Character Record Sheet - Form Fillable.pdf

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Clear
Name
Alignment
Race
Class
Level
STR
INT
WIS
DEX
CON
LKS
CHA
Armor
11
/
00
11
/
00
11
/
00
11
/
00
11
/
00
11
/
00
11
/
00
Sex:
Age:
Hair:
Height:
Weight:
Handed:
Eyes:
Honor
Hit Points
Wounds
Saving Throws (lvl included)
Physical
Strength
Feat of:
Agility
Luck /
Chivalry
Mental
Armor Type
DR xx Def xx
Shield Type
Shield
Damage
Save
d20
+
6
d20p
d20p -
6
Destroyed
Melee Weapon
SPEED
K
TA
C
DM
AT
G
R
ED
Melee Weapon
SPEED
K
TA
C
DM
AT
G
Dodge
Ranged/Melee Weapon
SPEED
TA
C
K
DM
AT
G
INIT
INIT
R
ED
INIT
R
ED
Range
To Hit
d20p
d20p -4
d20p -6
Damage Reduction Shield Breaking
Defense Bonus
Cover Value
U
CT
IO
N
U
CT
IO
N
U
CT
IO
N
AG
E
AG
E
M
M
DA
DA
REACH
TOP SAVE
REACH
TOP SAVE
REACH
DA
M
Abilities / Talents / Proficiencies
Skills
Gear
Languages
Quirks & Flaws
AG
E
DE
FE
N
SE
DE
FE
N
DE
FE
N
d20p -
8
+
+
+
SE
SE
TOP SAVE
AGGRESSIVE ATTACK
+5 to next attack; -2 to defensive rolls; If the
defender GIVES GROUND against a successful
aggressive attack, only do �½ damage.
JAB
Faster attack – not allowed with all weapons;
Deals �½ damage; No Penetration.
CHARGE
Sprint in a straight ling toward a foe at least 20
ft away; Gain +4 to Attack roll; Lose any Dex
bonus to Defense rolls for 5 sec; Normal
damage counts as double for determinging
KNOCK-BACKS
GIVE GROUND
During attacker’s count, defender can move
back 5ft; Gain +5 to Defense roll; Suffers -1 to
next attack; Attacker can automatically
Advance (press forward)
FIGHTING WITHDRAWL
FULL PARRY
+5 to Defense rolls; Re-set Weapon Count Up;
May be combined with GIVE GROUND and/or
FIGHTING WITHDRAWAL fighting styles.
Use normal walking movement to back up or
sidestep; -2 to next Attack as long as you
continue withdrawing
FLEE
FIGHT DEFENSIVELY
Take an Attack penalty of -2, -4, -6 or -8; Gain a
corresponding +1, +2, +3 or +4 to all Defense
rolls; You may stop fighting defensively at
anytime; May be combined with GIVE GROUND
and/or FIGHTING WITHDRAWAL fighting styles.
Attacker can follow at normal speed or make a
free attack; If he attacks he may not pursue for
number os seconds equal to 1/2 weapon speed
round up; Fleeing character cannot use shield in
defense; Fleeing character uses a d10p for
defense roll; Re-set count up for fleeing
character’s weapon.
HOLD AT BAY
If you have Reach and a Jabbing weapon you
can prevent a target from approaching you;
Target must knock your weapon aside before
they can attack you; To land a hit on weapon
attack must make a successful d20p roll against
defender's d12p. Success means he can attack
on the next count
READY AGAINST CHARGE
Requires a polearm & Reach; Use against
targets attempting to CHARGE you; Must be
able to attack first and have 3 secs to set it; If
successful charge loses CHARGE benefits;
Success does double damage; Success attacker
HELD AT BAY
Mage Spells
Spell Points
Spell Books
Apprentice Level
Apprentice Level
Journeyman Level
1
st
Level
2
nd
Level
3
rd
Level
4
th
Level
5
th
Level
6
th
Level
7
th
Level
8
th
Level
9
th
Level
10
th
Level
11
th
Level
12
th
Level
13
th
Level
14
th
Level
15
th
Level
16
th
Level
17
th
Level
18
th
Level
19
th
Level
20
th
Level
Memorized Spells
SPELL FATIGUE
5 seconds + casting time after spell is completed;
During recovery: -6 Defense, No Attacks, Move �½
speed, Skill Checks -30%
SAVING THROWS
Target rolls 1d20p + [creature attack bonus,
character levels] + save modifier vs. Caster 1d20p +
level.
Cleric Spells & Turning
Memorized Spells
1
st
Level
2
nd
Level
Turning Undead
To Turn undead, the cleric must be
within sight of the creature or
otherwise have its attention, boldly
present his holy symbol and speak
a prayer or command of his
religion. Roll a d20p and add the
character’s level Turning Modifier
(based on Charisma) vs. d20p and
add the monster’s Will Factor. If
the priest’s roll is greater the
undead must immediately flee at
its maximum rate for 3d4p
minutes. If the roll is a tie, the
undead is held at bay for 5 seconds
and then may re-engage. Turning
requires 5 seconds to complete and
may be performed any number of
times, as long as the priest is
successful or ties. If the undead
attempt to attack the cleric before
the 5 seconds have passed, the
Turning attempt activates
immediately.
Once a priest fails, he may try
again, but the undead receives a +4
bonus to its roll. Each successive
failure results in a cumulative +4
bonus. Attacking in melee or
otherwise forcing oneself or allies
onto the creature negates the
repelling effects (though missile
attacks do not), but does not
otherwise affect future attempts
or provide a bonus to the undead’s
Will check.
1
st
or 2
nd
Bonus
3
rd
Level
4
th
Level
3
rd
or 4
th
Bonus
5
th
Level
6
th
Level
5
th
or 6
th
Bonus
7
th
Level
8
th
Level
7
th
or 8
th
Bonus
9
th
Level
10
th
Level
9
th
or 10
th
Bonus
11
th
Level
12
th
Level
11
th
or 12
th
Bonus
13
th
Level
14
th
Level
13
th
or 14
th
Bonus
15
th
Level
16
th
Level
15
th
or 16
th
Bonus
17
th
Level
18
th
Level
19
th
Level
20
th
Level
Melee Weapon
SPEED
AT
R
ED
U
CT
IO
N
T
G
K
AC
DM
AT
T
K
AC
INIT
SPEED
DM
G
R
ED
U
7
CT
IO
N
SE
DE
FE
DE
N
SE
FE
N
+
D
TOP SAVE
Player’s HackTrack
8
REACH
D
AM
AG
AM
E
AG
TOP SAVE
REACH
Saving Throws (lvl included)
Feat of:
Strength
Dodge
Physical
Mental
Agility
51 52 53 54 55 56 57 58 59 60
41 42 43 44 45 46 47 48 49 50
31 32 33 34 35 36 37 38 39 40
21 22 23 24 25 26 27 28 29 30
11 12 13 14 15 16 17 18 19 20
BOTTOM
Brief Description
BOTTOM
1
2
3
4
5
Ranged/Melee Weapon
INIT
6
Range
d20p
d20p -4
d20p -6
To Hit
d20p -
8
+
E
9 10
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