Please use the format below for your character sheets. Everything in italics is info you can delete from your sheet.
Name:
Class:
Race:
STR: Stat (bonus), ex: 16 (+3)
DEX:
MIND:
Hit Points: STR + 1d6 per Level
Mana: MIND + 1d6 per Level
Armor Class: 10 + DEX bonus + Armor bonus (maximum Dex bonus to AC is 8 minus your armor's Armor bonus)
Initiative: DEX bonus
Physical: Skill Rank = Level + Class bonus + Race bonus, put any armor penalty in parenthesis rather than adding since it will not always apply
Subterfuge:
Knowledge:
Communication:
Fort Save: Physical + STR bonus
Ref Save: Subterfuge + DEX bonus
Will Save: (greater of Communication or Knowledge) + MIND bonus
Melee Attack Bonus: STR bonus + Level (or DEX + level for light weapons if you have it)
Missile Attack Bonus: DEX bonus + Level
Magic Attack Bonus: Mind bonus + Level
Languages:
Mutations
Equipment
Name: Ser Nelio
Class: Paladin (1) / Bard (1)
Race: Gnome
STR: 16(+3)
DEX: 14(+2)
MIND: 11(0)
Hit Points: 22 (max) 20 (current)
Mana: 16 (max) 12 (current)
Armor Class: 22
Initiative: +2
Physical: +2 (-2 Armor Check)
Subterfuge: +2 (-2 Armor Check)
Knowledge: +4
Communication: +3
Fort Save: +5 (-2 Armor Check)
Ref Save: +4 (-2 Armor Check)
Will Save: +4
Melee Attack Bonus: +5
Missile Attack Bonus: +4
Magic Attack Bonus: +2
Languages
Racial: Gnome, Common
Class: Celestial, Elven
Mutations
Enhanced MIND: +1 to MIND stat
Enhanced STR: +1 to STR stat
Defects
Sensitivity to Cold: +20% damage
Equipment
Banded mail (AC +6, -2 check penalty, weight 2)
Tower shield (AC +4, weight 2)
Flail (1d8, weight 2)
Shortbow (1d6, weight 2)
Bastard Sword (1d10, weight 2)
Dungeoneering kit (weight 2)
Healer’s Supplies (weight 2)
86 GP
Magic Items
Armband of Gaerdal Ironhand (Evocation)
Party loot
10sp
4 large gold coins (worth 25gp each)
Electrum Cloth Pennant, 1,400 gp
Feats Used Today
2
Name: Caerus (formerly Caerus Silvertongue)
Class: Ranger (1), Cleric (1)
Race: Half-elf
STR: 12 (+1)
DEX: 17 (+3)
MIND: 14 (+2)
Hit Points: 16/18
Mana: 21/21
Turn Attempts: 3/5
Armor Class: 18
Initiative: +3
Physical: +2
Subterfuge: +5
Knowledge: +2
Communication: +2
Armor Penalty: -0
Fort Save: +3
Ref Save: +8
Will Save: +6
Melee Attack Bonus: +3
Missile Attack Bonus: +5
Magic Attack Bonus: +4
Mutations
Defect: Sensitivity to Cold: +10% damage
Defect: Sensitivity to Fire (+10% damage)
Mutation: Resist Electricity (ignore the first 2 points of electricity damage each round).
Mutation: Enhanced Will (+2 Will Saves)
Languages
Common, Elven, Sylvan, Draconic, Celestial, Infernal
Equipment
Studded Leather Armor (AC +3, weight 1)
Medium shield (AC +2, weight 1)
Longbow (1d8, weight 2)
Rapier (1d6, weight 2)
Curved Dagger (1d6, Weight 1, can't throw)
Dagger (1d4, weight 1)
Wilderness Survival Kit (weight 2)
Thieves' Implements (weight 2)
77 GP, 6 CP
Edit: 5/20 - overpaid for some fruit
10/23 - Added Languages
11/16 - Level Up!
11/17 - New Mutations and New Save Rules
11/19 - Removed Cleric Communication Bonus, New Language
12/14 - Added 6 CP
Name: Korgan
Class: Barbarian 1/Wizard 1
Race: Dwarf
STR: 18 (+4)
DEX: 15 (+2)
MIND: 13 (+1)
Hit Points: 24
Mana: 20
Armor Class: 18
Initiative: +2
Physical: +5 (-2 ACP)
Subterfuge: +2 (-2 ACP)
Knowledge: +5
Communication: +2
Fort Save: +9 (-2 ACP)
Ref Save: +4 (-2 ACP)
Will Save: +8
Melee Attack Bonus: +6
Missile Attack Bonus: +4
Magic Attack Bonus: +3
Languages
Racial: Dwarf, Common, Terran
Class: Orc, Ignan
Mutations
Defect: Sensitivity to Acid: +10% damage
Mutation: Enhanced Will: +2 on Will saves
Equipment
Dwarven Waraxe (1d10), 2 lbs, 30 GP
Warhammer (1d8), 2 lbs
Light Crossbow (1d6), 2 lbs
Scale Mail, +6 AC, -2 ACP, 1 lbs
Heavy Shield, +2 AC, 1 lbs
Wilderness Survival Pack, 2 lbs, 15 GP
Dungeoneering Kit, 5 lbs, 20 GP
85 GP
<<Adjusted AC>>
Name: Flip
Level: 2
Class: Fighter / Paladin
Race: Halfling
STR: 16 (+3)
DEX: 19 (+4)
MIND: 11 (0)
Hit Points: 27/27
Mana: 4/15
Armor Class: 22 (18 w/o shield)
Initiative: +4
Physical: +5 (-2)
Subterfuge: +1 (-2)
Knowledge: +2
Communication: +2
Fort Save: +8
Ref Save: +5
Will Save: +2
Melee Attack Bonus: +6 (+7 w/light weapons)
Missile Attack Bonus: +7
Magic Attack Bonus: +2
Languages: Common, Halfling, Infernal
Mutations
Enhanced Dexterity (+1 Dex)
Hardy (+3 HP)
Defects
Sensitivity to Fire (+10% damage)
Distinctive Odor (-1 Subterfuge)
Equipment
Banded Mail (medium, +6 bonus, -2 check penalty)
Longsword (one-handed, 1d8+4 damage)
Rapier (light, 1d6+4 damage)
Dagger (light, 1d4+4 damage)
Shortbow (ranged, 1d6+4 damage)
Tower Shield (+4 bonus)
Dungeoneering Kit