Having often problems with character sheet, I generally create a backup with all needed information
Basic Choices & Stats -- Marta Barns
Ancestry: Dwarf -- Strong blooded Size Normal, Speed 20 feet, Vision Darkvision
- Feat choice: Dwarven Doughtiness Background: Blow-in (Deception). Feat Steady Balance
- Feat lvl1: Lengthy Diversion Class: Monk
- Feat lvl 1: Stumbling Stance Languages: Amurrun, Common
HP: 10(Dwarf) + 10(Monk.) + 2(Con) = 22
Con Wis Str// -Cha(Dwarf), Dex Cha (blow-in), Dex (Monk), Str Dex Con Cha
Str 14 Dex 18 Con 14 Int 10 Wis 12 Cha 10
[b]Ancestry[/b]: Dwarf -- Strong blooded [b]Size[/b] Normal, [b]Speed[/b] 20 feet, [b]Vision[/b] Darkvision
- Feat choice: Dwarven Doughtiness
[b]Background[/b]: Blow-in (Deception). [b]Feat[/b] Steady Balance
- Feat lvl1: Lengthy Diversion
[b]Class[/b]: Monk
- Feat lvl 1: Stumbling Stance
[b]Languages[/b]: Amurrun, Common
HP: 10(Dwarf) + 10(Monk.) + 2(Con) = 22
Con Wis Str// -Cha(Dwarf), Dex Cha (blow-in), Dex (Monk), Str Dex Con Cha
Str 14 Dex 18 Con 14 Int 10 Wis 12 Cha 10
Proficiency, Saves and Skills
Perception: Trained Saves: Fortitude E, Reflex E, Will E Proficiency: Unarmed & Light attack, simple T; Unarmored E Skills: Acrobatics T (free), Athletics T(free), Deception T (blow-in), Lore Underground T(blown-in), Performance T(free), Stealth(free)
[b]Perception[/b]: Trained
[b]Saves[/b]: Fortitude E, Reflex E, Will E
[b]Proficiency[/b]: Unarmed & Light attack, simple T; Unarmored E
[b]Skills[/b]: Acrobatics T (free), Athletics T(free), Deception T (blow-in), Lore Underground T(blown-in), Performance T(free), Stealth(free)
[table]
[b]Name[/b]|[_name=Marta Barns]|[b]Class[/b]|[_clss=Monk]|[b]Ancestry[/b]|[_=Dwarf]|[b]Background[/b]|[_back=Blow-in (Deception)]
[b]Worship[/b]|[_patron=Cayden Cailean]|[b]Size[/b]|[_=Medium]|[b]Alignment[/b]|[_=Chaotic Good]|[b]Base Speed[/b]|[_bspd=20] feet [_$=floor(bspd/5)] squares
[b]Gender[/b]|[_=Female]|[b]HP max[/b]|[_=22]|[b]Level[/b]|[_lvl=1]|[b]Hero Points[/b]|[_=1/3]
[/table]
[snippet="Vision Darkvision"]
You can see in darkness and dim light just as well as you can see in bright light, though your vision in darkness is in black and white.
[/snippet]
[snippet="Languages & Traits"]
[b]Languages[/b]: common, dwarven
[b]Traits[/b]: dwarf, humanoïd
[/snippet]
Quick Manual Reference
HP 10x 0. - 1. - 2. - 3. - 4. - 5. - 6. - 7. - 8. - 9. Units... .0 - .1 - .2 - .3 - .4 - .5 - .6 - .7 - .8 - .9 Current AC , Contact AC , Flatfooted AC , Actual Speed0 feet squares
Piercing, Agile, Dwarf, Parry, Uncommon, Versatile B
Range Attacks
Weapon
Thrown
Agile
Prof
Atk
Dmg
Range
Traits & Notes
[ +- ] Weapons Traits
[ +- ] Agile
2nd attack at -4, 3rd attack -8
[ +- ] Dwarf
An item with this trait is created and used by dwarves.
[ +- ] Finesse
Can use Dexterity bonus instead of Strength's only for Melee Attack
[ +- ] Non-Lethal
An effect with this trait is not inherently deadly. Damage from a nonlethal effect knocks a creature out rather than killing it. You can use a nonlethal weapon to make a lethal attack.
[ +- ] Parry
This weapon can be used defensively to block attacks. While wielding this weapon, if your proficiency with it is trained or better, you can spend a single action to position your weapon defensively, gaining a +1 circumstance bonus to AC until the start of your next turn.
[ +- ] Unarmed
An unarmed attack uses your body rather than a manufactured weapon. An unarmed attack isn't a weapon, though it's categorized with weapons for weapon groups, and it might have weapon traits. Since it's part of your body, an unarmed attack can't be Disarmed. It also doesn't take up a hand, though a fist or other grasping appendage generally works like a free-hand weapon.
[ +- ] Uncommon
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options.
[ +- ] Versatile<X>
You can choose the type of damage the weapon does, normal or the versatile one
B = Bludgeoning, P = Piercing, S = Shlashing
[spoiler="Agile"]
2nd attack at -4, 3rd attack -8
[/spoiler]
[spoiler="Dwarf"]
An item with this trait is created and used by dwarves.
[/spoiler]
[spoiler="Finesse"]
Can use Dexterity bonus instead of Strength's only for Melee Attack
[/spoiler]
[spoiler="Non-Lethal"]
An effect with this trait is not inherently deadly. Damage from a nonlethal effect knocks a creature out rather than killing it. You can use a nonlethal weapon to make a lethal attack.
[/spoiler]
[spoiler="Parry"]
This weapon can be used defensively to block attacks. While wielding this weapon, if your proficiency with it is trained or better, you can spend a single action to position your weapon defensively, gaining a +1 circumstance bonus to AC until the start of your next turn.
[/spoiler]
[spoiler="Unarmed"]
An unarmed attack uses your body rather than a manufactured weapon. An unarmed attack isn't a weapon, though it's categorized with weapons for weapon groups, and it might have weapon traits. Since it's part of your body, an unarmed attack can't be Disarmed. It also doesn't take up a hand, though a fist or other grasping appendage generally works like a free-hand weapon.
[/spoiler]
[spoiler="Uncommon"]
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options.
[/spoiler]
[spoiler="Versatile<X>]
You can choose the type of damage the weapon does, normal or the versatile one
B = Bludgeoning, P = Piercing, S = Shlashing
[/spoiler]
Finesse Bonus = [_bfin$=max(bstr,bdex)]. Damage Bonus = [_$=bstr]
Melee Attacks
[table="rolls d20"]
Weapon|Finesse|Agile|Prof|Atk|Dmg|Traits & Notes
[b][_=Fist][/b]|[_f=1/1]|[_a=1/1]|[_p=1/4]|[_a1$=+lookupBonus(p,0,0,0,1,4,(p*2)+lvl)+lookupBonus(f,0,0,bstr,1,1,bfin)][_a2$=+lookupBonus(a,0,0,-5,1,1,-4)+a1][_a3$=+lookupBonus(a,0,0,-10,1,1,-8)+a1]|[_d=1d6+2]|[_=Bludgeoning, Agile, Finesse, Non-lethal, Unarmed]
[b][_=Clan Dagger][/b]|[_f=0/1]|[_a=1/1]|[_p=1/4]|[_a1$=+lookupBonus(p,0,0,0,1,4,(p*2)+lvl)+lookupBonus(f,0,0,bstr,1,1,bfin)][_a2$=+lookupBonus(a,0,0,-5,1,1,-4)+a1][_a3$=+lookupBonus(a,0,0,-10,1,1,-8)+a1]|[_d=1d4+2]|[_=Piercing, Agile, Dwarf, Parry, Uncommon, Versatile B]
[b][_=][/b]|[_f=1/1]|[_a=0/1]|[_p=0/4]|[_a1$=+lookupBonus(p,0,0,0,1,4,(p*2)+lvl)+lookupBonus(f,0,0,bstr,1,1,bfin)][_a2$=+lookupBonus(a,0,0,-5,1,1,-4)+a1][_a3$=+lookupBonus(a,0,0,-10,1,1,-8)+a1]|[_d=]|[_=]
[b][_=][/b]|[_f=1/1]|[_a=0/1]|[_p=0/4]|[_a1$=+lookupBonus(p,0,0,0,1,4,(p*2)+lvl)+lookupBonus(f,0,0,bstr,1,1,bfin)][_a2$=+lookupBonus(a,0,0,-5,1,1,-4)+a1][_a3$=+lookupBonus(a,0,0,-10,1,1,-8)+a1]|[_d=]|[_=]
[/table]
Range Attacks
[table="rolls d20"]
Weapon|Thrown|Agile|Prof|Atk|Dmg|Range|Traits & Notes
[b][_=][/b]|[_t=0/1]|[_a=0/1]|[_p=0/4]|[_a1$=+lookupBonus(p,0,0,0,1,4,(p*2)+lvl)+bdex][_a2$=+lookupBonus(a,0,0,-5,1,1,-4)+a1][_a3$=+lookupBonus(a,0,0,-10,1,1,-8)+a1]|[_d=]||[_=]
[/table]
[snippet="Weapons Traits"]
[spoiler="Agile"]
2nd attack at -4, 3rd attack -8
[/spoiler]
[spoiler="Dwarf"]
An item with this trait is created and used by dwarves.
[/spoiler]
[spoiler="Finesse"]
Can use Dexterity bonus instead of Strength's only for Melee Attack
[/spoiler]
[spoiler="Non-Lethal"]
An effect with this trait is not inherently deadly. Damage from a nonlethal effect knocks a creature out rather than killing it. You can use a nonlethal weapon to make a lethal attack.
[/spoiler]
[spoiler="Parry"]
This weapon can be used defensively to block attacks. While wielding this weapon, if your proficiency with it is trained or better, you can spend a single action to position your weapon defensively, gaining a +1 circumstance bonus to AC until the start of your next turn.
[/spoiler]
[spoiler="Unarmed"]
An unarmed attack uses your body rather than a manufactured weapon. An unarmed attack isn't a weapon, though it's categorized with weapons for weapon groups, and it might have weapon traits. Since it's part of your body, an unarmed attack can't be Disarmed. It also doesn't take up a hand, though a fist or other grasping appendage generally works like a free-hand weapon.
[/spoiler]
[spoiler="Uncommon"]
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options.
[/spoiler]
[spoiler="Versatile<X>]
You can choose the type of damage the weapon does, normal or the versatile one
B = Bludgeoning, P = Piercing, S = Shlashing
[/spoiler]
[/snippet]
Equipment
Pieces : Platinum0 - Gold0 - Silver0 - Copper0 -- Total in GP
Bulk Encumbered > , Overloaded > Status - , Speed
Dex Cap: 5, Armor Check Penalty: 0, Stealth Penalty: 0
Traits: Comfort
Adventurers who don’t wear armor travel in durable clothing. Though it’s not armor and uses your unarmored defense proficiency, it still has a Dex Cap and can grant an item bonus to AC if etched with potency runes.
Comfort: So comfortable, You can rest normally wearing it
Dex Cap: 5, Armor Check Penalty: 0, Stealth Penalty: 0
Traits: Comfort
Adventurers who don’t wear armor travel in durable clothing. Though it’s not armor and uses your unarmored defense proficiency, it still has a Dex Cap and can grant an item bonus to AC if etched with potency runes.
Comfort: So comfortable, You can rest normally wearing it
Armor Class Bonus: +2, Hardness: 3, Hit Points: 12, Broken Threshold: 6
Though they come in a variety of shapes and sizes, the protection offered by wooden shields comes from the stoutness of their materials. While wooden shields are less expensive than steel shields, they break more easily.
Armor Class Bonus: +2, Hardness: 3, Hit Points: 12, Broken Threshold: 6
Though they come in a variety of shapes and sizes, the protection offered by wooden shields comes from the stoutness of their materials. While wooden shields are less expensive than steel shields, they break more easily.
Traits: Agile, Dwarf, Parry, Uncommon, Versatile B
This broad dagger is carried by dwarves as a weapon, tool, and designation of clan. Losing or having to surrender a clan dagger is considered a mark of embarrassment to most dwarves.
Traits: Agile, Dwarf, Parry, Uncommon, Versatile B
This broad dagger is carried by dwarves as a weapon, tool, and designation of clan. Losing or having to surrender a clan dagger is considered a mark of embarrassment to most dwarves.
A backpack holds up to 4 Bulk of items. and the first 2 Bulk of these items don't count against your Bulk limits. If you're carrying or stowing the pack rather than wearing it on your back, its Bulk is light instead of negligible.
A backpack holds up to 4 Bulk of items. and the first 2 Bulk of these items don't count against your Bulk limits. If you're carrying or stowing the pack rather than wearing it on your back, its Bulk is light instead of negligible.
You can use oil to fuel lanterns, but you can also set a pint of oil aflame and throw it. You must first spend an Interact action preparing the oil, then throw it with another action as a ranged attack. If you hit, it splatters on the creature or in a single 5-foot square you target. You must succeed at a DC 10 flat check for the oil to ignite successfully when it hits. If the oil ignites, the target takes 1d6 fire damage.
You can use oil to fuel lanterns, but you can also set a pint of oil aflame and throw it. You must first spend an Interact action preparing the oil, then throw it with another action as a ranged attack. If you hit, it splatters on the creature or in a single 5-foot square you target. You must succeed at a DC 10 flat check for the oil to ignite successfully when it hits. If the oil ignites, the target takes 1d6 fire damage.
Traits: Flourish, Monk. (Monk; Core Rulebook)
Make two unarmed Strikes. If both hit the same creature, combine their damage for the purpose of resistances and weaknesses. Apply your multiple attack penalty to the Strikes normally. As it has the flourish trait, you can use Flurry of Blows only once per turn.
[b]Traits[/b]: Flourish, Monk. ([i]Monk; Core Rulebook[/i])
Make two unarmed Strikes. If both hit the same creature, combine their damage for the purpose of resistances and weaknesses. Apply your multiple attack penalty to the Strikes normally. As it has the flourish trait, you can use Flurry of Blows only once per turn.
Traits: Monk, Stance. (Monk; Advanced Player's Guide)
You enter a seemingly unfocused stance that mimics the movements of the inebriated—bobbing, weaving, leaving false openings, and distracting your enemies from your true movements. While in this stance, you gain a +1 circumstance bonus to Deception checks to Feint. The only Strikes you can make are stumbling swing unarmed attacks. These deal 1d8 bludgeoning damage; are in the brawling group; and have the agile, backstabber, finesse, nonlethal, and unarmed traits. If an enemy hits you with a melee Strike while in this stance, it becomes flat-footed against the next stumbling swing Strike you make against it before the end of your next turn.
[b]Traits[/b]: Monk, Stance. ([i]Monk; Advanced Player's Guide[/i])
You enter a seemingly unfocused stance that mimics the movements of the inebriated—bobbing, weaving, leaving false openings, and distracting your enemies from your true movements. While in this stance, you gain a +1 circumstance bonus to Deception checks to Feint. The only Strikes you can make are stumbling swing unarmed attacks. These deal 1d8 bludgeoning damage; are in the brawling group; and have the agile, backstabber, finesse, nonlethal, and unarmed traits. If an enemy hits you with a melee Strike while in this stance, it becomes flat-footed against the next stumbling swing Strike you make against it before the end of your next turn.
(Monk; Core Rulebook)
You know how to wield your fists as deadly weapons. The damage die for your fist increases to 1d6 instead of 1d4. Most people take a –2 circumstance penalty when making a lethal attack with nonlethal unarmed attacks, because they find it hard to use their fists with deadly force. You don't take this penalty when making a lethal attack with your fist or any other unarmed attacks.
([i]Monk; Core Rulebook[/i])
You know how to wield your fists as deadly weapons. The damage die for your fist increases to 1d6 instead of 1d4. Most people take a –2 circumstance penalty when making a lethal attack with nonlethal unarmed attacks, because they find it hard to use their fists with deadly force. You don't take this penalty when making a lethal attack with your fist or any other unarmed attacks.
Traits: General Skill; Prerequisite: Trained in Deception; (Core Rulebook)
When you critically succeed to Create a Diversion, you continue to remain hidden after the end of your turn. This effect lasts for an amount of time that depends on the diversion and situation, as determined by the GM (minimum 1 additional round).
[b]Traits[/b]: General Skill; [b]Prerequisite[/b]: Trained in Deception; ([i]Core Rulebook[/i])
When you critically succeed to Create a Diversion, you continue to remain hidden after the end of your turn. This effect lasts for an amount of time that depends on the diversion and situation, as determined by the GM (minimum 1 additional round).
[snippets="Character Information"]
[table]
[b]Name[/b]|[_name=Marta Barns]|[b]Class[/b]|[_clss=Monk]|[b]Ancestry[/b]|[_=Dwarf]|[b]Background[/b]|[_back=Blow-in (Deception)]
[b]Worship[/b]|[_patron=Cayden Cailean]|[b]Size[/b]|[_=Medium]|[b]Alignment[/b]|[_=Chaotic Good]|[b]Base Speed[/b]|[_bspd=20] feet [_$=floor(bspd/5)] squares
[b]Gender[/b]|[_=Female]|[b]HP max[/b]|[_=22]|[b]Level[/b]|[_lvl=1]|[b]Hero Points[/b]|[_=1/3]
[/table]
[snippet="Vision Darkvision"]
You can see in darkness and dim light just as well as you can see in bright light, though your vision in darkness is in black and white.
[/snippet]
[snippet="Languages & Traits"]
[b]Languages[/b]: common, dwarven
[b]Traits[/b]: dwarf, humanoïd
[/snippet]
[/snippets]
[abilities="Quick Manual Reference"]
[b]HP 10x[/b] [_=1/1]0. - [_=1/1]1. - [_=1/1]2. - [_=0/1]3. - [_=0/1]4. - [_=0/1]5. - [_=0/1]6. - [_=0/1]7. - [_=0/1]8. - [_=0/1]9.
[b]Units...[/b] [_=1/1].0 - [_=1/1].1 - [_=1/1].2 - [_=0/1].3 - [_=0/1].4 - [_=0/1].5 - [_=0/1].6 - [_=0/1].7 - [_=0/1].8 - [_=0/1].9
[b]Current AC[/b] [_=], [b]Contact AC[/b] [_=], [b]Flatfooted AC[/b] [_=], [b]Actual Speed[/b] [_actspd=0] feet [_$=floor(actspd/5)] squares
[/abilities]
[snippets="Stats"]
[2column]
[col]
[table="rolls d20"]
Key|Ability|Score|Bonus
[_kstr=0/1]|Strength|[_str=14]|[_bstr$=+floor(str/2)-5]
[_kdex=1/1]|Dexterity|[_dex=18]|[_bdex$=+floor(dex/2)-5]
[_kcon=0/1]|Constitution|[_con=14]|[_bcon$=+floor(con/2)-5]
[_kint=0/1]|Intelligence|[_int=10]|[_bint$=+floor(int/2)-5]
[_kwis=0/1]|Wisdom|[_wis=12]|[_bwis$=+floor(wis/2)-5]
[_kcha=0/1]|Charisma|[_cha=10]|[_bcha$=+floor(cha/2)-5]
[/table]
[table="rolls d20"]
Skills|Proficiency|AC Pen.|Bonus
[b]Perception (wis)[/b]|[_sper=1/4]||[_bper$=+lookupBonus(sper,0,0,0,1,4,(sper*2)+lvl)+bwis]
[b]Fortitude (con)[/b]|[_sfrt=2/4]||[_bfrt$=+lookupBonus(sfrt,0,0,0,1,4,(sfrt*2)+lvl)+bcon]
[b]Reflex(dex)[/b]|[_srfl=2/4]||[_brfl$=+lookupBonus(srfl,0,0,0,1,4,(srfl*2)+lvl)+bdex]
[b]Will(wis)[/b]|[_swil=2/4]||[_bwil$=+lookupBonus(swil,0,0,0,1,4,(swil*2)+lvl)+bwis]
[/table]
[table]
Armors|Type||Weapon|Proficiency
[b]Unarmored[/b]|[_uac=2/4]||[b]Unarmed[/b]|[_c=1/4]
[b]Light Armor[/b]|[_lac=0/4]||[b]Regular Weapons[/b]|[_c=1/4]
[b]Medium Armor[/b]|[_mac=0/4]||[b]Martial Weapons[/b]|[_c=0/4]
[b]Heavy Armor[/b]|[_hac=0/4]||[b][_=][/b]|[_c=0/4]
[/table]
[b]Key Ability[/b]: [_$=lookupBonus(kstr,0,0,'',1,1,'Strength')] [_$=lookupBonus(kdex,0,0,'',1,1,'Dexterity')] [_$=lookupBonus(kcon,0,0,'',1,1,'Constitution')] [_$=lookupBonus(kint,0,0,'',1,1,'Intelligence')] [_$=lookupBonus(kwis,0,0,'',1,1,'Wisdom')] [_$=lookupBonus(kcha,0,0,'',1,1,'Charisma')] - [b]Spell Type[/b] [_spltp=None]
[_cldc=1/4][b][_$=clss] class DC[/b]: [_$=lookupBonus(kstr,0,0,0,1,1,bstr)+lookupBonus(kdex,0,0,0,1,1,bdex)+lookupBonus(kcon,0,0,0,1,1,bcon)+lookupBonus(kint,0,0,0,1,1,bint)+lookupBonus(kwis,0,0,0,1,1,wis)+lookupBonus(kint,0,0,0,1,1,bwis)+lookupBonus(cldc,0,0,0,1,4,(cldc*2)+lvl)]
[_spdc=0/4][b] [_$=spltp] spells DC[/b]: [_$=lookupBonus(spdc,0,0,'Not Used',1,4,lookupBonus(kstr,0,0,0,1,1,bstr)+lookupBonus(kdex,0,0,0,1,1,bdex)+lookupBonus(kcon,0,0,0,1,1,bcon)+lookupBonus(kint,0,0,0,1,1,bint)+lookupBonus(kwis,0,0,0,1,1,wis)+lookupBonus(kint,0,0,0,1,1,bwis)+lookupBonus(spdc,0,0,0,1,4,(spdc*2)+lvl))]
[/col]
[col]
[table="rolls d20"]
Skills|Proficiency|AC Pen.|Bonus
[b]Acrobatics (dex)[/b]|[_sacr=1/4]||[_bacr$=+lookupBonus(sacr,0,0,0,1,4,(sacr*2)+lvl)+bdex]
[b]Arcana (Int)[/b]|[_sarc=0/4]||[_barc$=+lookupBonus(sarc,0,0,0,1,4,(sarc*2)+lvl)+bint]
[b]Athletics (Str)[/b]|[_sath=1/4]||[_bath$=+lookupBonus(sath,0,0,0,1,4,(sath*2)+lvl)+bstr]
[b]Crafting (Int)[/b]|[_scra=0/4]||[_bcra$=+lookupBonus(scra,0,0,0,1,4,(scra*2)+lvl)+bint]
[b]Deception (Cha)[/b]|[_sdec=1/4]||[_bdec$=+lookupBonus(sdec,0,0,0,1,4,(sdec*2)+lvl)+bcha]
[b]Diplomacy (Cha)[/b]|[_sdip=0/4]||[_bdip$=+lookupBonus(sdip,0,0,0,1,4,(sdip*2)+lvl)+bcha]
[b]Intimidation (Cha)[/b]|[_snti=0/4]||[_bnti$=+lookupBonus(snti,0,0,0,1,4,(snti*2)+lvl)+bcha]
[b]Lore (Int)[/b]|[_socc=0/4]||[_bocc$=+lookupBonus(socc,0,0,0,1,4,(socc*2)+lvl)+bint]
[b]Medicine (Wis)[/b]|[_smed=0/4]||[_bmed$=+lookupBonus(smed,0,0,0,1,4,(smed*2)+lvl)+bwis]
[b]Nature (Wis)[/b]|[_snat=0/4]||[_bnat$=+lookupBonus(snat,0,0,0,1,4,(snat*2)+lvl)+bwis]
[b]Occultism (Int)[/b]|[_socc=0/4]||[_bocc$=+lookupBonus(socc,0,0,0,1,4,(socc*2)+lvl)+bint]
[b]Performance (Cha)[/b]|[_sprf=1/4]||[_bprf$=+lookupBonus(sprf,0,0,0,1,4,(sprf*2)+lvl)+bcha]
[b]Religion (Wis)[/b]|[_srel=0/4]||[_brel$=+lookupBonus(srel,0,0,0,1,4,(srel*2)+lvl)+bwis]
[b]Society (Int)[/b]|[_ssoc=0/4]||[_bsoc$=+lookupBonus(ssoc,0,0,0,1,4,(ssoc*2)+lvl)+bint]
[b]Stealth (Dex)[/b]|[_sstl=1/4]||[_bstl$=+lookupBonus(sstl,0,0,0,1,4,(sstl*2)+lvl)+bdex]
[b]Survival (Wis)[/b]|[_ssur=0/4]||[_bsur$=+lookupBonus(ssur,0,0,0,1,4,(ssur*2)+lvl)+bwis]
[b]Thievery (Dex)[/b]|[_sthi=0/4]||[_bthi$=+lookupBonus(sthi,0,0,0,1,4,(sthi*2)+lvl)+bdex]
[/table]
[table="rolls d20"]
Skills|b. Attrib|Proficiency|AC Pen.|Bonus
[b][_=Lore Underground][/b]|[_a=0]|[_n=1/4]||[_$=+lookupBonus(n,0,0,0,1,4,(n*2)+lvl)+a]
[b][_=][/b]|[_a=]|[_n=0/4]||[_$=+lookupBonus(n,0,0,0,1,4,(n*2)+lvl)+a]
[b][_=][/b]|[_a=]|[_n=0/4]||[_$=+lookupBonus(n,0,0,0,1,4,(n*2)+lvl)+a]
[b][_=][/b]|[_a=]|[_n=0/4]||[_$=+lookupBonus(n,0,0,0,1,4,(n*2)+lvl)+a]
[/table]
[/col]
[/2column]
[/snippets]
[snippets="Defense"]
[i]Type: (0=Unarmored, 1=Light Armor, 2=Medium Armor, 3=Heavy Armor)[/i]
[table]
[b]Armor/shield[/b]|[b]Max Dex[/b]|[b]Type[/b]|[b]is worn?[/b]|[b]Ac Bonus[/b]|[b]Other Bonus[/b]|[b]Penalty[/b]|[b]Pen. Speed[/b]|[b]Strength[/b]
[_=Explorer Clothing]|[_mxdx=5]|[_tac=0/3]|[_aon=1/1]|[_aac=0]|[_oac=0]|[_acpen=0]|[_acpsp=0]|[_acstr=99]
[_=Wooden Shield]|||[_srd=0/1]|[_sac=2]||[_aspen=0]|[_=HP: 12, Broken Threshold: 6]
[/table]
[b]Natural Armor[/b]: [_acnat=0] - [b]Other Bonuses[/b]: [_acotb=0]
[b]AC[/b]: [_ac$=10+(lookupBonus(aon*tac,0,0,lookupBonus(uac,0,0,0,1,4,(uac*2)+lvl),1,1,lookupBonus(lac,0,0,0,1,4,(lac*2)+lvl),2,2,lookupBonus(mac,0,0,0,1,4,(mac*2)+lvl),3,3,lookupBonus(hac,0,0,0,1,4,(hac*2)+lvl))+aac+oac)*aon+min(bdex, lookupBonus(aon,0,0,99,1,1,mxdx))+lookupBonus(srd,0,0,0,1,1,sac)+acnat+acotb] - [b]Contact[/b]: [_acct$=10+min(bdex, lookupBonus(aon,0,0,99,1,1,mxdx))] - [b]Flat-footed[/b]: [_acff$=10+lookupBonus(aon*tac,0,0,lookupBonus(uac,0,0,0,1,4,(uac*2)+lvl),1,1,lookupBonus(lac,0,0,0,1,4,(lac*2)+lvl),2,2,lookupBonus(mac,0,0,0,1,4,(mac*2)+lvl),3,3,lookupBonus(hac,0,0,0,1,4,(hac*2)+lvl))+aac*aon+oac+acnat+acotb]
[spoiler="Armor Trait"]
[_="text here"]
[/spoiler]
[/snippets]
[snippets="Attack"]
Finesse Bonus = [_bfin$=max(bstr,bdex)]. Damage Bonus = [_$=bstr]
Melee Attacks
[table="rolls d20"]
Weapon|Finesse|Agile|Prof|Atk|Dmg|Traits & Notes
[b][_=Fist][/b]|[_f=1/1]|[_a=1/1]|[_p=1/4]|[_a1$=+lookupBonus(p,0,0,0,1,4,(p*2)+lvl)+lookupBonus(f,0,0,bstr,1,1,bfin)][_a2$=+lookupBonus(a,0,0,-5,1,1,-4)+a1][_a3$=+lookupBonus(a,0,0,-10,1,1,-8)+a1]|[_d=1d6+2]|[_=Bludgeoning, Agile, Finesse, Non-lethal, Unarmed]
[b][_=Clan Dagger][/b]|[_f=0/1]|[_a=1/1]|[_p=1/4]|[_a1$=+lookupBonus(p,0,0,0,1,4,(p*2)+lvl)+lookupBonus(f,0,0,bstr,1,1,bfin)][_a2$=+lookupBonus(a,0,0,-5,1,1,-4)+a1][_a3$=+lookupBonus(a,0,0,-10,1,1,-8)+a1]|[_d=1d4+2]|[_=Piercing, Agile, Dwarf, Parry, Uncommon, Versatile B]
[b][_=][/b]|[_f=1/1]|[_a=0/1]|[_p=0/4]|[_a1$=+lookupBonus(p,0,0,0,1,4,(p*2)+lvl)+lookupBonus(f,0,0,bstr,1,1,bfin)][_a2$=+lookupBonus(a,0,0,-5,1,1,-4)+a1][_a3$=+lookupBonus(a,0,0,-10,1,1,-8)+a1]|[_d=]|[_=]
[b][_=][/b]|[_f=1/1]|[_a=0/1]|[_p=0/4]|[_a1$=+lookupBonus(p,0,0,0,1,4,(p*2)+lvl)+lookupBonus(f,0,0,bstr,1,1,bfin)][_a2$=+lookupBonus(a,0,0,-5,1,1,-4)+a1][_a3$=+lookupBonus(a,0,0,-10,1,1,-8)+a1]|[_d=]|[_=]
[/table]
Range Attacks
[table="rolls d20"]
Weapon|Thrown|Agile|Prof|Atk|Dmg|Range|Traits & Notes
[b][_=][/b]|[_t=0/1]|[_a=0/1]|[_p=0/4]|[_a1$=+lookupBonus(p,0,0,0,1,4,(p*2)+lvl)+bdex][_a2$=+lookupBonus(a,0,0,-5,1,1,-4)+a1][_a3$=+lookupBonus(a,0,0,-10,1,1,-8)+a1]|[_d=]||[_=]
[/table]
[snippet="Weapons Traits"]
[spoiler="Agile"]
2nd attack at -4, 3rd attack -8
[/spoiler]
[spoiler="Dwarf"]
An item with this trait is created and used by dwarves.
[/spoiler]
[spoiler="Finesse"]
Can use Dexterity bonus instead of Strength's only for Melee Attack
[/spoiler]
[spoiler="Non-Lethal"]
An effect with this trait is not inherently deadly. Damage from a nonlethal effect knocks a creature out rather than killing it. You can use a nonlethal weapon to make a lethal attack.
[/spoiler]
[spoiler="Parry"]
This weapon can be used defensively to block attacks. While wielding this weapon, if your proficiency with it is trained or better, you can spend a single action to position your weapon defensively, gaining a +1 circumstance bonus to AC until the start of your next turn.
[/spoiler]
[spoiler="Unarmed"]
An unarmed attack uses your body rather than a manufactured weapon. An unarmed attack isn't a weapon, though it's categorized with weapons for weapon groups, and it might have weapon traits. Since it's part of your body, an unarmed attack can't be Disarmed. It also doesn't take up a hand, though a fist or other grasping appendage generally works like a free-hand weapon.
[/spoiler]
[spoiler="Uncommon"]
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options.
[/spoiler]
[spoiler="Versatile<X>]
You can choose the type of damage the weapon does, normal or the versatile one
B = Bludgeoning, P = Piercing, S = Shlashing
[/spoiler]
[/snippet]
[/snippets]
[2column]
[col]
[abilities="Equipment"]
[b]Pieces[/b] : [b]Platinum[/b] [_pp=0] - [b]Gold[/b] [_gp=0] - [b]Silver[/b] [_sp=0] - [b]Copper[/b] [_cp=0] -- Total in GP [_$=pp*10+gp+sp/10+cp/100]
Bulk [_encblk=1/20]
[i]Encumbered[/i] > [_$=5+bstr], [i]Overloaded[/i] > [_$=10+bstr]
[b]Status[/b] [_enclvl$=lookupBonus(encblk,-999,5,1,6,10,2,11,100,0)] - [_$=lookupBonus(enclvl,0,0,'Overloaded',1,1,'Normal',2,2,'Encumbered')], Speed [_spd$=lookupBonus(enclvl,0,0,0,1,1,bspd,2,2,bspd-5)+lookupBonus(aon,0,0,0,1,1,acpsp)]
#L - Explorer's Clothing
Dex Cap: 5, Armor Check Penalty: 0, Stealth Penalty: 0
Traits: Comfort
Adventurers who don’t wear armor travel in durable clothing. Though it’s not armor and uses your unarmored defense proficiency, it still has a Dex Cap and can grant an item bonus to AC if etched with potency runes.
Comfort: So comfortable, You can rest normally wearing it
#1 - Wooden Shield
Armor Class Bonus: +2, Hardness: 3, Hit Points: 12, Broken Threshold: 6
Though they come in a variety of shapes and sizes, the protection offered by wooden shields comes from the stoutness of their materials. While wooden shields are less expensive than steel shields, they break more easily.
#L - Clan Dagger
Traits: Agile, Dwarf, Parry, Uncommon, Versatile B
This broad dagger is carried by dwarves as a weapon, tool, and designation of clan. Losing or having to surrender a clan dagger is considered a mark of embarrassment to most dwarves.
#L - Waterskin
When it’s full, a waterskin contains roughly 1 day’s worth of water for a Small or Medium creature.
#0 carry - BackPack
A backpack holds up to 4 Bulk of items. and the first 2 Bulk of these items don't count against your Bulk limits. If you're carrying or stowing the pack rather than wearing it on your back, its Bulk is light instead of negligible.
#- - Mug
#- - Oil [3/3]
You can use oil to fuel lanterns, but you can also set a pint of oil aflame and throw it. You must first spend an Interact action preparing the oil, then throw it with another action as a ranged attack. If you hit, it splatters on the creature or in a single 5-foot square you target. You must succeed at a DC 10 flat check for the oil to ignite successfully when it hits. If the oil ignites, the target takes 1d6 fire damage.
#- - Soap
#L - - Rope
50 feet; Hands 2; Bulk L
[/abilities]
[abilities="Combat Actions"]
#Flurry of Blows (1 action)
[b]Traits[/b]: Flourish, Monk. ([i]Monk; Core Rulebook[/i])
Make two unarmed Strikes. If both hit the same creature, combine their damage for the purpose of resistances and weaknesses. Apply your multiple attack penalty to the Strikes normally. As it has the flourish trait, you can use Flurry of Blows only once per turn.
#Stumbling Stance (1 action)
[b]Traits[/b]: Monk, Stance. ([i]Monk; Advanced Player's Guide[/i])
You enter a seemingly unfocused stance that mimics the movements of the inebriated—bobbing, weaving, leaving false openings, and distracting your enemies from your true movements. While in this stance, you gain a +1 circumstance bonus to Deception checks to Feint. The only Strikes you can make are stumbling swing unarmed attacks. These deal 1d8 bludgeoning damage; are in the brawling group; and have the agile, backstabber, finesse, nonlethal, and unarmed traits. If an enemy hits you with a melee Strike while in this stance, it becomes flat-footed against the next stumbling swing Strike you make against it before the end of your next turn.
[/abilities]
[abilities="Spells"]
#Memorizes Cantrips
[table]
Memorized|Name
[_=0/1]|Spell Name
[/table]
[/abilities]
[/col]
[col]
[abilities="Feats & More"]
#Powerful Fists
([i]Monk; Core Rulebook[/i])
You know how to wield your fists as deadly weapons. The damage die for your fist increases to 1d6 instead of 1d4. Most people take a –2 circumstance penalty when making a lethal attack with nonlethal unarmed attacks, because they find it hard to use their fists with deadly force. You don't take this penalty when making a lethal attack with your fist or any other unarmed attacks.
#Lengthy Diversion
[b]Traits[/b]: General Skill; [b]Prerequisite[/b]: Trained in Deception; ([i]Core Rulebook[/i])
When you critically succeed to Create a Diversion, you continue to remain hidden after the end of your turn. This effect lasts for an amount of time that depends on the diversion and situation, as determined by the GM (minimum 1 additional round).
[/abilities]
[/col]
[/2column]
[snippets="Info"]
#Armor Class
[_$=ac]
#Background
[_$=back]
#Class
[_$=clss]
#HP
[_$=hp]
#Level
[_$=lvl]
#Name
[_$=name]
#Speed
[_$=spd]
#Worship
[_$=patron]
[/snippets]