I've got two potential characters: a thief and a warrior. I'm not especially partial to either option. They both work great for me.
OOC Conversation
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Aug 24, 2023 10:01 pm
Hello. New player here.
I've got two potential characters: a thief and a warrior. I'm not especially partial to either option. They both work great for me.
I've got two potential characters: a thief and a warrior. I'm not especially partial to either option. They both work great for me.
Aug 24, 2023 10:29 pm
Well Kaneda_Shepard is playing a thief so a warrior would be a great addition!
Aug 24, 2023 11:41 pm
It is permanent unless you are a thief or a halfling. But your Luck modifier does not change from it's starting value.
Aug 25, 2023 12:02 am
Soooooo about the cash we found...
67 sp, 7 gp, 100 gp topaz
Should we split that 5 ways assuming that SpesMagnaMark started with the 1st level character gold amount instead of the 0 level copper amount?
That's 34gp, 4sp, 4cp each
67 sp, 7 gp, 100 gp topaz
Should we split that 5 ways assuming that SpesMagnaMark started with the 1st level character gold amount instead of the 0 level copper amount?
That's 34gp, 4sp, 4cp each
Aug 25, 2023 1:01 am
Rolling for HP and spells
OOC:
Gah! My spells: Darkness, Detect Magic, Holy Sanctuary, Paralysis. OOC:
Read the fine print and decided to keep Honey’s original lucky sign: Survived the Plague- bonus to magical healing. Last edited August 25, 2023 1:14 am
Rolls
HP - (1d8)
(4) = 4
Spells - (4d12)
(24122) = 20
Reroll the duplicate - (1d12)
(6) = 6
Rerolling the 12 - (1d12)
(12) = 12
Rerolling the 12 (again) - (1d12)
(6) = 6
Rerolling - (1d12)
(12) = 12
Reroll - (1d12)
(4) = 4
Reroll - (1d12)
(8) = 8
Aug 25, 2023 2:53 am
I'll turn Hyde into a warrior, can never have enough warriors right? Plus I've never tried Mighty Deeds in DCC as a player and I'm excited to see what I can get away with ;)
*Feel free to steal the sheet code
*Feel free to steal the sheet code
[ +- ] Hyde the Sellsword
Profession: Mercenary |
Level: 1 |
Class: Warrior |
Title: Bandit |
Alignment: Neutral |
Languages: Common |
Lucky sign: Hawkeye (+2 ranged damage) |
Experience: 10 / 50 |
Ability | Score | Roll | Saving Throws | Roll |
Strength | 15 (+1) | 1d20+1 | ||
Agility | 13 (+1) | 1d20+1 | Reflex | 1d20+2 |
Stamina | 12 (0) | 1d20 | Fortitude | 1d20+1 |
Personality | 7 (-1) | 1d20-1 | Will | 1d20 -1 |
Intelligence | 12 (0) | 1d20 | ||
Luck | 16/16 (+2) | 1d20+2 |
Combat |
AC: 15 |
HP: 14 / 14 |
Movement: 30 |
Initiative: +2 |
Action Dice: 1d20 |
Deed Dice: 1d3 |
Crit Range: 19-20 |
Crit Table: III |
Crit Roll: 1d12+2 |
Lucky Weapon: Longsword (+2 hit) |
Weapon | Roll | Damage | Range |
Longsword | 1d20+1d3+3 | 1d8+1d3+1 | |
Javelins x4 | 1d20+1d3+1 | 1d6+1d3+3* | 30*/60/90 |
Armor | Bonus | Check | Fumble |
Hide | +3 | -3 | 1d12-2 |
Shield | +1 | -1 | 1d8-2 |
Gear
Backpack
- Rations x5
- Wineskin
- Crowbar
- Rope 50'
- Grappling hook
- Flint and steel
- Torches x5
Small sack
15gp, 1sp, 2cp
- Rations x5
- Wineskin
- Crowbar
- Rope 50'
- Grappling hook
- Flint and steel
- Torches x5
Small sack
15gp, 1sp, 2cp
Magic Items
Magic Whetstone
Notes
Notes
A magic whetstone wrapped in a silver cord. You can spend an action running it down the edge of a bladed weapon. If done, the weapon lights up with a strange purple fire that lasts for 7 combat rounds, during which the weapon does +1d6 damage per successful strike. The whetstone can be used once per day
Class Abilities
Weapon training
Notes
Notes
battleaxe, club, crossbow, dagger, dart, flail, handaxe, javelin, lance, longbow, longsword, mace, polearm, shortbow, short sword, sling,
spear, staff, two-handed sword, and warhammer
spear, staff, two-handed sword, and warhammer
Alignment
Notes
Notes
Hired warriors, loyal to a cause, a man, or simply the fattest purse, can be lawful, neutral, or chaotic
Attack modifier
Notes
Notes
The warrior always makes a new roll with this die in each combat round. When the warrior has multiple attacks at higher levels, the same deed die applies to all attacks in the same combat round
Action dice
Notes
Notes
A warrior always uses his action dice for attacks. At 5th level, a warrior gains a second attack
each round with his second action die.
each round with his second action die.
Mighty Deed of Arms
Notes
Notes
Prior to any attack roll, a warrior can declare a Mighty Deed of Arms, or for short, a Deed. This Deed is a dramatic combat maneuver within the scope of the current combat. For example, a warrior may try to
disarm an enemy with his next attack, or trip the opponent, or smash him backward to open access to a nearby corridor. The Deed does not increase damage
but could have some other combat effect: pushing back an enemy, tripping or entangling him, temporarily blinding him, and so on.
The warrior’s deed die determines the Deed’s suc-
cess. This is the same die used for the warrior’s attack and damage modifier each round. If the deed die is a 3 or higher, and the attack lands (e.g., the total attack roll exceeds the target’s AC), the Deed succeeds. If the deed die is a 2 or less, or the overall attack fails, the Deed fails as well
disarm an enemy with his next attack, or trip the opponent, or smash him backward to open access to a nearby corridor. The Deed does not increase damage
but could have some other combat effect: pushing back an enemy, tripping or entangling him, temporarily blinding him, and so on.
The warrior’s deed die determines the Deed’s suc-
cess. This is the same die used for the warrior’s attack and damage modifier each round. If the deed die is a 3 or higher, and the attack lands (e.g., the total attack roll exceeds the target’s AC), the Deed succeeds. If the deed die is a 2 or less, or the overall attack fails, the Deed fails as well
Critical hits
Notes
Notes
At 1st through 4th level, a warrior scores a crit on any natural roll of 19-20. The threat range increases to natural rolls
of 18-20 at 5th level and 17-20 at 9th level
of 18-20 at 5th level and 17-20 at 9th level
Luck
Notes
Notes
At first level, a warrior’s Luck modifier applies to attack rolls with one specific kind of weapon. This kind of weapon must be chosen at first level and the modifier is fixed at its starting value – neither the
weapon nor the modifier changes over the course of
the warrior’s career. The weapon type must be specific: longsword or short sword, not "swords"
weapon nor the modifier changes over the course of
the warrior’s career. The weapon type must be specific: longsword or short sword, not "swords"
Last edited August 25, 2023 2:56 am
Aug 25, 2023 3:23 am
Hp and spells roll
Choking cloud
Force Manipulation
Mending
Read magic
Edit: reroll on 28, but 27 stays as 19 is prerequisite
Edit 2: I’m having trouble with understanding all the patron bond and spell things and if it’s okay with @Dmbrainiac I will just go with rerolls for actual spells
Choking cloud
Force Manipulation
Mending
Read magic
Edit: reroll on 28, but 27 stays as 19 is prerequisite
Edit 2: I’m having trouble with understanding all the patron bond and spell things and if it’s okay with @Dmbrainiac I will just go with rerolls for actual spells
Last edited August 25, 2023 9:28 am
Rolls
Hp - (1d4-1)
(3) - 1 = 2
Spells - (1d30, 1d30, 1d30, 1d30)
1d30 : (18) = 18
1d30 : (28) = 28
1d30 : (27) = 27
1d30 : (19) = 19
Reroll 27 and 28 - (1d30, 1d30)
1d30 : (5) = 5
1d30 : (14) = 14
Reroll 19 - (1d30)
(5) = 5
Reroll duplicate 5 - (1d30)
(20) = 20
Aug 25, 2023 9:27 am
dominion451 says:
I'll turn Hyde into a warrior, can never have enough warriors right? Plus I've never tried Mighty Deeds in DCC as a player and I'm excited to see what I can get away with ;)*Feel free to steal the sheet code
[ +- ] Hyde the Sellsword
Profession: Mercenary |
Level: 1 |
Class: Warrior |
Title: Bandit |
Alignment: Neutral |
Languages: Common |
Lucky sign: Hawkeye (+2 ranged damage) |
Experience: 10 / 50 |
Ability | Score | Roll | Saving Throws | Roll |
Strength | 15 (+1) | 1d20+1 | ||
Agility | 13 (+1) | 1d20+1 | Reflex | 1d20+2 |
Stamina | 12 (0) | 1d20 | Fortitude | 1d20+1 |
Personality | 7 (-1) | 1d20-1 | Will | 1d20 -1 |
Intelligence | 12 (0) | 1d20 | ||
Luck | 16/16 (+2) | 1d20+2 |
Combat |
AC: 15 |
HP: 14 / 14 |
Movement: 30 |
Initiative: +2 |
Action Dice: 1d20 |
Deed Dice: 1d3 |
Crit Range: 19-20 |
Crit Table: III |
Crit Roll: 1d12+2 |
Lucky Weapon: Longsword (+2 hit) |
Weapon | Roll | Damage | Range |
Longsword | 1d20+1d3+3 | 1d8+1d3+1 | |
Javelins x4 | 1d20+1d3+1 | 1d6+1d3+3* | 30*/60/90 |
Armor | Bonus | Check | Fumble |
Hide | +3 | -3 | 1d12-2 |
Shield | +1 | -1 | 1d8-2 |
Gear
Backpack
- Rations x5
- Wineskin
- Crowbar
- Rope 50'
- Grappling hook
- Flint and steel
- Torches x5
Small sack
15gp, 1sp, 2cp
- Rations x5
- Wineskin
- Crowbar
- Rope 50'
- Grappling hook
- Flint and steel
- Torches x5
Small sack
15gp, 1sp, 2cp
Magic Items
Magic Whetstone
Notes
Notes
A magic whetstone wrapped in a silver cord. You can spend an action running it down the edge of a bladed weapon. If done, the weapon lights up with a strange purple fire that lasts for 7 combat rounds, during which the weapon does +1d6 damage per successful strike. The whetstone can be used once per day
Class Abilities
Weapon training
Notes
Notes
battleaxe, club, crossbow, dagger, dart, flail, handaxe, javelin, lance, longbow, longsword, mace, polearm, shortbow, short sword, sling,
spear, staff, two-handed sword, and warhammer
spear, staff, two-handed sword, and warhammer
Alignment
Notes
Notes
Hired warriors, loyal to a cause, a man, or simply the fattest purse, can be lawful, neutral, or chaotic
Attack modifier
Notes
Notes
The warrior always makes a new roll with this die in each combat round. When the warrior has multiple attacks at higher levels, the same deed die applies to all attacks in the same combat round
Action dice
Notes
Notes
A warrior always uses his action dice for attacks. At 5th level, a warrior gains a second attack
each round with his second action die.
each round with his second action die.
Mighty Deed of Arms
Notes
Notes
Prior to any attack roll, a warrior can declare a Mighty Deed of Arms, or for short, a Deed. This Deed is a dramatic combat maneuver within the scope of the current combat. For example, a warrior may try to
disarm an enemy with his next attack, or trip the opponent, or smash him backward to open access to a nearby corridor. The Deed does not increase damage
but could have some other combat effect: pushing back an enemy, tripping or entangling him, temporarily blinding him, and so on.
The warrior’s deed die determines the Deed’s suc-
cess. This is the same die used for the warrior’s attack and damage modifier each round. If the deed die is a 3 or higher, and the attack lands (e.g., the total attack roll exceeds the target’s AC), the Deed succeeds. If the deed die is a 2 or less, or the overall attack fails, the Deed fails as well
disarm an enemy with his next attack, or trip the opponent, or smash him backward to open access to a nearby corridor. The Deed does not increase damage
but could have some other combat effect: pushing back an enemy, tripping or entangling him, temporarily blinding him, and so on.
The warrior’s deed die determines the Deed’s suc-
cess. This is the same die used for the warrior’s attack and damage modifier each round. If the deed die is a 3 or higher, and the attack lands (e.g., the total attack roll exceeds the target’s AC), the Deed succeeds. If the deed die is a 2 or less, or the overall attack fails, the Deed fails as well
Critical hits
Notes
Notes
At 1st through 4th level, a warrior scores a crit on any natural roll of 19-20. The threat range increases to natural rolls
of 18-20 at 5th level and 17-20 at 9th level
of 18-20 at 5th level and 17-20 at 9th level
Luck
Notes
Notes
At first level, a warrior’s Luck modifier applies to attack rolls with one specific kind of weapon. This kind of weapon must be chosen at first level and the modifier is fixed at its starting value – neither the
weapon nor the modifier changes over the course of
the warrior’s career. The weapon type must be specific: longsword or short sword, not "swords"
weapon nor the modifier changes over the course of
the warrior’s career. The weapon type must be specific: longsword or short sword, not "swords"
Aug 25, 2023 9:39 am
@Mnrtoler : Fine with rerolling your spells. Patrons are pretty complicated! Elves get those spells as bonus ones, but as a wizard, you don't have to worry about them and just go with different spells. :)
Aug 25, 2023 11:20 am
@Darkstar8 : I'm considering running "The One Who Watches From Below" as the next module. Have you played in that one before?
Aug 25, 2023 12:55 pm
Dmbrainiac says:
@Mnrtoler : Fine with rerolling your spells. Patrons are pretty complicated! Elves get those spells as bonus ones, but as a wizard, you don't have to worry about them and just go with different spells. :)Aug 25, 2023 2:23 pm
Excellent! Once everybody is finished leveling up, we shall commence. It may not be till Monday, though, as I usually don't have much time to post on the weekends.
Aug 25, 2023 2:39 pm
I'm helping fill in for an absent teacher today. Less time than normal free during the day. I'll get my character done, et cetera, this evening. Probably.
Aug 26, 2023 1:49 am
Found this code from the Notorious Nezzeraj:
* Luck modifier / Lucky Roll modifier
Notes: Delete the other classes that don't apply to your character. Remove the spoiler tag from your class. Delete unnecessary attacks from the combat section. Add {_$=+lucky} (replace curly braces with square brackets) to any roll for Lucky Sign.
* Luck modifier / Lucky Roll modifier
* Luck modifier / Lucky Roll modifier
* Luck modifier / Lucky Roll modifier
* Luck modifier / Lucky Roll modifier
[ +- ] Dungeon Crawl Classics
Create character
Name: | Player: |
Class: | Occupation: |
Lucky Sign: |
Title: | |
Alignment: | Speed: |
Level: | XP: |
Languages: |
Ability | Score | Modifier | Check | Save |
Strength | 9 / 9 | |||
Agility | 9 / 9 | Ref 1d202 | ||
Stamina | 7 / 7 | Fort 1d201 | ||
Personality | 10 / 10 | Will 1d202 | ||
Intelligence | 13 / 13 | |||
Luck* | 14 / 14 | / +1 | 1d20 |
* Luck modifier / Lucky Roll modifier
Class
[ +- ] Cleric
Combat Basics | | |
Initiative: 1d20 | ||
Action Dice: 1d20 + | | |
Attack Bonus: | | |
Crit Die: | Crit Table: | |
Armor Class: | Check Penalty: | |
HP: / | Hit Die: |
Cleric Spells & Abilities |
Spell Check: 1d20 |
Lay on Hands: 1d20 |
Turn Unholy: 1d20 |
Spells Known by Level: 1 2 3 4 5 |
Deity: |
Disapproval Range: |
Notes: |
Lay on Hands | Target | 12 | 14 | 20 | 22+ |
Same | 2 | 3 | 4 | 5 | |
Adjacent | 1 | 2 | 3 | 4 | |
Opposed | 1 | 1 | 2 | 3 |
Spells
Mark lost spells
Spell Name | Level | Range | Duration | Casting Time | Save
Notes
Notes
Description
Manifestation
1
2-11
12-13
14-17
18-19
20-23
24-27
28-29
30-31
32+
Manifestation
1
2-11
12-13
14-17
18-19
20-23
24-27
28-29
30-31
32+
Class Features
Hit points
Notes
Notes
Weapon training
Notes
Notes
Alignment
Notes
Notes
Choosing a god
Notes
Notes
Caster level
Notes
Notes
Magic
Notes
Notes
Sacrifices
Notes
Notes
Turn unholy
Notes
Notes
Lay on hands
Notes
Notes
Divine aid
Notes
Notes
Luck
Notes
Notes
Action diceNotes
[ +- ] Thief
Combat Basics | |
Initiative: 1d20 | |
Action Dice: 1d20 + | |
Luck Die: | |
Attack Bonus: | |
Crit Die: | Crit Table: |
Armor Class: | Check Penalty: |
HP: / | Hit Die: |
Thief Skills | Bonus | Roll |
Backstab | 1d20 | |
Sneak silently | 1d20 | |
Hide in shadows | 1d20 | |
Pick pocket | 1d20 | |
Climb sheer surfaces | 1d20 | |
Pick lock | 1d20 | |
Find trap | 1d20 | |
Disable trap | 1d20 | |
Forge document | 1d20 | |
Disguise self | 1d20 | |
Read languages | 1d20 | |
Handle poison | 1d20 | |
Cast spell from scroll | 1d |
Class Features
Hit points
Notes
Notes
Weapon training
Notes
Notes
Alignment
Notes
Notes
Thieves' cant
Notes
Notes
Thieving skills
Notes
Notes
Luck and wits
Notes
Notes
Action diceNotes
[ +- ] Warrior
Combat Basics | |
Initiative: 1d20 | |
Action Dice: 1d20 + | |
Crit Die: | Crit Table: |
Armor Class: | Check Penalty: |
HP: / | Hit Die: |
Warrior Abilities |
Deed Die: |
Critical Threat Range: |
Lucky Weapon: |
Notes: |
Class Features
Hit points
Notes
Notes
Weapon training
Notes
Notes
Alignment
Notes
Notes
Attack modifier
Notes
Notes
Mighty Deed of Arms
Notes
Notes
Critical hits
Notes
Notes
Initiative
Notes
Notes
Luck
Notes
Notes
Action diceNotes
[ +- ] Wizard
Combat Basics | |
Initiative: 1d20 | |
Action Dice: 1d20 + | |
Crit Die: | Crit Table: |
Armor Class: | Check Penalty: |
HP: / | Hit Die: |
Wizard Spells & Abilities |
Spell Check: 1d20 |
Known Spells: |
Max Spell Level: |
Familiar: |
Patron(s): |
Corruption: |
Notes: |
Spells
Mark lost spells
Spell Name | Level | Range | Duration | Casting Time | Save
Notes
Notes
Type | Roll | Effect |
Modified Roll | | |
Manifestation | | |
Mercurial Effect | 1d100 | |
Corruption | | |
Misfire |
Description
1
2-11
12-13
14-17
18-19
20-23
24-27
28-29
30-31
32+
1
2-11
12-13
14-17
18-19
20-23
24-27
28-29
30-31
32+
Class Features
Hit points
Notes
Notes
Weapon training
Notes
Notes
Alignment
Notes
Notes
Caster level
Notes
Notes
Magic
Notes
Notes
Supernatural patrons
Notes
Notes
Familiars
Notes
Notes
Luck
Notes
Notes
Languages
Notes
Notes
Action diceNotes
[ +- ] Dwarf
Combat Basics | |
Initiative: 1d20 | |
Action Dice: 1d20 + | |
Crit Die: | Crit Table: |
Armor Class: | Check Penalty: |
HP: / | Hit Die: |
Dwarf Abilities | |
Deed Die: | |
Shield Bash: Hit: 1d14 | Damage: 1d3 |
Lucky Weapon: | |
Notes: |
Class Features
Hit points
Notes
Notes
Weapon training
Notes
Notes
Alignment
Notes
Notes
Attack modifier
Notes
Notes
Mighty Deed of Arms
Notes
Notes
Sword and board
Notes
Notes
Infravision
Notes
Notes
Slow
Notes
Notes
Underground skills
Notes
Notes
Luck
Notes
Notes
Languages
Notes
Notes
Action diceNotes
[ +- ] Elf
Combat Basics | |
Initiative: 1d20 | |
Action Dice: 1d20 + | |
Crit Die: | Crit Table: |
Armor Class: | Check Penalty: |
HP: / | Hit Die: |
Elf Spells & Abilities |
Spell Check: 1d20 |
Known Spells: |
Max Spell Level: |
Lucky Spell: |
Familiar: |
Patron(s): |
Corruption: |
Notes: |
Spells
Mark lost spells
Spell Name | Level | Range | Duration | Casting Time | Save
Notes
Notes
Type | Roll | Effect |
Modified Roll | | |
Manifestation | | |
Mercurial Effect | 1d100 | |
Corruption | | |
Misfire |
Description
1
2-11
12-13
14-17
18-19
20-23
24-27
28-29
30-31
32+
1
2-11
12-13
14-17
18-19
20-23
24-27
28-29
30-31
32+
Class Features
Hit points
Notes
Notes
Weapon training
Notes
Notes
Alignment
Notes
Notes
Magic
Notes
Notes
Caster level
Notes
Notes
Supernatural patrons
Notes
Notes
Infravision
Notes
Notes
Immunities
Notes
Notes
Vulnerabilities
Notes
Notes
Heightened senses
Notes
Notes
Luck
Notes
Notes
Languages
Notes
Notes
Action diceNotes
[ +- ] Halfling
Combat Basics | |
Initiative: 1d20 | |
Action Dice: 1d20 + | |
Attack Bonus: | |
Crit Die: | Crit Table: |
Armor Class: | Check Penalty: |
HP: / | Hit Die: |
Halfling Skills | Bonus | Roll |
Sneak silently | 1d20 | |
Hide in shadows | 1d20 |
Class Features
Hit points
Notes
Notes
Weapon training
Notes
Notes
Alignment
Notes
Notes
Two-weapon fighting
Notes
Notes
Infravision
Notes
Notes
Small size
Notes
Notes
Slow
Notes
Notes
Stealth
Notes
Notes
Good luck charm
Notes
Notes
Languages
Notes
Notes
Action diceNotes
Combat
Weapon | Attack | Damage | Notes |
Unarmed | 1d20 | 1d3 | |
Melee | 1d20 | | |
Missile | 1d20 |
Class | Special Attack | Roll | Damage | Notes |
Thief | Backstab | 1d20 | | |
Warrior/Dwarf | Lucky Weapon | 1d20 | | |
Halfling | Two-weapon Fighting | 1d16, 1d16 |
Spell | Modified Spell Check | Manifestation | Notes |
Spell 1 | | ||
Spell 2 | | ||
Spell 3 |
Armor | Bonus | Penalty | Fumble Die |
Gear
Worn
Backstory
Notes: Delete the other classes that don't apply to your character. Remove the spoiler tag from your class. Delete unnecessary attacks from the combat section. Add {_$=+lucky} (replace curly braces with square brackets) to any roll for Lucky Sign.
[ +- ] DCC Level 0 Sheet
Create character
Name: | Player: |
Occupation: | |
Lucky Sign: |
Alignment: | Speed: |
Level: 0 | XP: |
Languages: |
Ability | Score | Modifier | Check | Save |
Strength | / | |||
Agility | / | Ref 1d20 | ||
Stamina | / | Fort 1d20 | ||
Personality | / | Will 1d20 | ||
Intelligence | / | |||
Luck* | / | / | 1d20 |
* Luck modifier / Lucky Roll modifier
Combat Basics |
Initiative: 0 |
Action Die: 1d20 |
Crit Die: 1d4 |
Crit Table: I |
Armor Class: |
HP: / |
Weapon | Attack | Damage | Notes |
Unarmed | 1d20 | 1d3 | |
1d20 |
Armor | Bonus | Penalty | Fumble Die |
+ | - |
Gear | |||
Name: | Player: |
Occupation: | |
Lucky Sign: |
Alignment: | Speed: |
Level: 0 | XP: |
Languages: |
Ability | Score | Modifier | Check | Save |
Strength | / | |||
Agility | / | Ref 1d20 | ||
Stamina | / | Fort 1d20 | ||
Personality | / | Will 1d20 | ||
Intelligence | / | |||
Luck* | / | / | 1d20 |
* Luck modifier / Lucky Roll modifier
Combat Basics |
Initiative: 0 |
Action Die: 1d20 |
Crit Die: 1d4 |
Crit Table: I |
Armor Class: |
HP: / |
Weapon | Attack | Damage | Notes |
Unarmed | 1d20 | 1d3 | |
1d20 |
Armor | Bonus | Penalty | Fumble Die |
+ | - |
Gear | |||
Name: | Player: |
Occupation: | |
Lucky Sign: |
Alignment: | Speed: |
Level: 0 | XP: |
Languages: |
Ability | Score | Modifier | Check | Save |
Strength | / | |||
Agility | / | Ref 1d20 | ||
Stamina | / | Fort 1d20 | ||
Personality | / | Will 1d20 | ||
Intelligence | / | |||
Luck* | / | / | 1d20 |
* Luck modifier / Lucky Roll modifier
Combat Basics |
Initiative: 0 |
Action Die: 1d20 |
Crit Die: 1d4 |
Crit Table: I |
Armor Class: |
HP: / |
Weapon | Attack | Damage | Notes |
Unarmed | 1d20 | 1d3 | |
1d20 |
Armor | Bonus | Penalty | Fumble Die |
+ | - |
Gear | |||
Name: | Player: |
Occupation: | |
Lucky Sign: |
Alignment: | Speed: |
Level: 0 | XP: |
Languages: |
Ability | Score | Modifier | Check | Save |
Strength | / | |||
Agility | / | Ref 1d20 | ||
Stamina | / | Fort 1d20 | ||
Personality | / | Will 1d20 | ||
Intelligence | / | |||
Luck* | / | / | 1d20 |
* Luck modifier / Lucky Roll modifier
Combat Basics |
Initiative: 0 |
Action Die: 1d20 |
Crit Die: 1d4 |
Crit Table: I |
Armor Class: |
HP: / |
Weapon | Attack | Damage | Notes |
Unarmed | 1d20 | 1d3 | |
1d20 |
Armor | Bonus | Penalty | Fumble Die |
+ | - |
Gear | |||
Funnel PCs
PC 1
PC 2
PC 3
PC 4
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