EXAMPLE CHARACTER SHEET

Aug 4, 2020 10:37 pm
All I have done here is copy this straight from a Pre-Gen book but set it out in a Gamers Plane format for easy reading. Feel free to copy, modify and then post as your character!

PLAYER: Example
CHARACTER: Ezren

Wizard

ANCESTRY Human (Skilled)
BACKGROUND Merchant
SPEED 25 feet
PERCEPTION +4 (Trained)
ALIGNMENT NG
LANGUAGES Common, Draconic, Dwarven, Halfling, Undercommon, Varisian

STATISTICS
Str 10 (+0) Dex 14 (+2) Con 14 (+2) Int 18 (+4) Wis 12 (+0) Cha 10 (+0)

STRIKES
Melee staff +3 (two-hand1d8), 1d4 bludgeoning
Ranged acid splash +7 (acid, evocation), 1d6 plus 1 acid splash, bomb +2 (thrown 20 feet), effect varies

SKILLS
Acrobatics * (DEX) +5; Arcana * (INT) +7; Athletics (STR) +0; Crafting * (INT) +7; Deception (CHA) +0; Diplomacy * (CHA) +3; Intimidation (CHA) +0; Mercantile Lore * (INT) +7; Lore (Other: INT) +4; Medicine (WIS) +1; Nature * (WIS) +4; Occultism * (INT) +7; Performance (CHA) +0; Religion * (WIS) +4; Society * (INT) +7; Stealth (DEX) +2; Survival * (WIS) +4, Thievery (DEX) +2
(* = TRAINED, ** = EXPERT, *** = MASTER)

FEATS AND ABILITIES
Ancestry Abilities Coperative Nature
Skill Feats Bargain Hunter
Class Abilities arcane bond; arcane spellcasting; arcane thesis (metamagical experimentation); Reach Spell; Widen Spell

DEFENSE HP 16 AC 15 AC (shield raised) 16
Fort +5 Ref +5 Wil +6

SPELLS
Spell Attack +7 DC 17

SPELLS
Cantrips (at will) acid splash, detect magic, electric arc, light, shield
1st Level (2/day) burning hands, magic missile

EQUIPMENT
Bulk 3, 7L
Worn backpack, clothing
Weapons staff
Stowed bedroll, two belt pouches, chalk (10 pieces, flint and steel, grappling hook, lesser alchemist's fire (2), minor elixirs of life (3), lesser frost vial, rope (50 feet), 2 weeks' rations, soap, torches (5), waterskin, writing set.
Wealth 1 gp, 2 sp

EQUIPMENT
The following rules apply to Ezren’s equipment.
Alchemist’s Fire, Lesser (alchemical, bomb, consumable, fire, splash)
Activate [one-action] (Strike); Effect Alchemist’s fire deals 1d8 fire damage, 1 persistent fire damage, and 1 fire splash damage.

Elixir of Life, Minor (alchemical, consumable, elixir, healing)
Activate [one-action] (Interact); Effect Upon drinking this elixir, you regain 1d6 Hit Points and gain a +1 item bonus to saving throws against diseases and poisons for 10 minutes.

Frost Vial, Lesser (alchemical, bomb, cold, consumable, splash)
Activate [one-action] (Strike); Effect A frost vial deals 1d6 cold damage and 1 cold splash damage, and the target takes a –5-foot status penalty to its Speeds until the end of its next turn.

Grappling Hook: You can throw a grappling hook with a rope tied to it to make a climb easier. To anchor a grappling hook, make a secret attack roll against a DC depending on the target (typically 20). On a success, your hook has a firm hold, but on a critical failure, the hook seems like it will hold but actually falls when you’re partway through.

Two-Hand (trait): This weapon can be wielded with two hands. Doing so changes its weapon damage die to the indicated value.

FEATS AND ABILITIES
Ezren’s feats and abilities are described below.
Arcane Spellcasting: You can cast arcane spells using the Cast a Spell activity. See the Spells section below for details on the spells you have prepared.
Arcane School: You are a universalist, believing that arcane mastery comes from well-rounded knowledge of all schools of magic rather than specializing in one.
Arcane Bond: Your staff also serves as your arcane bond, which you can drain once per day as a free action at the start of your turn. During your turn, you gain the ability to cast one spell you prepared today and already cast, without spending a spell slot. You must still Cast the Spell and meet the spell’s other requirements.

Arcane Thesis (Metamagical Experimentation): Your arcane thesis grants you one additional metamagic feat as a bonus feat. For Ezren, this is Reach Spell.

Bargain Hunter: You may use Diplomacy when making a Downtime check to Earn Income, and you begin play with an extra 2 gp (already accounted for in your purchases).

Cooperative Nature: Your age and experience have granted you greater perspective and taught you to work with others to achieve greatness. You gain a +4 circumstance bonus on checks to Aid.

Reach Spell [one-action] (concentrate, metamagic, wizard) You can extend the reach of your spells. If the next action you use after activating this ability is to Cast a Spell that has a range, increase that spell’s range by 30 feet (meaning touch spells now have a range of 30 feet).

Widen Spell [one-action] (manipulate, metamagic, wizard) Your spells can affect a wider area. If the next action you uses after activating this ability is to Cast a Spell that has an area of burst, cone, or line that does not have a duration, increase the area of that spell as follows: add 5 feet to the radius of a burst of at least 10 feet, add 5 feet to the length of a cone or line that is normally 15 feet or smaller, and add 10 feet to the length of a larger cone or line.

SPELLS
Cantrips (at will) acid splash, detect magic, electric arc, light, shield
1st Level (2/day) burning hands, magic missile

Ezren can cast the following spells. He can cast up to two 1st-level spells but must memorize them in advance. In addition to the cantrips, burning hands, and magic missile spells he has memorized, Ezren’s spellbook also contains color spray, grease, mage armor, message, ray of frost, and study aura.

Acid Splash (acid, attack, cantrip, evocation); Cast [two-actions] somatic, verbal; Range 30 feet; Targets 1 creature or object; Effect Make a spell attack roll against the target; if you hit, you deal 1d6 acid damage plus 1 splash acid damage. On a critical success, the target also takes 1 persistent acid damage.

Burning Hands (evocation, fire); Cast [two-actions] somatic, verbal; Area 15-foot cone; Effect You unleash a gout of flame that deals 2d6 fire damage to all creatures in a 15-foot cone. Creatures are allowed a basic Reflex save.

Detect Magic (cantrip, detection, divination); Cast [two-actions] somatic, verbal; Area 30-foot emanation; Effect You send out a pulse that registers the presence of magic. You receive no information beyond the presence or absence of magic. You can choose to ignore magic you’re fully aware of, such as the magic items and ongoing spells of you and your allies. You detect illusion magic only if that magic’s effect has a lower level than the level of your detect magic spell, though items that have an illusion aura but aren’t deceptive in appearance (such as an invisibility potion) are typically detected normally.

Electric Arc (cantrip, electricity, evocation); Cast [two-actions] somatic, verbal; Range 30 feet; Targets 1 or 2 creatures; Saving Throw basic Reflex Effect You fire an arc of lightning that leaps from one target to another. You deal 1d4+4 electricity damage each target. Creatures are allowed a basic Reflex save.

Light (cantrip, evocation, light); Cast [two-actions] somatic, verbal; Range touch; Targets 1 unattended, non-magical object of 1 Bulk or less; Effect You can make the target object shed bright light in a 20-foot radius (and dim light for the next 20 feet) like a torch. This lasts until you next prepare your spells for the day or until you cast this spell on another object.

Magic Missile (evocation, force); Cast [one-action], [two-actions], or [three-actions] somatic, verbal; Range 120 feet; Targets 1 creature; Effect You fire a dart of force that automatically hits the target, dealing 1d4+1 force damage. For each additional action you spend Casting this Spell, you fire one additional dart that you can aim at any target within 120 feet.

Shield (abjuration, cantrip, force); Cast [one-action] verbal; Effect You conjure a magical shield of force that lasts until the start of your next turn. This counts as the Raise a Shield action, grants you a +1 circumstance bonus to AC (though it doesn’t require a hand to use), and allows you to use the Shield Block reaction. This shield has Hardness 5. After using the Shield Block action, this spell ends and you can’t use it again for 10 minutes.

Shield Block[reaction] Trigger You would be damaged by a physical attack while your shield is conjured; Effect You interpose your magical shield between yourself and the attack, reducing the damage by 5. You take any remaining damage.

You do not have permission to post in this thread.