little time consuming, but it is good fun to draw things together to make something like this! C:

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doodlerTM [2017-07-30 17:37:09 +0000 UTC]

this is lovely! I have to ask - which version of D&D is this? Pathfinder or 3.5 or something? I play 5e but his stats don't seem like they'd fit that...

and I am wondering if you would ever consider doing a commission of a simplified version of this character sheet?

also, I'm glad I'm not the only one who writes "headcanon" stories for their D&D characters. I usually write a story version of our campaign each week, but then I also end up writing sometimes background stuff on my own. so it goes!

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Sheppard56 In reply to doodlerTM [2017-07-30 17:49:46 +0000 UTC]

It's 3.5! We started playing this campaign a little before 5e came out, so didn't know anything about it back then. I've played a few things with 5e (still am playing one in fact), and I'll have to admit I prefer 3.5, though I'm probably biased since it was how I learnt about D&D in the first place. There are lot more numbers with lots more skills etc, so it's more complicated but I find it gives a little more variation. I played an ex-cavalry fighter the first time I played 5e, and his animal handling was one of his lowest skills, despite being raised on horseback (the DM could have tweaked this, but pfft), and I now have a cleric who has -1 for religion checks..... so I always lean towards being able to 'customise' your skills to fit a character to match their background/RPing ;D - I could talk forever about this, so I'll stop now, haha!

I write original stories using my D&D guys to play with them a little bit more in my own world, but I do have a 'journal' kind of thing going for this guy which is how the campaign is going from his perspective (mainly to get an idea of what is going on his head), so snap there! 

I'm a little busy of late for commissions, but if I ever free up some time I'll let you know - I do like doing these kind of things so I'd likely be up for it C:

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doodlerTM In reply to Sheppard56 [2017-07-30 20:55:55 +0000 UTC]

oh hey, it's fine I could talk about my D&D characters and character creation and just D&D in general all day, so don't even worry about it! I've only played 5e for the past year, so I don't know much a lot about 3.5. I can understand why you prefer more customization, though.

and yes, please let me know, thank you!

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Adanel [2017-07-30 14:39:48 +0000 UTC]

Such a complete ref sheet! *-*
Was he forced somehow to wear shoes on the last one? XD

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Sheppard56 In reply to Adanel [2017-07-30 14:55:57 +0000 UTC]

Sometimes you just have to listen to society and wear shoes! ;D

Thank you! <3

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JuanaIgushi In reply to Sheppard56 [2017-08-01 10:26:10 +0000 UTC]

He doesn't look as if he easily gives in to the expectations of "society" ... (and I'm sure there are just enough who like him free-toed as he is!)

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Sheppard56 In reply to JuanaIgushi [2017-08-01 13:33:02 +0000 UTC]

Haha no, he does like to walk to the beat of his own drum, so to speak ;D Let's just pretend he'll put those boots on for all of two minutes just so the outfit looks complete and make it look like he's conforming before he nopes C;

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Adanel In reply to Sheppard56 [2017-07-31 17:44:08 +0000 UTC]

Hahaha!^^ I hope for him he doesn't have to follow the rules too often! XD

And you're welcome!

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