Queef Jelqy

Download as pdf or txt
Download as pdf or txt
You are on page 1of 1

/ 2= CM

PLAYER NAME CHARACTER NAME LEVEL COMBAT MASTERY

ANCESTRY BACKGROUND CLASS & SUBCLASS

.
E T T ER DM STAMINA POINTS MANA POINTS HIT POINTS PHYSICAL MENTAL
VIC DEP XPER AST RAN
NO A E M G DEFENSE
2 4 6 8 10 SKILLS SAVES CM

PRIME = Highest Attribute

AWARENESS

HEAVY
MIGHT SAVE
BRUTAL
MAX
P ATHLETICS
H MAX MAX
INTIMIDATION TEMP PDR MDR
Y
S REDUCTION
I
C AGILITY SAVE COMBAT DEATH
A -1 -2 -3 -4 -5
L ACROBATICS
TRICKERY
STEALTH
ACTION POINTS EXHAUSTION

ATTACK / SPELL CHECK = CM + Prime DEATH THRESHOLD = 0 HP - Prime


CHARISMA SAVE
SAVE DC = 8 + CM + Prime
M ANIMAL
E INFLUENCE MARTIAL CHECK = ATH or ACRO MOVE SPEED JUMP DISTANCE
N INSIGHT
T
INTELLIGENCE SAVE ATTACKS RESOURCES
A
Name Dmg. Type Total Cap
L
INVESTIGATION
REST POINTS = Level
MEDICINE
SURVIVAL GRIT POINTS = Charisma
KNOWLEDGE
ARCANA
HISTORY
1 Skill Point = NATURE
2 Knowledge
OCCULTISM
Masteries INVENTORY FEATURES
RELIGION

TRADES

LANGUAGES
LANGUAGE CHECK = d20 + Intelligence or Charisma

LIMITED

FLUENT

CURRENCY
LIF K
E IS RIS
THE
WORTH

WORTH

THE
RIS E IS
K LIF

TM & © 2024 The Dungeon Coach LLC. Permission is granted to print this document for personal use. v1.61

You might also like