Save Modifier 12 16 +5 +3 -...
Transcript of Save Modifier 12 16 +5 +3 -...
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Character Sheet: Edér Teylecg (Level 1)
Class: Fighter Race: Human Background: Folk Hero Alignment: Neutral Good
A farmer and veteran of theSaint's War, his easygoingmanner and dry wit belie astrong sense of responsibilityand commitment. Save
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CHARISMA Proficiency
16
11
15
11
11
14
+5 +3
+2 +4
0 0
0 0
+2 +2
0 0
14Scale Mail
2
1d10
+2
STRENGTH SKILLS (+3) Athletics (3)
DEXTERITY SKILLS (0) Acrobatics (0) Sleight of Hand (0) Stealth (0)
INTELLIGENCE SKILLS (0) Arcana (0) History (2*) Investigation (0) Nature (0) Religion (0)
WISDOM SKILLS (0) Animal Handling (*2) Insight (0) Medicine (0) Perception (*2) Survival (*2)
CHARISMA SKILLS (2) Deception (2) Intimidation (2) Performance (2) Persuasion (2)
* denotes proficiency
Features & Proficiencies
Folk Hero Feature: Commoners are willing to shelter you from sometroubles.
Fighter Features: Second Wind, Dueling Fighting Style: +2 Damagewhen using a single, one-handed weapon
Proficiencies: Light Armor, Medium Armor, HeavyArmor, Shields, Simple Wapons, Martial Weapons
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Character Sheet: Aloth Corsifer (Level 1)
Class: Wizard Race: Wood Elf Background: Haunted One Alignment: Neutral Good Aloth is a meticulous,thoughtful, and pragmaticwizard from Aedyr, with anawakened soul of a provincial(and sometimes vulgar)woman named Iselmyr . Save
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INTELLIGENCE
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WISDOM
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CHARISMA Proficiency
10
14
10
16
13
10
0 0
0 0
+2 +2
+5 +3
0 0
+3 +1
12
2
1d6
+2
STRENGTH SKILLS (0) Athletics (0)
DEXTERITY SKILLS (+2) Acrobatics (2) Sleight of Hand (2) Stealth (2)
INTELLIGENCE SKILLS (+3) Arcana (*5) History (*5) Investigation (*5) Nature (3) Religion (3)
WISDOM SKILLS (+2) Animal Handling (2) Insight (2) Medicine (2) Perception (*4) Survival (*4)
CHARISMA SKILLS (0) Deception (0) Intimidation (0) Performance (0) Persuasion (0)
* denotes proficiency
Features & Proficiencies
Haunted One Feature: Commoners will do what they can to help you.
Wizard Features: Spellcasting, Arcane Recovery
Wood Elf Features: Darkvision, Keen Senses, Fey Ancestry, Trance,Fleet of Foot, Mask of the Wild
Proficiencies: Longsword, Shortsword, Shortbow,Longbow, Perception, Daggers, Darts, Slings,Quarterstaffs, Light Crossbows
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Character Sheet: Maia Rua (Level 3)
Class: Ranger (Beast Master) Race: Triton Background: Sailor Alignment: Lawful Neutral Maia Rua is an island aumauaranger whose animalcompanion, Ishiza, is a bird ofprey that can scout outdoorenvironments both in and outof combat. Save
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INTELLIGENCE
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CHARISMA Proficiency
12
16
12
12
11
10
+3 +1
+2 +2
+5 +3
+1 +1
0 0
0 0
14
2
3d10
+2
STRENGTH SKILLS (+1) Athletics (*3)
DEXTERITY SKILLS (+3) Acrobatics (3) Sleight of Hand (3) Stealth (3)
INTELLIGENCE SKILLS (+1) Arcana (1) History (1) Investigation (1) Nature (*3) Religion (1)
WISDOM SKILLS (0) Animal Handling (*2) Insight (0) Medicine (0) Perception (*2) Survival (*2)
CHARISMA SKILLS (0) Deception (0) Intimidation (0) Performance (0) Persuasion (0)
* denotes proficiency
Features & Proficiencies
Sailor Feature: You can always arrange free passage on a shipfor your party.
Ranger Features: Natural Explorer(Coast), Favored Enemy (Humans, Dwarves),Fighting Style (Archery), Primeval Awareness, Ranger Companion (Ishiza - Hawk)
Triton Features: Amphibious, Control Air and Water, Emissary ofthe Sea, Guardians of the Depths
Proficiencies: Light armor, medium armor,shields, simple weapons, martial weapons
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Leather Armor
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Character Sheet: Serafen (Level 2)
Class: Barbarian/Mystic Race: Forest Gnome Background: Outlander Alignment: Chaotic Good Serafen's bawdy humor,felonious tendencies, and tenuous relationship with thetruth don't always endear himto his fellow travelers.
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WISDOM
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CHARISMA Proficiency
13
12
14
15
13
10
+3 +1
+4 +2
+1 +1
+2 +2
0 0
0 0
13
1
1d12 1d8
+2
STRENGTH SKILLS (+1) Athletics (*3)
DEXTERITY SKILLS (+1) Acrobatics (1) Sleight of Hand (1) Stealth (1)
INTELLIGENCE SKILLS (+2) Arcana (2) History (2) Investigation (2) Nature (*4) Religion (2)
WISDOM SKILLS (+1) Animal Handling (1) Insight (1) Medicine (1) Perception (*3) Survival (*3)
CHARISMA SKILLS (0) Deception (*2) Intimidation (0) Performance (0) Persuasion (*2)
* denotes proficiency
Features & Proficiencies
Outlander Feature: You remember the layout of a region'sgeographical features, and find enough food andwater to sustain six people.
Barbarian Features: Rage, Unarmoured Defense
Mystic Features: Psionics, Mystic Order (Order ofThe Awakened), Bonus Disciplines (Mantle ofAwe, Precognition), Awakened Talent(Persuasion, Deception)
Gnome Features: Darkvision, Gnome Cunning, Natural Illusionist,Speak with Small Beasts
Proficiencies: Light armor, medium armor, simple weapons, martial weapons
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Character Sheet: Xoti (Level 1)
Class: Cleric Race: Human Background: Acolyte Alignment: Chaotic Good Xoti is a worshipper ofGaun, the aspect of Eothasassociated with harvests andthe death side of the cycle ofrebirth,wielding a sickle and alantern in service to her god. Save
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WISDOM
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CHARISMA Proficiency
12
16
12
11
15
12
+1 +1
+1 +1
+3 +3
0 0
+3 +1
+4 +2
16
3
1d8
+2
STRENGTH SKILLS (+1) Athletics (1)
DEXTERITY SKILLS (+3) Acrobatics (3) Sleight of Hand (3) Stealth (3)
INTELLIGENCE SKILLS (0) Arcana (0) History (*2) Investigation (0) Nature (0) Religion (*2)
WISDOM SKILLS (+2) Animal Handling (2) Insight (*4) Medicine (2) Perception (2) Survival (2)
CHARISMA SKILLS (+1) Deception (1) Intimidation (1) Performance (1) Persuasion (3)
* denotes proficiency
Features & Proficiencies
Acolyte Feature: Recieve aid from those who share your faith.
Cleric Features Cleric Domain - Death, Reaper,Spellcasting
Proficiencies: Light armor, medium armor,shields, simple weapons, martial weapons
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Leather Armor
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Character Sheet: Tekēhu (Level 2)
Class: Druid/Bard Race: Aasimar Background: Entertainer Alignment: Neutral Good Touched by Huanan goddessOndra, Tekēhu delights inbucking social norms, insteadwishing to spearhead anartistic revival and bringchange on his own terms. Save
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10
15
10
13
14
16
0 0
0 0
+2 +2
+3 +1
+3 +3
+4 +2
13
2
2d8
+2
STRENGTH SKILLS (0) Athletics (0)
DEXTERITY SKILLS (+2) Acrobatics (*4) Sleight of Hand (2) Stealth (2)
INTELLIGENCE SKILLS (1) Arcana (1) History (*2) Investigation (1) Nature (*2) Religion (*2)
WISDOM SKILLS (+2) Animal Handling (2) Insight (2) Medicine (2) Perception (2) Survival (2)
CHARISMA SKILLS (+3) Deception (3) Intimidation (3) Performance (5) Persuasion (5)
* denotes proficiency
Flaws, Features & Proficiencies
Aasimar Features: Darkvision, CelestialResistance, Healing Hands, Light Bearer
Entertainer Feature: Your performances tend to make people like you,and you can always find somewhere to perform.
Bard Features: Bardic Inspiration
Druid Features: Druidic
Proficiencies: Light armor, medium armor,shields
Flaw: Godlike arrogance - wisdom ability checksare rolled.
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Character Sheet: Rekke (Level 1)
Class: Fighter Race: Human Background: Far Traveller Alignment: Chaotic Good A sole survivor on ashipwreck, Rekke proveshimself a capable fighter, anda man who speaks his mind,even though nobodyunderstands him. Save
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CHARISMA Proficiency
14
15
14
12
12
12
+4 +2
+4 +2
+2 +2
+1 +1
+1 +1
+1 +1
19
2
1d10
+2
STRENGTH SKILLS (+2) Athletics (+2)
DEXTERITY SKILLS (+2) Acrobatics (2) Sleight of Hand (2) Stealth (2)
INTELLIGENCE SKILLS (+1) Arcana (1) History (1) Investigation (1) Nature (1) Religion (1)
WISDOM SKILLS (+1) Animal Handling (1) Insight (*3) Medicine (1) Perception (*3) Survival (*3)
CHARISMA SKILLS (+1) Deception (1) Intimidation (1) Performance (1) Persuasion (1)
* denotes proficiency
Feats, Features & Proficiencies
Far Traveller Feature: Your foreign nature can gain you access to thosecurious about your homeland.
Fighter Features: Second Wind, Defense Fighting Style
Feat: Luck
Proficiencies: Light Armor, Medium Armor, HeavyArmor, Shields, Simple Wapons, Martial Weapons
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Chain Mail
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Character Sheet: Ydwin(Level 2)
Class: Rogue/Artificer Race: Eladrin Background: Guild Artisan Alignment: True Neutral Analytical, courteous, andpossessed of a rapier wit, sheseems the ideal compatriot -assuming you don't object toher dangerous avenues ofscientific inquiry. Save
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CHARISMA Proficiency
10
15
12
16
12
10
0 0
+1 +1
+4 +2
+5 +3
0 0
+1 +1
13
2
2d8
+2
STRENGTH SKILLS (0) Athletics (0)
DEXTERITY SKILLS (+2) Acrobatics (2) Sleight of Hand (*4) Stealth (2)
INTELLIGENCE SKILLS (+3) Arcana (3) History (3) Investigation (**7) Nature (3) Religion (3)
WISDOM SKILLS (+1) Animal Handling (1) Insight (*3) Medicine (1) Perception (**5) Survival (1)
CHARISMA SKILLS (0) Deception (*2) Intimidation (0) Performance (*2) Persuasion (*2)
* denotes proficiency **denotes expertise
Features & Proficiencies
Guild Artisan (Tinkerers Guild) Feature: While you are in good standing with your guild,your guild can gain you access to powerfulpoliticians.
Rogue Features: Sneak Attack, Thieves' Cant
Artificer Features: Magic Item Analysis, AlchemistSpecialization, Alchemist’s Satchel, AlchemicalFormula
Proficiencies: Light armor, Longsword,Shortsword, Shortbow, Longbow, SimpleWeapons, Handcrossbows, Rapiers, Thieves tools,Alchemist tools
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