Save Modifier 12 16 +5 +3 -...

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Modifier Character Sheet: Edér Teylecg (Level 1) Class: Fighter Race: Human Background: Folk Hero Alignment: Neutral Good A farmer and veteran of the Saint's War, his easygoing manner and dry wit belie a strong sense of responsibility and commitment. Save Max Temp Current HP Armor Class Initiative Hit Dice CONSTITUTION Modifier Save STRENGTH Modifier Save DEXTERITY Modifier Save INTELLIGENCE Modifier Save WISDOM Modifier Save CHARISMA Proficiency 16 11 15 11 11 14 +5 +3 +2 +4 0 0 0 0 +2 +2 0 0 14 Scale 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 some troubles. Fighter Features: Second Wind, Dueling Fighting Style: +2 Damage when using a single, one-handed weapon Proficiencies: Light Armor, Medium Armor, Heavy Armor, Shields, Simple Wapons, Martial Weapons 12

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

Max Temp

Current HP

Armor Class

Initiative

Hit Dice

CONSTITUTIONModifierSave

STRENGTH

ModifierSave

DEXTERITY

ModifierSave

INTELLIGENCE

ModifierSave

WISDOM

ModifierSave

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

Max Temp

Current HP

Armor Class

Initiative

Hit Dice

CONSTITUTIONModifierSave

STRENGTH

ModifierSave

DEXTERITY

ModifierSave

INTELLIGENCE

ModifierSave

WISDOM

ModifierSave

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

Max Temp

Current HP

Armor Class

Initiative

Hit Dice

CONSTITUTIONModifierSave

STRENGTH

ModifierSave

DEXTERITY

ModifierSave

INTELLIGENCE

ModifierSave

WISDOM

ModifierSave

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.

Save

Max Temp

Current HP

Armor Class

Initiative

Hit Dice

CONSTITUTIONModifierSave

STRENGTH

ModifierSave

DEXTERITY

ModifierSave

INTELLIGENCE

ModifierSave

WISDOM

ModifierSave

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

Max Temp

Current HP

Armor Class

Initiative

Hit Dice

CONSTITUTIONModifierSave

STRENGTH

ModifierSave

DEXTERITY

ModifierSave

INTELLIGENCE

ModifierSave

WISDOM

ModifierSave

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

Max Temp

Current HP

Armor Class

Initiative

Hit Dice

CONSTITUTIONModifierSave

STRENGTH

ModifierSave

DEXTERITY

ModifierSave

INTELLIGENCE

ModifierSave

WISDOM

ModifierSave

CHARISMA Proficiency

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

Max Temp

Current HP

Armor Class

Initiative

Hit Dice

CONSTITUTIONModifierSave

STRENGTH

ModifierSave

DEXTERITY

ModifierSave

INTELLIGENCE

ModifierSave

WISDOM

ModifierSave

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

12

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

Max Temp

Current HP

Armor Class

Initiative

Hit Dice

CONSTITUTIONModifierSave

STRENGTH

ModifierSave

DEXTERITY

ModifierSave

INTELLIGENCE

ModifierSave

WISDOM

ModifierSave

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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