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Feats &

Racial
or Class
Abilities

FEAT or ABILITY

DESCRIPTION OR NOTES

ESSE N T I AL S

RACE

CHAR ACT E R

SHE E T

CLASS

M
F

CURRENT LEVEL

CURRENT EXPERIENCE
NEEDED FOR NEXT LEVEL

AT-WILL

Powers

PARAGON PATH & EPIC DESTINY

ENCOUNTER

DAILY

D esi g n & Layo u t by K I RI N


k ir in@la z y futur is t.c om

Abilities & Skills

ARMOR CLASS

MISCEL. being CLASS & RACIAL MODIFIERS, ARMOR CHECK, etc.

ARMOR CHECK PENALTY


APPLIES

STRENGTH
+ HALF LEVEL (rounded down) =
MODIFIER

TRAINED
(+5)

Athletics

FORTITUDE

Combat Stats

BASE STRENGTH
CHECK

ARMOR CHECK PENALTY


APPLIES

CONSTITUTION

Endurance

MISCEL.

DEXTERITY
+

MODIFIER

BASE DEX
CHECK

TRAINED
(+5)

MISCEL.

Stealth

Thievery

MODIFIER

BASE INT
CHECK

MISCEL.

Arcana

History

Religion

Current Hit Points


RECOVERY SUCCESSES

WISDOM

Dungeoneering
+

BASE WISDOM
CHECK

Passive Insight
Passive Perception

Heal

FAILURES

Bloody Vision BLINDED TIL

TIL END OF NEXT TURN, THEN GRANT COM. ADV.

RECOVERY SUCCESSES

FAILURES

Arm Wound

UNABLE TO ATK
TIL END OF NEXT TURN, THEN WEAKENED

MISCEL.

FAILURES

Leg Wound

PRONE, IMMOBILIZED TIL END OF NEXT TURN, THEN SLOWED

Narrow Scrape

FAILURES
SECOND WIND

NO NEW WOUND!

DEATH SAVING THROWS

RECOVERY CHECKS (1 per WOUND: MODERATE DC HEAL


or ENDURANCE) CAN BE MADE AFTER AN EXTENDED REST

Nature

Melee Basic Attack

Ranged Basic Attack

At-Will Weapon
Standard Action
Target: One Creature
Attack:

At-Will Weapon
Standard Action
Target: One Creature
Attack:

Melee Weapon

TRAINED
(+5)

+ HALF LEVEL (rounded down) =


MODIFIER

BASE CHARISMA
CHECK

Diplomacy

Streetwise

RANGE

MISCEL.

Bluff

Intimidate

Ranged Weapon

PRIMARY RANGED WEAPON

PRIMARY MELEE WEAPON

CHARISMA

TEMPORARY HIT POINTS

Insight

Perception

CHECK OFF AS USED

YOU ARE DAZED

RECOVERY SUCCESSES

+ HALF LEVEL (rounded down) =


MODIFIER

OUTLINE or FILL IN EXTRAS

FAILURES

Head Wound

RECOVERY SUCCESSES

TRAINED
(+5)

SURGES
PER DAY

ONGOING DAMAGE SURGE VALUE

4
+

HEALING
SURGE VALUE

Surges

Gut Wound

RECOVERY SUCCESSES

+ HALF LEVEL (rounded down) =

DOWN TO 2
IF SLOWED

Bloodied

MAXIMUM 3
IF ALREADY WOUNDED, CLEAR RECOVERY SUCCESS CHECKS
SURGES PER DAY REDUCED 1 PER WOUND
FUTURE D20 ROLLS <= # of WOUNDS RETRIGGERS EFFECTS

Acrobatics

TRAINED
(+5)

INTELLIGENCE

Speed

TOTAL HIT POINTS

DROP TO ZERO? FAIL A ROLL


IN A WOUNDING SITUATION?

Roll 1D6 & Check off:

BASE CON
CHECK

+ HALF LEVEL (rounded down) =

Initiative

WOUNDS
ARMOR CHECK PENALTY
APPLIES

WILL

FOR THE STRAIGHTFORWARD ASS-KICKING

TRAINED
(+5)

+ HALF LEVEL (rounded down) =


MODIFIER

TEN
+ HALF LEVEL
+ ARMOR & SHIELD
+ DEX or INT MOD
(if armor is light)

DEFENSES

MISCEL.

REFLEX

WEAPON GROUP

WEAPON GROUP

PROPERTIES

BASE ABILITY RACIAL, FEAT WEAPON PROF. FINAL ATTACK BONUS


CHECK
and/or MISC.
BONUS

Hit:

+
WEAPON DAMAGE

ABILITY MOD. and


ENHANCEMENTS

vs. AC

PROPERTIES

vs. AC

BASE ABILITY RACIAL, FEAT WEAPON PROF. FINAL ATTACK BONUS


CHECK
and/or MISC.
BONUS

Hit:

+
WEAPON DAMAGE

ABILITY MOD. and


ENHANCEMENTS

AMMUNITION