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Character Sheet Empty PDF

The document describes a character sheet for roleplaying games. It includes sections for physical stats like strength and dexterity, mental stats like intellect and willpower, and combat stats like prowess and healing. Players allocate a total of 90 points across these stats to define their character. Lower rolls during gameplay must meet or beat the assigned stat values. The sheet is personalized for each player and tracked by the player and Dungeon Master.
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0% found this document useful (0 votes)
77 views

Character Sheet Empty PDF

The document describes a character sheet for roleplaying games. It includes sections for physical stats like strength and dexterity, mental stats like intellect and willpower, and combat stats like prowess and healing. Players allocate a total of 90 points across these stats to define their character. Lower rolls during gameplay must meet or beat the assigned stat values. The sheet is personalized for each player and tracked by the player and Dungeon Master.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 4

Name:

Class:

Physical Stats
Strength:
Dexterity:
Endurance:
Perception:

Mental Stats
Intellect:
Instinct:
Willpower:
Cunning:

Combat Stats
Prowess:
Magic:
Healing:

Total Points: 90
Note: 10 in a stat is concidered average, 20 and above means your character excels at that
particular thing. Not having 20 or more in a stat does not mean your character is bad at said
thing, the limited points are there to make sure you don't overcompensate in several stats.

Info on how to fill in the sheet and how to use these stats is on page 2 and beyond.
The character sheet is a list of stats you fill in yourself according to your character.
It's completely personalized and kept by both you and the DM to keep track of statistics and
perks used in events.
How to:
You have a total of 90 points to allocate. It is up to you to apply these points in whichever stat
you want. Note that you CAN- put more than 20 points in one statistic.
Strength Represents character's muscle and physical power. It's commonly used in situations
where you need to use raw physical power to succeed.
Dexterity Represents the character's speed and agility. It's commonly used to do things like
dodging attacks, moving quickly and sneaking around.
Endurance Represents the character's stamina and overall toughness. It's commonly used for
things like running without getting tired, resisting poisons, avoiding being knocked down or
holding your breath.
Perception Represents how good the character is at using their senses. It's commonly usedd to
see and hear stuff that you may otherwise miss.
Intellect Represents the character's educated knowledge and ability to learn. It's commonly
used for things such as solving puzzles and understanding strange languages.
Instinct Represents how honed your character's instincts are. This is commonly used to predict
things but can also allow you to sense if someone is for example being dishonest.
Cunning Represents how crafty and silver-tongued your character is. It's commonly used for
things like socializing and lying, picking locks and coming up with new strategies on the spot.
Willpower Represents the character's mental fortitude. It's comonly used to resist mental
effects but can also be used to gauge if your character can focus on a given task or resist fear.
Prowess Represents your character's ability to engage in advanced combat. You will mostly
use this statistic to deal damage but prowess can also be used to defend yourself against veteran
opponents or simply deflecting attacks rather than dodging.
THIS IS THE PRIMARY COMBAT STAT FOR NON-MAGIC BASED ATTACKS.
Magic Represents your character's aptitude for magical skills. This includes dealing damage
with spells but also represents your character's ability to understand magic or interact with it.
THIS IS THE PRIMARY COMBAT STAT FOR MAGIC BASED ATTACKS.
Healing Represents how skilled your character is at mending wounds. It's mostly used for
recovering lost health, but can also be used to cure diseases, poisons and other harmful things.
You can put points into this stat even if your character doesn't know any magic.
Important note: If you are a melee spellcaster you will use Prowess as your primary stat rather
than magic. E.g.: Enhancement Shamans/Monks.

2
Example Character Sheet

Name: Amanda Sharpe


Class: Priest

Physical Stats
Strength: 3
Dexterity: 6
Endurance: 6
Perception: 22

Mental Stats
Intellect: 13
Instinct: 10
Cunning: 5
Willpower: 8

Combat Stats
Prowess: 0
Magic: 3
Healing: 20

Amanda Sharpe as a character is bright but physically frail, which is reflected in her stats. To
give her, for example, a lot of Strength would make no sense for her character at all.
She's an outstanding healer, finding little to no trouble when mending wounds, thus her healing
statistic is pretty high!

3
Statistics usage during Events
Once you have your character sheet filled out and you are in an event, the DM may ask you to
check roll a certain statistic. Your roll will always- be 1-20 (/roll 20) so it's always useful to
have a macro that does this.
The goal during your roll is to get a result LOWER than or EQUAL to your stat. If you have 15
in strength you would want to roll 15 or lower.
Example:
Leo is standing in front of a locked door and decides to make an attempt to knock it down. The
DM asks him to test Strength for that. Leo rolls 1-20, which results in 15. He then checks his
character sheet to see that his character has 11 Strength. The roll was higher than the tested stat,
which means that he failed this check.
Another character in the group, Amanda, decides to try a different approach and tries to search
the room. The DM asks her to test Perception for that. Amanda rolls 1-20 and gets 8. She then
checks her character sheet to find out that her character has 17 Perception. Since her roll was
lower than the tested stat it was a success, so the DM narrates that Amanda found a hidden
switch which they soon used to open the locked door.
Some checks are easier or harder than the normal checks. For these checks you will get either a
bonus or penalty on the roll, decided by the DM. It would look like this:
The group comes across another locked door, and this one has some kind of advanced lock of
gnomish design. Despite that, Leo decides that he wants to try to pick the lock. This is a pretty
complex lock, so the DM decides that Leo has to test Cunning 3 for this check. Leo rolls 1-20
and gets 7. Leo's character has 8 Cunning, so if it was a normal check he would have passed
since the roll is lower than the tested stat. However, the 3 means that the check was extra
difficult and that Leo gets 3 to the tested stat for this check. So the 3 means that Leo would
have to have rolled 5 or less to pass this check, which he didn't and thus failed the check.
This was an example of a penalty, but if the check was easier than normal it would have meant
that Leo got a bonus instead. In that case he might have been asked to test Cunning +3 instead,
which means that his Cunning stat would have been raised to 11 for this check. The penalty
means that there is good reason for adding more than 20 points to a stat, since you can fail a stat
you even have 20 in if there is a penalty to the roll. If you have 0 in a stat, or a stat penalty brings
you down to 0, you will automatically fail if you have to test that stat.
Important: Rolling a 1 is -ALWAYS- a critical success and rolling a 20 is -ALWAYS- a
critical fail.

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