Character Sheet Info
Character Sheet Info
Three character sheets are required. Since many of the information will be similar , I will note that first,
and then below I will list what should be on each character sheet for its own stuff.
Each character will need an ability box for the abilities.
There should be a box for each Ability Modifier.
There should be a box for each Ability Check.
Could we put a temporary box for each of the ones listed below as well.
Abilities.
Strength Modifier Strength Check
Dexterity Modifier Dexterity Check
Constitution Modifier Constitution Check
Intelligence Modifier Intelligence Check
Wisdom Modifier Wisdom Check
Charisma Modifier Charisma Check
Character Descriptive
Name, Height, Weight, Hair , Eyes, Age, Size, Gender, Birth place, Distinguishing Marks, Mannerisms.
Race, Level, Experience,Experience Modifier, Renown
Hit Dice, Hit points, Damage taken, Resistances, Immunities (damage taken should be a large spot/box
as it will be used plenty).
Secondary Skill (a character can get up to 3 of theses if done right, though generally only one.)
Mutations(A character can get up to 3 of these as well.)
Psionics(a character can effectively get up to four of these (this is a mutation roll)) These are also rare.
Psionic points Psionic Points used
Something to list Racial Traits and Modifiers (box)?
Languages
Saving Throws
Fortitude Base Save, Ability Mod, Misc Mod, Temp Mod
Reflex Base Save, Ability Mod, Misc Mod, Temp Mod
Will Base Save, Ability Mod, Misc Mod, Temp Mod
Carry Capacity
Light Speed Maximum Load Maximum Dexterity check Penalty run
Medium Speed Maximum Load Maximum Dexterity check Penalty run
Heavy Speed Maximum Load Maximum Dexterity check Penalty run
Lifting
Over Head Off Ground Push or Drag
Current Load Current Speed.
Armour Proficiencies
Light, Medium, Heavy, Shield.
ArmourClass
Total, Base, Armour , Dexterity Mod, Racial Mod, Misc Mod, Temp Mod
Armour Worn
Armour Type, Armour Bonus, Max Dexterity, Check Penalty, Casting Check, Speed, Weight.
Initiative
Total, Dexterity, Feats, Misc
Attack Bonus
Melee Total, Base Attack, Ability Mod, Size Mod, Misc Mod, Temp Mod
Ranged Total, Base Attack, Ability Mod, Size Mod, Misc Mod, Temp Mod
Grapple Total, Base Attack, Ability Mod, Size Mod, Misc Mod, Temp Mod
Weapons
Attack bonus, Damage bonus, Critical, Range, Size, Type, Weight, Material, Magical Properties
(Note, the Armsman Class should have more slots for Weapons then the Archer class or Arcanist class
will. The Arcanist class can have 3 slots for weapons, give the Archer 6 slots for weapons, and the
Armsman give 9 slots for weapons.
Feats
All character should have empty slots for feats. In addition each class has their own feats at start up
which can just be listed, for that particular class character sheet. I will list those under its Class Type.
Equipment
Item, Location, Weight,
Each class has access to a specific set of skills. And or other properties. I will list them here below.
Skills: Each of the skills should have a box for Skill Mod, Ranks,Ability Check Mod, Misc mod, Key
Ability, Penalty. Just like the demo character sheet skills list on the back. But only 5 for each character
class. I would also like 3 other columns, but blank, without the skill name, incase other things come up,
and they will.
ARCANIST
Skills
Concentration: Key ability is CON
Spellcraft: Key ability is WIS
Sage: Key ability is INT
Negotiation: Key ability is CHA
Gather Information: Key ability is CHA
Prana is the name of the magic which the Arcanist class manipulates and uses. Each Prana Field has a
Power Word. So there should be a chart of some sort, like in the example character sheet I sent you... I
will list them here anyways.
Prana Fields are Range, Area of Effect, Form(shape of spell), Damage Type, Damage Power, and
Duration. A total of six Prana Fields.
Prana Cost Range Area of Effect Form Damage Type Damage Power Duration
1 Akora Baero Zanu Yune Omni Aegy
2
5
10
The Power Words for 2/5/10 will be written by the player in the empty box. Those listed are granted at
1st level.
FEATS
Amongst the box that the players write Feats in, the Arcanist should have the following listed... maybe
a check box or something to indicate it has been selected. These would be the ones the Arcanist would
more then likely take first.
The Arcanist Feats are listed below.
Legend Lore
Prana Focus
Master Caster
Residual Prana
Passive Casting
Scribe Prana
Focus Field
ARMSMAN
Skills
Appraise: Key ability is INT
Creature Lore: Key ability is INT
Demoralize: Key ability is CHA
Sence Motive: Key ability is WIS
Survival: Key ability is WIS
The Armsman makes an elemental weapon pact at level 5 and then chooses either Fire/Ice/Acid as their
bond. They also get Elemental Armour Pact at level 12.
They will need a spot to put their Elemental Pacts, DC’s, and Damage. For the Armour pact Soak
instead of Damage.
The Armsman gets an extra Mutation later on, so they will require another slot for a Mutation as well.
The Armsman also gets 3 extra bonus Feats as well, so should have a longer Feat list spot.
ARMSMAN FEATS
Like the Arcanist just another column listing Armsman FEATS with a check box or something to
indicate it has been selected. Some of these Feats they also get automatically at an indicated level.
Die Hard
Indomitable Will
Weapon Master
Weapon Specialization
Whirlwind Attack
ARCHER
Skills
Healing: Key ability is WIS
Observation: Key ability is WIS
Search: Key ability is INT
Stealth: Key ability is DEX
Tinker: Key ability is DEX
The Archer gets a Special ability to Magically make Arrows Silver/Mithril/Admantine. Each of these
will need its column and a slot to write its DC to successfully “Enchant” the arrow.
ARCHER FEATS
Endured Pace
Many Shot
Missile Master
Shot on the Run
Trackless Step