Player Character Identifier
| Goals & Notes: | ||
| Gold: | ||
| Encumbrance: | ||
| Background: | ||
DND Stats
| Stat | Value | Mod | Mod Adder | Final Mod | Adder Notes: |
|---|---|---|---|---|---|
| Strength | |||||
| Dexterity | |||||
| Constitution | |||||
| Intelligence | |||||
| Wisdom | |||||
| Charisma |
| Bonuses | Saves | ||
|---|---|---|---|
Skills
| Weapons | |
| Armor & Shield |
| Goals & Notes: | ||
| Gold: | ||
| Encumbrance: | ||
| Background: | ||
| Stat | Value | Mod | Mod Adder | Final Mod | Adder Notes: |
|---|---|---|---|---|---|
| Strength | |||||
| Dexterity | |||||
| Constitution | |||||
| Intelligence | |||||
| Wisdom | |||||
| Charisma |
| Bonuses | Saves | ||
|---|---|---|---|
| Weapons | |
| Armor & Shield |
| Select | Armor | ArmorWt | Armor Class | Cost | Enc. |
|---|---|---|---|---|---|
| No Armor | Light | 10 | None | N/A | |
| War Shirt | Light | 11 | 5 sp | 0 | |
| Buff Coat | Light | 12 | 50 sp | 0 | |
| Linothorax | Light | 13 | 20 sp | 1 | |
| War Robe | Light | 14 | 50 sp | 3 | |
| Pieced Armor | Light | 14 | 100 sp | 2 | |
| Mail Shirt | Medium | 14 | 250 sp | 1 | |
| Cuirass and Greaves | Medium | 15 | 250 sp | 2 | |
| Scaled Armor | Medium | 16 | 500 sp | 3 | |
| Mail Hauberk | Heavy | 16 | 750 sp | 2 | |
| Plate Armor | Heavy | 17 | 1000 sp | 2 | |
| Great Armor | Heavy | 19 | 2000 sp | 3 | |
| Grand Plate | Heavy | 16 | 2000 sp | 3 | |
| Small Shield | Shield | 13 | 20 sp | 1 | |
| Large Shield | Shield | 14 | 10 sp | 1 |
| Select | Foci Name | Description | Level 1 Effect | Level 2 Effect |
|---|---|---|---|---|
| Alert | Keenly aware of surroundings, almost impossible to take unaware | Gain notice as a bonus skill | You always act first | |
| Armored Magic | Usable by mage heroes to cast spells while armored | Cast spells with armor or shield | Cast any spell while encumbered | |
| Arms Master | Proficient with thrown weapons and melee attacks | Gain Stab as a bonus skill | Always treats melee targets as if AC 10 | |
| Artisan | Gifted crafter, create mods for equipment | Gain Craft as a bonus skill | First mod free of maintenance | |
| Assassin | Skilled in sudden attacks, execution advantages | Gain Sneak as a bonus skill | Move with execution attack | |
| Authority | Inspires followers, charismatic | Gain Lead as a bonus skill | Followers gain courage, damage bonuses | |
| Henchkeeper | Knack for gathering loyal followers | Gain Lead as a bonus skill, easier henchmen acquisition | Remarkable loyalty and determination from henchmen | |
| Impervious Defense | Remarkable reflexes or luck in defense | Innate Armor Class of 15, stacks with armor | Once per day, adopt total defense, hard to hit | |
| Imposter | Skilled at disguising and pretending | Gain Perform or Sneak as a bonus skill | Alter appearance and clothes as an action | |
| Lucky | Surprisingly lucky in dangerous situations | Once per week, survive a potentially fatal situation | Once per session, redirect threat to another | |
| Nullifier | Interfere with magical effects | Allies gain +2 saves vs. magic within 20 feet | Once per day, nullify an ongoing magical effect | |
| Poisoner | Skilled in crafting and using poisons | Gain Heal as a bonus skill, reroll poison saves | Immune to poison | |
| Polymath | Acquainted with a wide range of skills | Gain any one non-combat skill | Treat all non-combat skills as level-0 if not already higher | |
| Rider | Expert riding skills, bond with steeds | Gain Ride as a bonus skill, high morale in mounts | Negate attack against steed once per scene | |
| Shocking Assault | You’re extremely dangerous to enemies around you. | Gain Punch or Stab as a bonus skill. | +2 bonus to the Shock damage rating of all melee weapons and unarmed attacks. | |
| Sniper’s Eye | Expert at placing a thrown knife or arrow on an unsuspecting target. | Gain Shoot as a bonus skill. Roll 3d6 and drop the lowest die for ranged Execution Attacks. | Hit targets take a -4 penalty on Physical saving throws; double damage on successful hit. | |
| Special Origin | Belong to some more exotic species or demihuman kind. | PCs are assumed to be human; pick origin Focus for different species. | Availability depends on campaign and GM permission. | |
| Specialist | Remarkably talented at a particular skill. | Gain any skill as a bonus. | Roll 4d6 and drop the two lowest dice for all skill checks in this skill. | |
| Spirit Familiar | Minor spirit, devil, construct, magical beast as a companion. | Choose a form for your familiar. | Pick two benefits for your familiar; re-summon within 24 hours if killed. | |
| Trapmaster | Uncommon expertise in handling traps and snares. | Gain Notice as a bonus skill. | Reroll any failed saving throw or skill check related to traps once per scene. | |
| Unarmed Combatant | Your empty hands are more dangerous than swords. | Gain Punch as a bonus skill. | Unarmed attacks increase in damage as Punch skill increases. | |
| Unique Gift | Unusual ability or magical knack. | Define effect with player and GM. | Power strength can be reconsidered if necessary. | |
| Valiant Defender | Exceptional shieldbearer, protecting others. | Gain Stab or Punch as a bonus skill. | +2 AC while screening; first Screen Ally skill check in a round is always successful. | |
| Well Met | Ability to charm and pacify people met for the first time. | +1 React price bonus for reaction rolls. | Influence friendly reactions within plausibility limits once per session. |
| Select | Quantity | Item | Cost | Enc |
|---|---|---|---|---|
| Arrows, 20 | 2 sp | 1 | ||
| Backpack | 2 sp | 1§ | ||
| Boots | 2 sp | 1§ | ||
| Candle | 1 cp | * | ||
| Cart, one-horse | 50 sp | N/A | ||
| Clothes, common | 25 sp | 1§ | ||
| Clothes, fine | 100 sp | 1§ | ||
| Clothes, noble | 500 sp | 2§ | ||
| Cooking utensils | 4 sp | 1 | ||
| Crowbar | 4 sp | 1 | ||
| Firewood, one night's fire | 2 cp | 4 | ||
| Flask, metal, one pint | 3 sp | 1 | ||
| Grappling hook | 5 sp | 1 | ||
| Hammer or small tool | 2 sp | 1 | ||
| Healer's pouch | 5 sp | 1 | ||
| Hurlant bolts, 20 | 20 sp | 1 | ||
| Iron spikes, 10 | 1 sp | 1 | ||
| Lantern | 10 sp | 1 | ||
| Mirror, hand | 10 sp | * | ||
| Oil, one pint | 1 sp | 1# | ||
| Paper, 10 sheets | 1 sp | * | ||
| Rations, one week | 5 sp | 4 | ||
| Rope, 50' | 2 sp | 2 | ||
| Sack | 1 sp | 1 | ||
| Shovel, pick, or similar tool | 4 sp | 2 | ||
| Tinder box | 1 sp | * | ||
| Torch | 2 cp | 1# | ||
| Waterskin, one gallon | 1 sp | 1 | ||
| Writing kit | 3 sp | 1 |
| Select | Quantity | Item | Cost | Enc |
|---|---|---|---|---|
| Select | Weapon | Damage | Shock | Attribute | Range (feet) | Traits | Cost | Enc |
|---|---|---|---|---|---|---|---|---|
| Axe Hand | 1d6 | 1/AC 15 | Str/Dex | 10/30 | T | 10 sp | 1 | |
| Axe War | 1d10 | 3/AC 15 | Str | - | 2H | 50 sp | 2 | |
| Blackjack | 1d4 | None | Str/Dex | - | S,LL | 1 sp | 1 | |
| Bow Large | 1d8 | None | Dex | 100/600 | 2H,R,PM | 20 sp | 2 | |
| Bow Small | 1d6 | None | Dex | 50/300 | 2H,R,PM | 20 sp | 1 | |
| Claw Blades | 1d6 | 2/AC 13 | Str/Dex | - | S | 10 sp | 1 | |
| Club | 1d4 | None | Str/Dex | 10/30 | T,LL | - | 1 | |
| Club Great | 1d10 | 2/AC 15 | Str | - | 2H | 1 sp | 2 | |
| Crossbow | 1d10 | None | Dex | 100/300 | 2H,SR,PM | 10 sp | 1 | |
| Dagger | 1d4 | 1/AC 15 | Str/Dex | 30/60 | S,T,PM | 3 sp | 1 | |
| Halberd | 1d10 | 2/AC 15 | Str | - | 2H,L | 50 sp | 2 | |
| Axe Hand | 1d6 | 1/AC 15 | Str/Dex | 10/30 | T | 10 sp | 1 | |
| Hammer Great | 1d10 | 2/AC 18 | Str | - | 2H | 50 sp | 2 | |
| Hammer War | 1d8 | 1/AC 18 | Str | - | - | 30 sp | 1 | |
| Hurlant Great | 3d10 | None | Dex | 600/2400 | FX, SS, AP | 10000 sp | 15 | |
| Hurlant Hand | 1d12 | None | Dex | 30/60 | SS; AP | 1000 sp | 1 | |
| Hurlant Long | 2d8 | None | Dex | 200/600 | 2H; SS; AP; PM | 4000 sp | 2 | |
| Mace | 1d6 | 1/AC 18 | Str | - | LL | 15 sp | 1 | |
| Pike | 1d8 | 1/AC 18 | Str | - | 2H; L | 10 sp | 2 | |
| Shield Bash Large | 1d6 | 1/AC 13 | Str | - | LL | - | - | |
| Shield Bash Small | 1d4 | None | Str/Dex | - | LL | - | - | |
| Spear Heavy | 1d10 | 2/AC 15 | Str | - | 2H | 10 sp | 2 | |
| Spear Light | 1d6 | 2/AC 13 | Str/Dex | 30/60 | T | 5 sp | 1 | |
| Throwing Blade | 1d4 | None | Dex | 30/60 | S; T; N | 3 sp | 1 | |
| Staff | 1d6 | 1/AC 13 | Str/Dex | - | 2H; LL | 1 sp | 1 | |
| Stiletto | 1d4 | 1/AC 18 | Dex | - | S; PM | 10 sp | 1 | |
| Sword Great | 1d12 | 2/AC 15 | Str | - | 2H | 250 sp | 2 | |
| Sword Long | 1d8 | 2/AC 13 | Str/Dex | - | - | 100 sp | 1 | |
| Sword Short | 1d6 | 2/AC 15 | Str/Dex | - | - | 10 sp | 1 | |
| Unarmed Attack | 1d2+Skill | None | Str/Dex | - | LL | - | - |
| if you are rolling choose 3 rolls between growth and learning skills | |||||
|---|---|---|---|---|---|
| Select | Background | Free Skill | Quick Skills | Growth Skills pick 2 or 3 rolls-d6 | Learning Skills: no picks, 3 rolls-d8. |
| Artisan | Craft | Trade, Connect | +1 Any Stat, +2 Physical, +2 Physical, +2 Mental, Exert, Any Skill | Connect, Convince, Craft, Craft, Exert, Know, Notice, Trade | |
| Barbarian | Survive | Any Combat, Notice | +1 Any Stat, +2 Physical, +2 Physical, +2 Mental, Exert, Any Skill | Any Combat, Connect, Exert, Lead, Notice, punch, Sneak,Survive | |
| Carter | Ride | Connect, Any Combat | +1 Any Stat, +2 Physical, +2 Physical, +2 Mental, Connect, Any Skill | Any Combat, Connect, Craft, Exert, Notice, Ride, Survive, Trade | |
| Courtesan | Perform | Notice, Connect | +1 Any Stat, +2 Mental, +2 Mental, +2 Physical, Connect, Any Skill | Any Combat, Connect, Convince, Exert, Notice, Perform, Survive, Trade | |
| Criminal | Perform | Connect, Convince | +1 Any Stat, +2 Mental, +2 Physical, +2 Mental, Connect, Any Skill | Administer, Any Combat, Connect, Convince, Exert, Notice, Sneak, Trade | |
| Hunter | Shoot | Survive, Sneak | +1 Any Stat, +2 Physical, +2 Physical, +2 Mental, Exert, Any Skill | Any Combat, Exert, Heal, Notice, Ride, Shoot, Sneak, Survive | |
| Laborer | Work | Connect, Exert | +1 Any Stat, +1 Any Stat, +1 Any Stat, +1 Any Stat, Exert, Any Skill | Administer, Any Skill, Connect, Convince, Craft, Exert, Ride, Work | |
| Merchant | Trade | Convince, Connect | +1 Any Stat, +2 Mental, +2 Mental, +2 Mental, Connect, Any Skill | Administer, Any Combat, Connect, Convince, Craft, Know, Notice, Trade | |
| Noble | Lead | Connect, Administer | +1 Any Stat, +2 Mental, +2 Mental, +2 Mental, Connect, Any Skill | Administer, Any Combat, Connect, Convince, Know, Lead, Notice, Ride | |
| Nomad | Ride | Survive, Any Combat | +1 Any Stat, +2 Physical, +2 Physical, +2 Mental, Exert, Any Skill | Any Combat, Connect, Exert, Lead, Notice, rid, Survive, Trade | |
| Peasant | Exert | Sneak, Survive | +1 Any Stat, +2 Physical, +2 Physical, +2 Physical, Exert, Any Skill | Connect, Exert, Craft, Notice, Sneak, Survive, Trade, Work | |
| Performer | Perform | Convince, Connect | +1 Any Stat, +2 Mental, +2 Physical, +2 Physical, Connect, Any Skill | Any Combat, Connect, Exert, Notice, Perform, Perform, Sneak, Convince | |
| Physician | Heal | Know, Notice | +1 Any Stat, +2 Physical, +2 Mental, +2 Mental, Connect, Any Skill | Administer, Connect, Craft, Heal, Know, Notice, Convince, Trade | |
| Priest | Pray | Convince, Know | +1 Any Stat, +2 Mental, +2 Physical, +2 Mental, Connect, Any Skill | Administer, Connect, Know, Lead, Heal, Convince, Pray, Pray | |
| Sailor | Sail | Exert, Notice | +1 Any Stat, +2 Physical, +2 Physical, +2 Mental, Exert, Any Skill | Any Combat, Connect, Craft, Exert, Heal, Notice, Perform, Sail | |
| Scholar | Know | Heal, Administer | +1 Any Stat, +2 Mental, +2 Mental, +2 Mental, Connect, Any Skill | Administer, Heal, Craft, Know, Notice, Perform, Pray, Convince | |
| Slave | Sneak | Survive, Exert | +1 Any Stat, +2 Physical, +2 Physical, +2 Mental, Exert, Any Skill | Administer, Any Combat, Any Skill, Convince, Exert, Sneak, Survive, Work | |
| Soldier | Any Combat | Exert, Survive | +1 Any Stat, +2 Physical, +2 Physical, +2 Physical, Exert, Any Skill | :Any Combat, Any Combat, Exert, Lead, Notice, Ride, Sneak, Survive | |
| Thug | Any combat | Convince, Connect | +1 Any Stat, +2 Mental, +2 Physical, +2 Mental, Connect, Any Skill | Any Combat, Any Combat, Connect, Convince, Exert, Notice, Sneak, Survive | |
| Wanderer | Survive | Sneak, Notice | +1 Any Stat, +2 Physical, +2 Physical, +2 Mental, Exert, Any Skill | Any Combat, Connect, Notice, Perform, Ride, Sneak, Survive, Work | |
| Select | Species Name | Description | Level 1 | Level 2 |
|---|---|---|---|---|
| Human | Setting the bar. | Gain Background Skills. | ||
| Dwarves | This origin serves for the classical dwarf; short, sturdy, and given to craftsmanship and drinking. | Gain Craft as a bonus skill. Your Constitution modifier increases by +1 and either your Dexterity or Charisma modifier decreases by -1. You can see in the dark up to sixty feet. | ||
| Elves, Civilized | This style of elf represents the city-dwelling, magic-loving, sophisticated interpretation of elvishness favored in some worlds. | Gain Know and Magic as bonus skills. Your Dexterity or Intelligence modifier increases by +1 and your Constitution modifier decreases by -1. You can see clearly in any light level above complete darkness. | ||
| Elves, Half-Elves | Where there are both elves and humans, half-elves tend to be inevitable additions to a campaign world. This Focus follows the “between two worlds” flavor of most half-elf interpretations. | Gain Connect and any one skill as bonus skills. You can see out to thirty feet in any light condition short of perfect darkness. At your discretion, if you take after your elven parent, you may increase your Dexterity modifier by +1 but then also take a -1 to your Constitution modifier. | ||
| Elves, Forest | This interpretation of elvishness is for those kinds given to nature-reverence, archery, and nimbleness. | Gain Shoot and Survive as bonus skills. Your Dexterity modifier increases by +1 and your Constitution modifier decreases by -1. You can see clearly in any light level above complete darkness. | ||
| Halflings | This origin serves for a breed of bucolic and diminutive demihumans with exceptional reserves of toughness. | Gain Sneak as a bonus skill. Your Constitution or Dexterity modifier increases by +1. You are too small to effectively use two-handed melee weapons or large bows. | ||
| Gnomes | Gnomish interpretations vary significantly, from mad tinkers to forest sprites. The origin below suits a subterranean forest-dweller; for tinkers, replace Sneak as a bonus skill with Craft. | Gain Sneak as a bonus skill. Your Dexterity modifier increases by +1 and your Strength or Wisdom modifier decreases by -1. You can see clearly in the dark out to sixty feet. | ||
| Goblins, Tinker | This variety of goblin is for those campaign settings where they are inveterate builders. | Gain Craft as a bonus skill. Your Dexterity or Intelligence modifier increases by +1, and your Wisdom modifier decreases by -1. You have the weapon restrictions of halflings. You can see clearly in the dark out to sixty feet. | ||
| Goblins, Savage | Feral tribe-dwelling marauders of swamp, forest, and wasteland, this style of goblin can also fill in for other small, vicious humanoids. | Gain Sneak and Survive as bonus skills. Your Dexterity modifier increases by +1, but your Intelligence modifier decreases by -1. You have the weapon restrictions of halflings. You can see clearly in the dark out to sixty feet. | ||
| Lizardmen | Whether dressed up as dragon-folk or left as common crocodilian swamp lizardmen, this Focus can fill in the details. | Gain Stab and Survive as bonus skills. Your Strength or Charisma modifier increases by +1, but your Dexterity or Charisma modifier decreases by -1. Your unarmored Armor Class is 13, and if you wear better armor you get a +1 bonus to its AC. | You’re some sort of dragon-man and can breathe fire, frost, or some other noxious substance. The breath can be done once per scene and affects a cone up to 15 feet long and wide at its end. All within must make an appropriate save or take 2d6 damage plus your character level. You gain immunity to the substance you exhale. | |
| Orcs | Large, strong, brutish, and comparatively stupid; such is the standard orc of fantasy campaigns. Players who want to play such a PC can use this Focus. | Gain Survive and Stab or Punch as bonus skills. Your Strength or Constitution modifier increases by +1, but your Intelligence modifier decreases by -1. You can see clearly in the dark out to sixty feet. |