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PLAYER NAME CHARACTER NAME LEVEL

ANCESTRY BACKGROUND CLASS & SUBCLASS

.
E T T ER DM STAMINA POINTS MANA POINTS HIT POINTS MENTAL PHYSICAL
VIC EP PER ST AN
NO AD EX MA GR DEFENSES
2 4 6 8 10 SKILLS SAVES CM

PRIME = Highest Attribute

AWARENESS

PHYSICAL SAVE
MAX HEAVY HEAVY

P MAX MAX
TEMP BRUTAL DR BRUTAL
H MIGHT SAVE
Y
ATHLETICS
S COMBAT DEATH
INTIMIDATION
I -1 -2 -3 -4 -5
C
A AGILITY SAVE
L ACTION POINTS EXHAUSTION
ACROBATICS
TRICKERY ATTACK / SPELL CHECK = CM + Prime DEATH THRESHOLD = 0 HP - Prime
STEALTH
SAVE DC = 8 + CM + Prime

MARTIAL CHECK = ATH or ACRO MOVE SPEED JUMP DISTANCE


MENTAL SAVE
Combat Mastery CM = Level / 2
Concentration = Max 10 or 2x damage RESOURCES
ATTACKS
Name Dmg. Type Total Cap
M CHARISMA SAVE
E REST POINTS = Level
ANIMAL
N
INFLUENCE
T
INSIGHT
A
L INTELLIGENCE SAVE

INVESTIGATION
MEDICINE INVENTORY FEATURES
SURVIVAL
KNOWLEDGE
ARCANA
1 Skill Point = HISTORY
2 Knowledge NATURE
Masteries OCCULTISM
RELIGION

TRADES

LANGUAGES
LANGUAGE CHECK = d20 + Intelligence or Charisma

LIMITED ELEMENTARY FLUENT

LIF K
CURRENCY
E IS RIS
THE
WORTH

WORTH

THE
RIS E IS
K LIF

TM & © 2023 The Dungeon Coach LLC. Permission is granted to print this document for personal use. v1.312

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