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Dungeon Crawl Classics Character Record Sheet
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Player Name
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Character Name
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Race
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Sheet version
11th August 2015

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- - - Core Stats - - Background - - Class - - Weapons - - Spellbook - - Armor - - Inventory - - Show All - - - -
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Character Information

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Class
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Occupation
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Title
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Alignment
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Level
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XP
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Armor Class
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unArmored AC
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Max HP
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Hit Point Die :
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Lucky Roll?
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Hit Points
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Combat Basics

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Initiative :
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Bonus
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Total
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Action Dice :
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Attack Bonus :
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Crit Range :
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Crit Die :
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Lucky Roll?
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Crit Table :
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Fumble Die :
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Lucky Roll?
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Core Stats

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Current Score
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Max Score
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Mod
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Skill Check Trained
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Skill Check Untrained
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Strength
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Agility
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Stamina
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Personality
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Intelligence
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Luck
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Luck Check :
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Saving Throws

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Base
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Birth Augur Bonus
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Save Bonus
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Mod
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Save
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Reflex
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Fortitude
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Will
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Movement

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Base Speed
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Walk
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Run
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Fly
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Climb
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Swim
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Burrow
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Other

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Known Languages:
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Birth Augur:
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Lucky Roll:
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Starting Luck:
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Lucky Roll Bonus
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Appearance and Vision

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Gender
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Age
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Height
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Weight
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Eyes
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Hair
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Size
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Vision
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Equipment Proficiencies

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Armor Proficiencies
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Weapon Proficiencies
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Tool Proficiencies
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Core Classes
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Crawl! Classes
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Crawling Under a Broken Moon Classes
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Bard Abilities

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Lucky Roll for Born Under the Loom (Skill Checks)?
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Starting Luck Bonus to
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Bardic Talent Checks OR
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Lore Rolls
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Talent Die :
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Call to Arms :
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Bonus
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Challenge :
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Bonus
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Calm :
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Bonus
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Lore :
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Bonus
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  • Hit Points:1d6 per level
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  • Weapons: Blackjack, blowgun, crossbow, dagger, dart, garrote, longsword, short sword, sling, and staff
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  • Armor: Thieves are careful in their choice of armor, as it affects the use of their skills.
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  • Languages: Thieves Cant
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  • Alignment:
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    • Neutral (common): Path of the Swindler
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      • Great at: Sneak, Pick pocket, Climb, Forge document
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      • Good at: Hide, Pick lock, Find trap, Disable trap, Cast spell from scroll
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      • Average at: Backstab, Read languages
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      • Okay at: Disguise self, Handle poison
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    • Lawful (common): Path of the Boss
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      • Great at: Hide, Climb, Find trap, Disable trap
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      • Good at: Backstab, Sneak, Pick pocket, Pick lock
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      • Average at: Disguise self, Handle poison, Cast spell from scroll
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      • Okay at: Forge document, Read languages
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    • Chaotic (common): Path of the Assassin
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      • Great at: Backstab, Sneak, Disguise self, Handle poison
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      • Good at: Hide, Climb, Pick lock, Find trap
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      • Average at: Pick pocket, Disable trap, Cast spell from scroll
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      • Okay at: Forge document, Read languages
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  • Luck and Wits
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    • Roll a luck check die
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      • For every 1 point of Luck expended, roll 1 luck die appropriate for you level
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    • Recover lost Luck
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      • Luck score is restored each night by a number of points equal to level
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      • Luck score cannot be taken past natural maximum
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  • Thief Skills
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    • Backstab: The most successful thieves kill without their victims ever being ware of the threat. Typically used in conjunction with Sneak, Hide or both.
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      • When attacking a target from behind or when the target is otherwise unaware, the thief receives the indicated attack bonus to their attack roll.
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      • On a hit, the thief automatically achieves a critical hit, rolling on the crit table as per their level
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      • Certain weapons are particularly effective with backstab attempts and do additional damage, as noted in the equipment list.
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      • Backstab attempts can only be made against creatures with clear anatomical vulnerabilities.
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    • Sneak Silently DC Checks: Success means the thief did indeed sneak silently and with the exception of demi-gods and extraordinary magic, the thief’s movement cannot be heard. Check is not opposed.
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      • DC 5: Cushioned surfaces, such as grass or carpet
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      • DC 10: Stone surfaces
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      • DC 15: Moderately noisy surfaces, such as creaking wooden boards
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      • DC 20: Extremely noisy surfaces, like crackling leaves, still water, or crunchy gravel
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    • Hide in Shadows DC Checks: A successful hide in shadows check means the thief cannot be seen. Check is not opposed.
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      • DC 5: Hiding at night or in a shaded or dimly lit area
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      • DC 10: Sneaking down a hallway with moderate cover (chairs, bookcases, crevasses, nooks and crannies, alcoves, etc.) or hiding under a full moon
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      • DC 15: Hiding in daylight but in a dark shadow or behind a solid object
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      • DC 20: Hiding in broad daylight with minimal obstruction
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    • Pick Pocket DC Checks: The thief surreptitiously takes an object off a target’s person. This skill also includes other feats of legerdemain such as card tricks, minor magic tricks, and so on.
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      • DC 5: Stealing from an unaware target with a loose pocket and an unsecured coin pouch
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      • DC 6-19: Varying degrees of watchfulness in between the high and low
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      • DC 20: Picking the pocket of a target that is actively watching and monitoring his or her belongings
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    • Climb Sheer Surfaces DC Checks: Needs Thieves' tools
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      • DC 10: A normal stone wall
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      • DC 20: Perfectly smooth surface with no visible handhold
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    • Pick Lock DC Checks: Needs Thieves' tools
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      • DC 10: A mundane lock
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      • DC 20: An extremely well crafted lock
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      • DC 25+: Locks of legendary manufacture and notable difficulty
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    • Find/Disable Traps DC Checks: A natural 1 on a disable trap check triggers the trap. Needs Thieves' tools
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      • DC 10: A large, bulky trap. This would include traps like a pit in the floor, a spring loaded axe, or a dropped portcullis.
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      • DC 15+: More subtle traps
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    • Forge Documents DC Checks: Needs Thieves' tools.
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      • DC 5-20: The DC varies with the complexity and originality of the source document.
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    • Disguise Self DC Checks: The degree of change determines the DC.
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      • DC 5: The thief can transform himself to resemble someone of the same basic race and physical dimensions.
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      • DC 10: Changing significant facial features
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      • DC 15: Changing physical traits, like mannerisms and height
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      • DC 20+: Fooling someone close to the target (such as a parent or spouse)
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    • Read Languages DC Checks:
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      • DC 15: Interpreting simple meaning
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      • DC 20: Interpreting anything more detailed
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    • Handle Poison DC Checks: Needs Thieves' tools. On a natural 1 on any attack roll with a poisoned blade, the thief automatically poisons himself, in addition to any fumble results.
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      • DC 10: Safety check. On a failure, the thief accidentally poisons themself! This check is made each time poison is applied to a blade or other surface.
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    • Cast Spell from Scrolls DC Checks: Provided a spell is written on a scroll, a thief can attempt to read the scroll and cast the magical spell. The thief does not apply Intelligence or Personality modifiers to his roll, nor may he attempt spellburn.
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      • DC Variable: The spell check DC is as standard for that spell, but the thief rolls the indicated type of die to attempt to beat that DC.
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Cleric Abilities

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Lucky Roll for xx (Turn Unholy Checks)?
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Lucky Roll for xx (Magical Healing)?
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Deity:
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Disapproval :
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Momentum :
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Turn Unholy :
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Misc Bonus
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Bonus
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Divine Aid :
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Misc Bonus
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Bonus
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Lay On Hands :
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Misc Bonus
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Bonus
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(Alignment Step) 1-11 12-13 14-19 20-21 22+
(Same) Failure 2 dice 3 dice 5 dice 5 dice
(Adjacent) Failure 1 die 2 dice 3 dice 4 dice
(Opposed) Failure 1 die 1 die 2 dice 3 dice
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PCs of Same Alignment
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PCs of Adjacent Alignment
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PCs of Opposed Alignment
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  • Hit Points: 1d8 per level
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  • Weapons: Those allowed by chosen god
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  • Armor: Any
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  • Alignment: Same as chosen god
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Alignment of Deity Weapons Useable by Cleric Unholy Creatures to Deity
Law Club, mace, sling, staff, warhammer Un-dead, demons, devils, chaotic extraplanar creatures, monsters (e.g., basilisk or medusa), Chaos Primes, chaotic humanoids (e.g., orcs), chaotic dragons
Neutral Dagger, mace, sling, staff, sword (any) Mundane animals, un-dead, demons, devils, monsters (e.g., basilisk or medusa), lycanthropes, perversions of nature (e.g., otyughs and slimes)
Chaos Axe (any), bow (any), dagger, dart, flail Angels, paladins, lawful dragons, Lords of Law, Lawful Primes, and Law-aligned humanoids (e.g., goblins)
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Dwarven Abilities

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Lucky Roll for Harsh Winter (All attack rolls)?
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Lucky Roll for The bull (Melee attack rolls)?
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Lucky Roll for Born on the battlefield (Damage rolls)?
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Lucky Roll for Path of the bear (Melee damage rolls)?
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Mighty Deeds of Arms :
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Lucky Weapon:
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Shield bash (d14)
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  • Hit Points:1d10 per level
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  • Weapons: Battleaxe, club, dagger, handaxe, longsword, mace, short sword, spear, two-handed sword, warhammer, crossbow, javelin, shortbow, and sling
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  • Armor: Any
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  • Alignment: Law (common), Neutral (uncommon), Chaos (rare)
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  • Languages: Knows one additional language
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  • Infravision 60'
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  • Underground Skills
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    • Smell Gold/Gems
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      • Strong concentration within 100'
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    • Find Construction: Bonus equal to Class Level
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      • Detecting Traps
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      • Detecting Slanting Passages
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      • Detecting Shifting Walls
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      • Detecting New Construction
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Elf Abilities

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Heightened Senses :
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Luck Modifier (1st level):
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Lucky Spell (1st level):
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Momentum :
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Familiar
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Find Familiar Spell Check Roll:
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Name:
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Type:
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Physical Look:
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Benefit(s):
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Personality:
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Patron(s)
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Name(s):
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Taint:
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Spell Corruption
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Other Notes
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  • Hit Points: 1d6 per level
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  • Weapons: Dagger, javelin, lance, longbow, longsword, shortbow, short sword, staff, spear, and two-handed sword
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  • Armor: Elves often wear Mithril armor, even though it hinders spellcasting.
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  • Alignment: Law (rare), Neutral (common), Chaos (common)
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  • Languages: Knows Common, Elvish, & one other language. Also knows one additional language for every point of Int modifier
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  • Magic:
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    • 1st level: Knows 3 spells, randomly determined; Also knows Invoke Patron and Patron Bond
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    • Max spell level: Based on the level of the Elf
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    • Max spells known: Based on the level of the Elf
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    • New spells: Can be of any level for which the elf is eligible, must choose the level before randomly rolling for the spell. Higher level spells are more difficult to cast.
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  • Infravision 60'
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  • Immunities:
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    • Immune to Magical Sleep
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    • Immune to Paralysis
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    • Extremely sensitive to the Touch of Iron
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    • Direct contact to iron causes a burning sensation
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    • Exposure at close distances to iron makes elves uncomfortable
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    • Elf may not wear iron armor or bear the touch of iron weapons for extended periods, this will cause 1 HP of damage per day of direct contact
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    • Due to iron sensitivity, Elves at 1st level may purchase one piece of armor and one weapon made from mithril at no additional cost.
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  • Heightened Senses:
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    • +4 bonus to detect secret doors
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    • Passing within 10' of a secret door, entitles an elf to check for it
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    • At 1st level, elf may choose to apply luck modifier to spell checks for ONE spell of their choosing
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    • This modifier will not change as the elf's luck changes
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  • Action Dice: An elf’s action die can be used for attacks or spell checks at any level. At 5th level, an elf can cast two spells in a single round, the first with a d20 spell check and the second with a d14; or they can make two attacks, the first with a d20 attack roll and the second with a d14; or they may combine an attack with a spell check. Note that the results of mercurial magic may modify the action dice based on the dice chain.
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Halfling Abilities

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Lucky Roll for Born Under the Loom (Skill Checks)?
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Stealth Bonus :
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  • Hit Points: 1d6 per level
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  • Weapons: Club, dagger, handaxe, staff, short sword, crossbow, javelin, shortbow, and sling
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  • Armor: Any
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  • Alignment: Law (common), Neutral (uncommon), Chaos (extremely rare)
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  • Languages: Knows one additional language
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  • Two-weapon fighting
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    • Attack Die: d16 + d16
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    • Can fight with two equal sized weapons, such as two handaxes or two short swords
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    • Scores a Critical and Automatic hit on a natural 16
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    • Fumbles only when both dice come up a 1
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    • If AGI >16, use normal two-weapon fighting rules
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  • Infravision 30'
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  • Good Luck Charm
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    • Double the bonus of a Luck check
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      • For every 1 point of Luck expended, gain a +2 to your roll
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    • Recover lost Luck
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      • Luck score is restored each night by a number of points equal to level
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      • Luck score cannot be taken past natural maximum
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    • Expend Luck for Allies
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      • Ally must be nearby and visible
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      • Can act out of Initiative order to burn Luck and apply to Ally's rolls
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      • Luck Modifier can apply to any roll made by an Ally
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      • This trait applies to only one halfling in a party. More halflings do not make the party more lucky.
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Morlock Abilities

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Acute Senses Check :
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  • Hit Points: 1d10 per level
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  • Weapons: Club, crossbow, dagger, handaxe, javelin, shortbow, short sword, sling, and staff
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  • Armor: Any
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  • Alignment: Law (uncommon), Neutral (common), Chaos (uncommon)
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  • Languages: Knows one additional language
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  • Claw Fighting
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    • Must fight with both claws
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    • Each claw gets its own attack die: d16
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    • Only the Primary Claw scores a Critical and Automatic hit on a natural 16
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    • Only the Primary Claw fumbles on a 1
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    • Claw damage increases with level
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    • If AGI >16, use normal two-weapon fighting rules
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  • Burrow
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    • Can burrow at a movement rate of 20'
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    • Tunnel made is only for use by Morlocks
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  • Underground Skills
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    • Smell Gold/Gems
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      • Strong concentration within 100'
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      • Smaller concentrations, down to a single coin, as low as 40' (for a single coin or gem)
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    • Find Construction: Bonus equal to Class Level
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      • Detecting Traps
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      • Detecting Slanting Passages
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      • Detecting Shifting Walls
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      • Detecting New Construction
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  • Blind Luck
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    • Can detect vibrations in the earth (since they are effectively blind)
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    • Immune to visual illusions or anything dependent on sight
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    • Acute Senses
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      • Greater sense of smell, sound and vibrations
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      • Once per session, can roll a Luck Check to automatically dodge an incoming surprise attack, notice an important clue, avoid a trap, or anything else the player can think of and the judge accepts.
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    • Twice as difficult to catch by surprise in underground environments
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Mutant Abilities

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  • Hit Points: 2d4 per level
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  • Weapons: Any
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  • Armor: Any, but must be customized for the Mutant
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  • Alignment: Law (uncommon), Neutral (common), Chaos (common)
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Survival : Add your Survival Die to all non-combat tasks related to surviving in the wilds and wastes such as finding safe food, finding clean water, avoiding environmental hazards, identifying dangerous creatures, navigation through the wastes, etc.. In addition, the mutant can add their Survival Die to all Saves involving toxins, radiation, and environmental effects.
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Character Mutations
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All mutant characters have one or more mutations. Roll on table MU-2 (on Mutant Handout) to determine what type of mutation you have. Then roll to determine the sub-table under the type of mutation. Finally, roll on the sub-table to determine the mutation. Once you have determined what mutation you have, roll the percentage chance for each item listed. Yes, it is possible to receive no benefits or penalties for the mutation.

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Base Mutation
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Mutation
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Sub-Mutation
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Sub-Mutation's Features
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Sub-Mutation Ability/Disablity Name
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Ability/Disability Description
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Sub-Mutation Ability/Disablity Name
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Ability/Disability Description
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Sub-Mutation Ability/Disablity Name
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Ability/Disability Description
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Sub-Mutation Ability/Disablity Name
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Ability/Disability Description
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Reptilian Abilities

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Lucky Roll for Born Under the Loom (Skill Checks)?
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Lucky Roll for Harsh Winter (All attack rolls)?
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Lucky Roll for The bull (Melee attack rolls)?
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Lucky Roll for Raised by wolves (Unarmed attack rolls)?
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Lucky Roll for Born on the battlefield (Damage rolls)?
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Lucky Roll for Path of the bear (Melee damage rolls)?
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Magus :
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Surreptitious :
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Predator: Bite Attack
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Predator: Claw Attack
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Predator: Tail Swipe
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Predator: Tail Trip
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  • Hit Points:1d8 per level
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  • Weapons: Club, Crossbow, Daggers, Javelin, Long Sword, Pole Arms, and Staves
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  • Armor: Padded or Leather
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  • Alignment: Neutral
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  • Languages: Common, Draconic
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  • Infravision 60'
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  • Skills
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    • Luck
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      • When in Melee using only bite or claw, they receive their luck bonus to attack and damage
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    • Alacritous
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      • Ground movement of 40' if unemcumbered
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      • Can use the combat maneuver Charge without penalty to AC
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    • Surreptitious
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      • In wilderness environments (swamps, jungles, etc.), gain a bonus to hide in such surroundings.
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    • Predator
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      • Bite attack at 1d6 plus modifiers
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      • Claw attack at 1d8 plus modifiers
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      • Tail Swipe attack at 1d5
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      • Tail Trip attack
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        • If the trip attack is successful, the target must make a Reflex save vs. the attack roll
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        • If the save is unsuccessful, the target falls prone, must use movement to stand, and takes a -2 penalty until the next round.
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    • Magus
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      • May use magical items, artifacts, and scrolls created for Wizards and their ilk
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      • Gains a die roll for spell checks when casting from an item or scroll
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      • The Judge can rule if the player gains an Intelligence or Personality modifier based on the item or spell being used.
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    • Cold Blooded
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      • You are cold-blooded creatures who prefer warmer and humid climates.
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      • Extended exposure to a cold climate slowly drains energy and strength from you, reducing effectiveness in combat and ability.
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      • For every hour you are exposed to extreme cold, the dice used for checks are reduced by one step until none are left.
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      • Once the dice are reduced below d3, the character cannot move and you will take environmental damage until dead.
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Robot Abilities

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Lucky Roll for Born Under the Loom (Skill Checks)?
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Patron
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Name:
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Taint:
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Esoteric Repair :
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Bonus
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Check Roll Technological Components Technological Components & Raw Materials Raw Materials
1 Failure, materials consumed, and malfunction Failure, materials consumed, and malfunction Failure, materials consumed, and malfunction
2-11 Failure and materials consumed Failure and materials consumed Failure and materials consumed
12-13 2 dice 1 die Stabilized
14-16 3 dice 2 dice 1 die
17-19 4 dice 3 dice 2 dice
20+ 5 dice 4 dice 2 dice
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  • Hit Points: 1d6 per level
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  • Weapons: A robot is trained in no conventional weapons, though it may use its various tools and attachments to fight with. As a robot gains levels, these weapons are improved.
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  • Armor: None
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  • Alignment: Neutral
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  • Robot Nature
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    • Robots cannot be healed, only repaired
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    • At low levels, Robots are immune to mind affecting spells and effects, though as the robot advances, its positronic brain becomes more sentient, making it more vulnerable to such effects.
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    • Robots suffer double damage from spells or effects that specifically damage metal or other inanimate substances.
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    • Robots receive a -4 penalty to saving throws for spells or effects that specifically damage metal or other inanimate substances.
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  • Technomancy: Appearing as somewhere between science and magic, robots wield powers (protocols) from ages beyond the ancestors of men
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    • Robots receive two starting protocols>
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    • Additional protocols must be found and integrated into the robot’s positronic brain, though as that brain expands through experience, robots receive additional memory with which to store these complex processes.
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    • Patrons must be chosen from the supernatural beings from the dimension of Mechanix.
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    • Manifestation of protocols is decidedly technological.
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  • Esoteric Repair: A robot may repair itself, other robots, and even other technological devices, provided it has the materials available to do so.
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    • Materials Needed
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      • Technological Components: 1 pound
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      • Raw Materials: 2 pounds
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        • Metal
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        • Glass
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      • Combination of Technological Components and Raw Materials
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    • A typical repair (up to 3 dice) requires 1 full turn of repair.
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    • Required Levels of Repair: To repair technological devices, or to correct specific failures
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      • 2 dice: Malfunction (Loss of subsystems such as ocular or auditory units, single limb, or minor malfunction/damage to any technological device)
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      • 3 dice: Major Malfunction (Recover from deactivation, major positronic brain damage, multiple limb loss, magical damage to multiple components, full failure of any technological device)
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      • 5 dice: Cybernetic Healing (healing a “meat unit” by technological means)
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    • Cybernetic Healing: Using your Esoteric Repair function to “heal” living things
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      • Available starting at 5th level
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      • Requires Technological Components: 25 pounds
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      • Heals up to 5 dice of hit points in the living thing
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      • Causes a temporary loss of 1 Stamina point and 1 Personality point per application to the living thing’s body
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      • On a malfunction (natural 1), the living thing takes 2d6 damage to hit points, and if still living, takes 1d3 permanent Stamina and Personality damage.
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Momentum :
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Savage Abilities

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Hard To Kill :
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Character Options: Choose two
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The Sword of my Father: Some Savages come from famous lineages of heroes, shamans, tricksters, and the like, and often bear a token of that lineage, handed down through the generations. It could be a mighty sword, a lucky fetish, a golden torque, or any other object. When using this object, the Savage character may apply a +1d3 modifier to a single kind of roll (attack, Luck, a single type of save, etc.). However, the loss of the object will result in a loss of 1d6 Luck, permanently. The GM work with the player to determine what the item is, and also should determine what happens if the object is destroyed.
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Companion Beast: You have an animal companion. The companion is a prime (see p. 382 of DCC Core Rulebook) of a mundane species such as a dingo, coyote, wolf, wildcat, bear, bird, horse, or other such creature of no more than 3HD. The creature is a boon companion, smarter than others of its ilk, and fiercely protective. But you must guard your companion’s back, for such friends are not bought but earned. The loss of an animal companion results in the loss of 2 points of Luck, permanently, and the savage character must quest for a new one.
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Mighty Thews: You are incredibly strong for your size. You may roll an additional 1d6 for your Strength attribute and add the result permanently (up to 18 max).
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Dancer's Grace: You are light on your feet and incredibly agile. You may roll an additional 1d6 for your Agility attribute and add the result permanently (up to 18 max).
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Shaman: You have congress with mystical beings drawing upon their fell powers. You may learn Patron Bond and Invoke Patron, along with the relevant patron spells (as Wizard of equivalent level). You may bond more than one patron, but will be subject to all effects of patron taint and any other obligations incurred, and may not learn more spells than a wizard of your level, minus 1.
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  • Hit Points: 1d10 per level
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  • Weapons: Dagger, club, spear, short sword, long sword, mace, battle axe, dart, hand axe, javelin, short bow, long bow, sling, blowgun, and staff
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  • Armor: Any, but prefers going unArmored or with no better than Hide
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  • Alignment: Law (uncommon), Neutral (common), Chaos (common)
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  • Reasonable Armor
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    • Wears No Armor
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      • Armor bonus equal to Class Level
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      • Additional armor bonus of +2
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    • Wears Hide Armor or below
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      • Armor bonus equal to Class Level
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    • Wears Heavier than Hide Armor
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      • No Armor Bonus
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  • Child of Nature
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    • +5 to Lore of Plants or Animals
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    • +5 to Stealth checks outdoors
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    • +5 to Climb checks
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    • +5 to Find food or water outdoors
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    • +5 to Tracking outdoors
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Sentinel Abilities

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Lucky Roll for Born Under the Loom (Skill Checks)?
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Lucky Roll for Fox's Cunning (Find/Disable Traps)?
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Obscura :
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Total Bonus
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Climb Sheer Surfaces :
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Total Bonus
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Find Trap :
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Total Bonus
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Sense Motive :
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Total Bonus
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Tracking (Wilderness) :
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Total Bonus
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Tracking (Urban) :
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Total Bonus
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  • Hit Points:1d10 per level
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  • Weapons: Blowgun, Crossbow, Dagger, Dart, Javelin, Bastard Sword, Mace, Short Bow, Short Sword, Spear, Staff, and Two Handed Swords
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  • Armor: Studded Leather or Chain
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  • Alignment: Lawful
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  • Sentinel Skills
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    • Luck: Sentinels are ever alert to danger and are difficult to surprise
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      • In a situation where any would have the drop on the Sentinel, or when the Sentinel would need to rely on perception, they may add their Luck bonus to the Skill Check.
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    • The Vow of Obscura: Allows the Sentinel to move amongst the people without notice or involvement
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      • Sentinels take the Vow once leaving their temples to begin missionary work
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      • The Vow demands that the Sentinel remains in the shadows to observe and evaluate, only making themselves known if there is injustice to be found.
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      • The Vow of Obscura is the art of being invisible.
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      • Mark of the Sentinel: The spirit of their gods flow through those who have taken up his cause and serve justice in his name
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        • +2 to all saves: Due to tedious training, conditioning, and mental discipline learned while in service at the temples
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      • Smite: A powerful hit can stun your foes
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        • When the Sentinel's attack roll is 20 or higher (not natural), the target must make a Fort save equal to 10 + the Sentinel's level or be stunned by the hit for 1d6 rounds.
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        • While stunned, the opponent cannot take any actions (move or otherwise)
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        • The stunned foe may make subsequent Saves each round to shake free of the stun
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      • The Vow of Poverty: Sentinels have taken a vow to carry no more than is actually needed to survive in the wastelands.
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        • A Sentinel carries (Max):
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          • Two Melee Weapons
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          • One Ranged Weapon
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          • One set of Armor
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          • Surival Gear
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          • Only enough coin (or treasure) that can be carried on their person
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      • Tracking: Sentinels have the keen ability to track others
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        • This ability is used to either find a fleeing foe, tracks, or trails to lead him to a slaver’s hold
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        • Tracking through the wastes is the specialty of the Sentinel
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        • Sentinels aren't as skilled trying to track within a city of town
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Technologist Abilities

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Lucky Roll for Born Under the Loom (Skill Checks)?
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Weapon Tinkering :
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Bot Repair :
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Computer Use :
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Vehicle Repair :
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General Tech :
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Use Alien Tech :
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  • Hit Points:1d6 per level
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  • Weapons: Daggers, Clubs, Staves, Hand Axes, Crossbows, Pistols and Rifles of any Era, Grenades and Explosives of any Era
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  • Armor: Any
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    • Neutral (common): Has unbiased nature of scientific understanding
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      • Great at: Vehicle Repair
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      • Good at: Use Alien Tech, Weapon Tinkering
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      • Average at: Computer Use, General Tech
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      • Okay at: Bot Repair
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    • Lawful (uncommon): Obsessed with theoretical science
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      • Great at: General Tech, Use Alien Tech
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      • Good at: Computer Use
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      • Average at: Bot Repair, Vehicle Repair
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      • Okay at: Weapon Tinkering
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    • Chaotic (uncommon): Prone to be called mad scientists
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      • Great at: Weapon Tinkering
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      • Good at: Bot Repair
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      • Average at: Computer Use, Vehicle Repair, Use Alien Tech
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      • Okay at: General Tech
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  • Jury Rigging Skills
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    • Weapon Tinkering DC Checks: With this you can repair damaged weapons so that they will work again, for a while
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      • DC 5: Clearing gun jams, sharpening blades, and heavy maintenance
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      • DC 10/15: Fixing broken weapons with kit bashed parts, DC changes depending on the severity of the damage and what parts are available
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      • DC 25-35: Building a gun entirely out of scrap. You can also attempt to manufacture functional ammunition for guns
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    • Bot Repair DC Checks: While creating a robot from scratch is beyond the ken of most people, you can fix and reprogram them with some success
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      • DC 5: Reprogramming a simple servant bot
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      • DC 10: Reprogramming a construction or manufacturing class bot; Fixing minor damage (less than 25% of the total hp for the bot) and requires access to good scrap; Salvaging useful parts from Bots
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      • DC 15: Reprogramming a security and combat bot; Fixing major damage (between 25% to 75% of the total hp for the bot) also requires specialized parts, tools, and lots of time
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      • DC 20+: Reprogramming a self aware bot; Bots damaged beyond 75% of their hp, depending on the damage done to them, again requiring specialized parts, tools, and lots of time
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    • Computer Use DC Checks: Despite the variety of cosmic radiation and electromagnetic disturbances caused by the cataclysm, many computers survived. This skill allows you to attempt to hack into, utilize, and program computers you encounter
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      • DC 10+: Programming a computer increases based on what the program does and how many computer resources it needs to run
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      • DC 10-15: Accessing personal or public computers depending of the level of security running
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      • DC 15-20: Accessing Mainframes and supercomputers depending of the level of security running
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      • DC 20+: Accessing Self aware systems depending of the level of security running
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      • If the computer is being actively monitored for suspicious activity, add +1d5 to the DC
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    • Vehicle Repair DC Checks: Although many no longer run on petroleum fuels, motor vehicles are still widely used by many societies that can keep them functional. Despite not being considered “high science”, you are capable of acting as a mechanic, if only to earn room and board
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      • DC 5: Basic vehicle maintenance
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      • DC 10: Fixing minor damage (less than 30% of the total hp for the vehicle) and requires access to good scrap; Salvaging useful parts from Vehicles
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      • DC 15-20: Fixing major damage (between 30% to 90% of the total hp for the vehicle) or changing what kind of fuel it uses requires specialized parts, tools, and lots of time
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      • DC 20+: Vehicles damaged beyond 90% of their hp, depending on the damage done to them, again requiring specialized parts, tools, and lots of time
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    • General Tech DC Checks: This is the catch-all category for any terrestrial technology that you might encounter that is not already covered by another skill
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      • The DC for working on a device will depend on how complex the device is, how common the device is, and if it requires specialized parts or tools
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Thief Abilities

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Lucky Roll for Born Under the Loom (Skill Checks)?
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Lucky Roll for Fox's Cunning (Find/Disable Traps)?
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Luck Die :
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Backstab :
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Total Bonus
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(Added to Attack Roll when backstab used - check button on weapon table)
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Cast Spell from Scroll :
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Total Bonus
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Sneak silently :
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Total Bonus
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Hide in Shadows :
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Total Bonus
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Pick Pockets :
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Total Bonus
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Climb Sheer Surfaces :
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Total Bonus
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Pick Lock :
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Total Bonus
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Find Trap :
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Total Bonus
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Disable Trap :
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Total Bonus
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Forge Document :
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Total Bonus
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Disguise Self :
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Total Bonus
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Read Languages :
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Total Bonus
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Handle Poison :
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Total Bonus
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  • Hit Points:1d6 per level
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  • Weapons: Blackjack, blowgun, crossbow, dagger, dart, garrote, longsword, short sword, sling, and staff
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  • Armor: Thieves are careful in their choice of armor, as it affects the use of their skills.
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  • Languages: Thieves Cant
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  • Alignment:
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    • Neutral (common): Path of the Swindler
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      • Great at: Sneak, Pick pocket, Climb, Forge document
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      • Good at: Hide, Pick lock, Find trap, Disable trap, Cast spell from scroll
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      • Average at: Backstab, Read languages
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      • Okay at: Disguise self, Handle poison
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    • Lawful (common): Path of the Boss
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      • Great at: Hide, Climb, Find trap, Disable trap
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      • Good at: Backstab, Sneak, Pick pocket, Pick lock
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      • Average at: Disguise self, Handle poison, Cast spell from scroll
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      • Okay at: Forge document, Read languages
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    • Chaotic (common): Path of the Assassin
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      • Great at: Backstab, Sneak, Disguise self, Handle poison
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      • Good at: Hide, Climb, Pick lock, Find trap
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      • Average at: Pick pocket, Disable trap, Cast spell from scroll
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      • Okay at: Forge document, Read languages
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  • Luck and Wits
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    • Roll a luck check die
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      • For every 1 point of Luck expended, roll 1 luck die appropriate for you level
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    • Recover lost Luck
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      • Luck score is restored each night by a number of points equal to level
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      • Luck score cannot be taken past natural maximum
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  • Thief Skills
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    • Backstab: The most successful thieves kill without their victims ever being ware of the threat. Typically used in conjunction with Sneak, Hide or both.
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      • When attacking a target from behind or when the target is otherwise unaware, the thief receives the indicated attack bonus to their attack roll.
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      • On a hit, the thief automatically achieves a critical hit, rolling on the crit table as per their level
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      • Certain weapons are particularly effective with backstab attempts and do additional damage, as noted in the equipment list.
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      • Backstab attempts can only be made against creatures with clear anatomical vulnerabilities.
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    • Sneak Silently DC Checks: Success means the thief did indeed sneak silently and with the exception of demi-gods and extraordinary magic, the thief’s movement cannot be heard. Check is not opposed.
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      • DC 5: Cushioned surfaces, such as grass or carpet
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      • DC 10: Stone surfaces
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      • DC 15: Moderately noisy surfaces, such as creaking wooden boards
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      • DC 20: Extremely noisy surfaces, like crackling leaves, still water, or crunchy gravel
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    • Hide in Shadows DC Checks: A successful hide in shadows check means the thief cannot be seen. Check is not opposed.
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      • DC 5: Hiding at night or in a shaded or dimly lit area
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      • DC 10: Sneaking down a hallway with moderate cover (chairs, bookcases, crevasses, nooks and crannies, alcoves, etc.) or hiding under a full moon
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      • DC 15: Hiding in daylight but in a dark shadow or behind a solid object
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      • DC 20: Hiding in broad daylight with minimal obstruction
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      -
    • -
    • Pick Pocket DC Checks: The thief surreptitiously takes an object off a target’s person. This skill also includes other feats of legerdemain such as card tricks, minor magic tricks, and so on.
      -
        -
      • DC 5: Stealing from an unaware target with a loose pocket and an unsecured coin pouch
      • -
      • DC 6-19: Varying degrees of watchfulness in between the high and low
      • -
      • DC 20: Picking the pocket of a target that is actively watching and monitoring his or her belongings
      • -
      -
    • -
    • Climb Sheer Surfaces DC Checks: Needs Thieves' tools
      -
        -
      • DC 10: A normal stone wall
      • -
      • DC 20: Perfectly smooth surface with no visible handhold
      • -
      -
    • -
    • Pick Lock DC Checks: Needs Thieves' tools
      -
        -
      • DC 10: A mundane lock
      • -
      • DC 20: An extremely well crafted lock
      • -
      • DC 25+: Locks of legendary manufacture and notable difficulty
      • -
      -
    • -
    • Find/Disable Traps DC Checks: A natural 1 on a disable trap check triggers the trap. Needs Thieves' tools
      -
        -
      • DC 10: A large, bulky trap. This would include traps like a pit in the floor, a spring loaded axe, or a dropped portcullis.
      • -
      • DC 15+: More subtle traps
      • -
      -
    • -
    • Forge Documents DC Checks: Needs Thieves' tools.
      -
        -
      • DC 5-20: The DC varies with the complexity and originality of the source document.
      • -
      -
    • -
    • Disguise Self DC Checks: The degree of change determines the DC.
      -
        -
      • DC 5: The thief can transform himself to resemble someone of the same basic race and physical dimensions.
      • -
      • DC 10: Changing significant facial features
      • -
      • DC 15: Changing physical traits, like mannerisms and height
      • -
      • DC 20+: Fooling someone close to the target (such as a parent or spouse)
      • -
      -
    • -
    • Read Languages DC Checks:
      -
        -
      • DC 15: Interpreting simple meaning
      • -
      • DC 20: Interpreting anything more detailed
      • -
      -
    • -
    • Handle Poison DC Checks: Needs Thieves' tools. On a natural 1 on any attack roll with a poisoned blade, the thief automatically poisons himself, in addition to any fumble results.
      -
        -
      • DC 10: Safety check. On a failure, the thief accidentally poisons themself! This check is made each time poison is applied to a blade or other surface.
      • -
      -
    • -
    • Cast Spell from Scrolls DC Checks: Provided a spell is written on a scroll, a thief can attempt to read the scroll and cast the magical spell. The thief does not apply Intelligence or Personality modifiers to his roll, nor may he attempt spellburn.
      -
        -
      • DC Variable: The spell check DC is as standard for that spell, but the thief rolls the indicated type of die to attempt to beat that DC.
      • -
      -
    • -
    -
  • -
-
- -
- -
 
- -
-
Sneak silently :
-
- -
- -
Success %
-
-
- -
 
- -
-
Hide in Shadows :
-
- -
- -
Success %
-
-
- -
 
- -
-
Pick Pockets :
-
- -
- -
Success %
-
-
- -
 
- -
-
Climb Sheer Surfaces :
-
- -
- -
Success %
-
-
- -
 
- -
-
Pick Lock :
-
- -
- -
Success %
-
-
- -
 
- -
-
Find Trap :
-
- -
- -
Success %
-
-
- -
 
- -
-
Disable Trap :
-
- -
- -
Success %
-
-
- -
 
- -
-
Forge Document :
-
- -
- -
Success %
-
-
- -
 
- -
-
Disguise Self :
-
- -
- -
Success %
-
-
- -
 
- -
-
Read Languages :
-
- -
- -
Success %
-
-
- -
 
- -
-
Handle Poison :
-
- -
- -
Success %
-
-
- -
 
- -
    -
  • Hit Points:1d6 per level
  • -
  • Weapons: Blackjack, blowgun, crossbow, dagger, dart, garrote, longsword, short sword, sling, and staff
  • -
  • Armor: Thieves are careful in their choice of armor, as it affects the use of their skills.
  • -
  • Languages: Thieves Cant
  • -
  • Alignment:
    -
      -
    • Neutral (common): Path of the Swindler
      -
        -
      • Great at: Sneak, Pick pocket, Climb, Forge document
      • -
      • Good at: Hide, Pick lock, Find trap, Disable trap, Cast spell from scroll
      • -
      • Average at: Backstab, Read languages, Disguise self, Handle poison
      • -
      -
    • -
    • Lawful (common): Path of the Boss
      -
        -
      • Great at: Hide, Climb, Find trap, Disable trap
      • -
      • Good at: Backstab, Sneak, Pick pocket, Pick lock
      • -
      • Average at: Disguise self, Handle poison, Cast spell from scroll, Forge document, Read languages
      • -
      -
    • -
    • Chaotic (common): Path of the Assassin
      -
        -
      • Great at: Backstab, Pick lock, Disguise self, Handle poison
      • -
      • Good at: Hide, Climb, Sneak, Find trap
      • -
      • Average at: Pick pocket, Disable trap, Cast spell from scroll, Forge document, Read languages
      • -
      -
    • -
    -
  • -
  • Luck and Wits
    -
      -
    • Roll a luck check die
      -
        -
      • For every 1 point of Luck expended, roll 1 luck die appropriate for you level
      • -
      -
    • -
    • Recover lost Luck
      -
        -
      • Luck score is restored each night by a number of points equal to level
      • -
      • Luck score cannot be taken past natural maximum
      • -
      -
    • -
    -
  • -
  • Thief Skills
    -
      -
    • Backstab: The most successful thieves kill without their victims ever being ware of the threat. Typically used in conjunction with Sneak, Hide or both.
      -
        -
      • When attacking a target from behind or when the target is otherwise unaware, the thief receives the indicated attack bonus to their attack roll.
      • -
      • On a hit, the thief automatically achieves a critical hit, rolling on the crit table as per their level
      • -
      • Certain weapons are particularly effective with backstab attempts and do additional damage, as noted in the equipment list.
      • -
      • Backstab attempts can only be made against creatures with clear anatomical vulnerabilities.
      • -
      -
    • -
    • Sneak Silently Checks: Success means the thief did indeed sneak silently and with the exception of demi-gods and extraordinary magic, the thief’s movement cannot be heard. DM will give penalties to roll depending on the surface(s) being moved on.
      -
        -
      • No Penalty: Cushioned surfaces, such as grass or carpet
      • -
      • Some penalty: Stone surfaces
      • -
      • Moderate Penalty: Moderately noisy surfaces, such as creaking wooden boards
      • -
      • High Penalty: Extremely noisy surfaces, like crackling leaves, still water, or crunchy gravel
      • -
      -
    • -
    • Hide in Shadows Checks: A successful hide in shadows check means the thief cannot be seen. DM will give penalties to roll depending on the area(s) being moved in.
      -
        -
      • No Penalty: Hiding at night or in a shaded or dimly lit area
      • -
      • Some penalty: Sneaking down a hallway with moderate cover (chairs, bookcases, crevasses, nooks and crannies, alcoves, etc.) or hiding under a full moon
      • -
      • Moderate Penalty: Hiding in daylight but in a dark shadow or behind a solid object
      • -
      • High Penalty: Hiding in broad daylight with minimal obstruction
      • -
      -
    • -
    • Pick Pocket Checks: The thief surreptitiously takes an object off a target’s person. This skill also includes other feats of legerdemain such as card tricks, minor magic tricks, and so on. DM will give penalties to roll depending on the watchfulness of the target.
      -
        -
      • No Penalty: Stealing from an unaware target with a loose pocket and an unsecured coin pouch
      • -
      • Moderate: Varying degrees of watchfulness in between the high and low
      • -
      • High Penalty: Picking the pocket of a target that is actively watching and monitoring his or her belongings
      • -
      -
    • -
    • Climb Sheer Surfaces Checks: Needs Thieves' tools. DM will give penalties to roll depending on the surface being climbed.
      -
        -
      • Some penalty: A normal stone wall
      • -
      • High Penalty: Perfectly smooth surface with no visible handhold
      • -
      -
    • -
    • Pick Lock Checks: Needs Thieves' tools. DM will give penalties to roll depending on the lock.
      -
        -
      • Some penalty: A mundane lock
      • -
      • Moderate Penalty: An extremely well crafted lock
      • -
      • High Penalty: Locks of legendary manufacture and notable difficulty
      • -
      -
    • -
    • Find/Disable Traps Checks: Needs Thieves' tools. DM will give penalties to roll depending on the type of trap.
      -
        -
      • Some Penalty: A large, bulky trap. This would include traps like a pit in the floor, a spring loaded axe, or a dropped portcullis.
      • -
      • High Penalty: More subtle traps
      • -
      -
    • -
    • Forge Documents Checks: Needs Thieves' tools. DM will give penalties to roll depending on the type of document you want to forge or how you want to use it.
      -
        -
      • Variable penalty: The penalty varies with the complexity and originality of the source document.
      • -
      -
    • -
    • Disguise Self Checks: The degree of change determines the penalty to your roll.
      -
        -
      • No penalty: The thief can transform himself to resemble someone of the same basic race and physical dimensions.
      • -
      • Some penalty: Changing significant facial features
      • -
      • Moderate Penalty: Changing physical traits, like mannerisms and height
      • -
      • High Penalty: Fooling someone close to the target (such as a parent or spouse)
      • -
      -
    • -
    • Read Languages Checks: DM will give penalties to roll depending on the language.
      -
        -
      • Moderate Penalty: Interpreting simple meaning
      • -
      • High Penalty: Interpreting anything more detailed
      • -
      -
    • -
    • Handle Poison Checks: Needs Thieves' tools. On a natural 1 on any attack roll with a poisoned blade, the thief automatically poisons himself, in addition to any fumble results. DM will give penalties to roll depending on the poison being handled.
      -
        -
      • Variable penalty: Safety check. On a failure, the thief accidentally poisons themself! This check is made each time poison is applied to a blade or other surface.
      • -
      -
    • -
    • Cast Spell from Scrolls DC Checks: Provided a spell is written on a scroll, a thief can attempt to read the scroll and cast the magical spell. The thief does not apply Intelligence or Personality modifiers to his roll, nor may he attempt spellburn.
      -
        -
      • DC Variable: The spell check DC is as standard for that spell, but the thief rolls the indicated type of die to attempt to beat that DC.
      • -
      -
    • -
    -
  • -
-
-
- - -
-

Warrior Abilities

- -
-
Mighty Deeds of Arms :
-
- -
-
-
- -
 
- -
-
Lucky Weapon:
-
-
- -
 
- -
-
Add Class level to Initiative:
-
- -
-
- -
 
- -
    -
  • Hit Points: 1d12 per level
  • -
  • Weapons: Battleaxe, club, crossbow, dagger, dart, handaxe, javelin, longbow, longsword, mace, polearm, shortbow, short sword, sling, spear, staff, two-handed sword, and warhammer
  • -
  • Armor: Any
  • -
  • Alignment: Any
  • -
-
- - -
-

Wizard Abilities

- -
    -
  • Hit Points: 1d4 per level
  • -
  • Weapons: Dagger, longbow, longsword, shortbow, short sword, and staff
  • -
  • Armor: Wizards rarely wear armor, as it hinders spellcasting.
  • -
  • Alignment: Chaotic wizards study black magic. Neutral or lawful wizards seek control over elements. Wizards of all persuasions practice enchantment.
  • -
  • Languages: Knows two additional languages for every point of Int modifier
  • -
  • Magic:
    -
      -
    • 1st level: Knows 4 spells, randomly determined
    • -
    • Max spell level: Based on the level of the Wizard
    • -
    • Max spells known: Based on the level of the Wizard plus their INT bonus
    • -
    • New spells: Can be of any level for which the wizard is eligible, must choose the level before randomly rolling for the spell. Higher level spells are more difficult to cast.
    • -
    -
  • Luck: A wizard's luck modifier applies to Corruption and Mercurial Magic rolls
    -
  • Action Dice: A wizard’s first action die can be used for attacks or spell checks, but his second action die can only be used for spell checks. At 5th level, a wizard can cast two spells in a single round, the first with a d20 spell check and the second with a d14. Note that the results of mercurial magic may modify the action dice based on the dice chain.
  • -
- -
 
- -
-
Familiar
-
- -
-
Find Familiar Spell Check Roll:
-
-
- -
 
- -
-
Name:
-
-
- -
 
- -
-
Type:
-
-
- -
 
- -
-
Physical Look:
-
-
- -
 
- -
-
Benefit(s):
-
-
- -
 
- -
-
Personality:
-
-
- -
 
- -
-
Patron(s)
-
- -
-
Name(s):
-
-
- -
 
- -
-
-
Taint:
-
-
-
- -
 
- -
-
-
Spell Corruption
-
-
-
-
-
- -
 
- -
-
Momentum :
-
- -
-
- -
- -
-
Other Notes
-
- -
-
-
- -
-
- -
-
- - - -
- -
-
 
- - -

Melee Weapons

- -
-
Lucky Weapon
-
Use Backstab
-
Weapon
-
Wielded
-
Attack Die?
-
Lucky Roll?
-
Magic Bonus
-
To
Hit
-
Attack
-
Lucky Roll?
-
Damage Dice
-
Dmg
Bonus
-
Damage
-
- - -
-
-
-
-
- -
-
- -
-
-
-
-
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- - - -
-
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- - - -
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- - - -
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- - - -
-
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- -
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- -
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-
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-
-
-
-
- - -

Ranged Weapons

- -
-
Lucky Weap
-
Ammo
-
Weapon
-
Range (in S/M/L)
-
Type
-
Attack Die?
-
Lucky Roll?
-
Magic Bonus
-
To
Hit
-
Attack
-
Lucky Roll?
-
Damage Dice
-
Dmg
Bonus
-
Damage
-
- - -
-
-
-
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- -
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- -
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- -
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- -
- - -
- - - -
- - - - - - - - - -
- -

Spell Dashboard

- -
- - -
-
 
-
1st Level
-
 
-
2nd Level
-
 
-
3rd Level
-
 
-
4th Level
-
 
-
5th Level
-
- -
-
Cleric
-
-
 
-
-
 
-
-
 
-
-
 
-
-
- -
-
Elf
-
-
 
-
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-
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-
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- -
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Robot
-
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-
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-
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-
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-
Savage
-
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-
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-
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- -
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Wizard
-
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-
-
 
-
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-
-
 
-
-
- - - -
- -
- - -
-
Lucky Roll for Spell Casting?
-
-
- -
 
- -
-
Lucky Roll for Spell Damage?
-
-
- -
 
- -
-
Lucky Roll for Corruption Rolls?
-
-
- -
 
- -
-
Lucky Roll for Fumbles?
-
-
- -
- -
- - - -

Spell Book

-

The first time you attempt to cast a non-divine spell, you need to roll your Mercurial Magic check along with your Manifestation check. There are text boxes to enter these effects for each spell. For players attempting to cast divine spells for the first time, you need to roll a Manifestation check and enter the information into the spell.

- - - Level 1 - - Level 2 - - Level 3 - - Level 4 - - Level 5 - - Show All - - - - - -
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Level 1
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Spell Level
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Spell name
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Range
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Cast time
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Duration
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Save
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Lost?
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Level 1
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- - - - Show : - General - Mercurial Magic | - Spell Check | - Manifestation - Corruption - Misfire | - Damage - - -
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-
Spell Description/Flavour
-
Mercurial Magic Effect
-
 
-
- -
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- -
- -
-
 
-

The first time you attempt to cast this spell - Roll for your Mercurial Magic Effect.

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Class
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Spell Check Die
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Manifestation of Spell
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Level 2
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Spell Level
-
Spell name
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Range
-
Cast time
-
Duration
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Save
-
Lost?
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Level 2
-
-
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- - - - Show : - General - Mercurial Magic | - Spell Check | - Manifestation - Corruption - Misfire | - Damage - - -
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Spell Description/Flavour
-
Mercurial Magic Effect
-
 
-
- -
-
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- -
- -
-
 
-

The first time you attempt to cast this spell - Roll for your Mercurial Magic Effect.

- -
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Class
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Spell Check Die
-
 
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- -
-
 
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Manifestation of Spell
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Corruption Die
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Misfire Die
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-
 
-
 
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Damage Dice
-
Other Bonus
-
 
-
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-
 
-
 
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Level 3
-
- -
- -
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Spell Level
-
Spell name
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Range
-
Cast time
-
Duration
-
Save
-
Lost?
-
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-
Level 3
-
-
-
-
-
-
- -
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- - - - Show : - General - Mercurial Magic | - Spell Check | - Manifestation - Corruption - Misfire | - Damage - - -
-
-
Spell Description/Flavour
-
Mercurial Magic Effect
-
 
-
- -
-
-
-
-
-
- -
- -
-
 
-

The first time you attempt to cast this spell - Roll for your Mercurial Magic Effect.

- -
-
-
- -
- -
-
 
-
Class
-
Spell Check Die
-
 
-
- -
-
 
-
- -
- -
- -
-
 
-
- -
- - - -
-
-
- -
- -
-
 
-
Manifestation of Spell
-
Manifest Die
-
 
-
- -
-
 
-
-
- -
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- -
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-
 
-
Corruption Die
-
 
-
- -
-
 
-
- -
- -
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- -
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-
 
-
Misfire Die
-
 
-
- -
-
 
-
- -
- -
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- -
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-
 
-
 
-
 
-
Damage Dice
-
Other Bonus
-
 
-
- -
-
 
-
 
-
 
-
-
-
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-
- -
- - -
- - -
- -
-
Level 4
-
- -
- -
-
-
Spell Level
-
Spell name
-
Range
-
Cast time
-
Duration
-
Save
-
Lost?
-
- -
-
Level 4
-
-
-
-
-
-
- -
-
- - - - Show : - General - Mercurial Magic | - Spell Check | - Manifestation - Corruption - Misfire | - Damage - - -
-
-
Spell Description/Flavour
-
Mercurial Magic Effect
-
 
-
- -
-
-
-
-
-
- -
- -
-
 
-

The first time you attempt to cast this spell - Roll for your Mercurial Magic Effect.

- -
-
-
- -
- -
-
 
-
Class
-
Spell Check Die
-
 
-
- -
-
 
-
- -
- -
- -
-
 
-
- -
- - - -
-
-
- -
- -
-
 
-
Manifestation of Spell
-
Manifest Die
-
 
-
- -
-
 
-
-
- -
-
-
-
- -
-
-
 
-
Corruption Die
-
 
-
- -
-
 
-
- -
- -
-
-
-
- -
-
- -
-
-
 
-
Misfire Die
-
 
-
- -
-
 
-
- -
- -
-
-
- -
-
-
 
-
 
-
 
-
Damage Dice
-
Other Bonus
-
 
-
- -
-
 
-
 
-
 
-
-
-
-
-
- -
- - -
- - -
- -
-
Level 5
-
- -
- -
-
-
Spell Level
-
Spell name
-
Range
-
Cast time
-
Duration
-
Save
-
Lost?
-
- -
-
Level 5
-
-
-
-
-
-
- -
-
- - - - Show : - General - Mercurial Magic | - Spell Check | - Manifestation - Corruption - Misfire | - Damage - - -
-
-
Spell Description/Flavour
-
Mercurial Magic Effect
-
 
-
- -
-
-
-
-
-
- -
- -
-
 
-

The first time you attempt to cast this spell - Roll for your Mercurial Magic Effect.

- -
-
-
- -
- -
-
 
-
Class
-
Spell Check Die
-
 
-
- -
-
 
-
- -
- -
- -
-
 
-
- -
- - - -
-
-
- -
- -
-
 
-
Manifestation of Spell
-
Manifest Die
-
 
-
- -
-
 
-
-
- -
-
-
-
- -
-
-
 
-
Corruption Die
-
 
-
- -
-
 
-
- -
- -
-
-
-
- -
-
- -
-
-
 
-
Misfire Die
-
 
-
- -
-
 
-
- -
- -
-
-
- -
-
-
 
-
 
-
 
-
Damage Dice
-
Other Bonus
-
 
-
- -
-
 
-
 
-
 
-
-
-
-
-
- -
- - -
- - -
- - - -
- -
- - - - - -
- -
- -
-

Armor Class

-

Add any equipment, effects or items here that give a benefit to your Armor Class (AC). This includes Armor, shields and any magical items or spells. Use the checkboxes to indicate whether each row is is worn/equipped (meaning it applies to your normal AC score) and whether the row also provides a benefit to your unArmored AC score (such as magical items or in some cases a shield). If you have a class feature that also boosts your unArmored AC then select that here too.

-
-
- -
-

AC (worn armor)
-

AC (unArmored)
-
Lucky
-
-
Roll?
-

Total Check Penalty
-

Total Speed Reduction
-
- -
-
 
-
unArmored bonus :
-
- -
-
- -
- -
- -
-
Worn?
-
unArmored?
-
Name
-
Base AC
-
Magic Bonus
-
Total AC
-
Fumble Die
-
Check Penalty
-
 
-
Speed Reduction
-
- - -
-
-
-
-
-
-
-
 
-
- -
-
 
-
-
- -
-
 
-
-
- -
-
- - - -
-
-
-
-
-
-
-
 
-
- -
-
 
-
-
- -
-
 
-
-
- -
-
- - - -
-
-
-
-
-
-
-
 
-
- -
-
 
-
-
- -
-
 
-
-
- -
-
- - - -
-
-
-
-
-
-
-
 
-
- -
-
 
-
-
- -
-
 
-
-
- -
-
- - - -
-
-
-
-
-
-
-
 
-
- -
-
 
-
-
- -
-
 
-
-
- -
-
- - - -
-
-
-
-
-
-
-
 
-
- -
-
 
-
-
- -
-
 
-
-
- -
-
- - - -
-
-
-
-
-
-
-
 
-
- -
-
 
-
-
- -
-
 
-
-
- -
-
- - - -
-
-
-
-
-
-
-
 
-
- -
-
 
-
-
- -
-
 
-
-
- -
-
- - - -
-
-
-
-
-
-
-
 
-
- -
-
 
-
-
- -
-
 
-
-
- -
-
- - - -
-
-
-
-
-
-
-
 
-
- -
-
 
-
-
- -
-
 
-
-
- -
-
- - -
- -
- -
-
- - - -
- -
-
-

Coin Carried

-

Total = value of all coins converted to GP

-
-
- -
- -
- -
-
CP
-
SP
-
GP
-
EP
-
PP
-
Total
-
- -
-
-
-
-
-
-
-
- -
- -
- -

Inventory

- -
- -
-
Equipment
-
Treasure
-
- -
-
-
-
- -
- -
- -
- -
- - - -
- -

0-level Character Sheet

- -

This character sheet is for 0-level characters only. It is a much pared down version of the main player character sheet which gets filled out once a character survives the funnel and makes it to level 1.

- -
- -
- -

Character Information

- -
-

Occupation
-

Alignment
-
Level
-
XP
-
- - -
- -
- -
-
 
-

.
-
-
- -
- -
-
 
-

.
-
-
- -
-
 
-
Armor Class
-
 
-
unArmored
-
- -
- -
 
-
 
- -
- -
- -
-
 
-

.
-
-
- -
-

Max HP
-
- -
- -
-
 
-
Hit Points
-
- -
- -
- -

Combat Basics

- -
-
Initiative :
-

Bonus
-

Total
-
-
-
- -
 
- -
-
Action Dice :
-
- -
-
- -
 
- -
-
Crit Range :
-
- -
-
- -
- -
Crit Die :
-
- -
- -
- -
Lucky Roll?
-
- -
- -
-
Crit Table :
-
- -
-
- -
 
- -
-
Fumble Die :
-
- -
-
- - -
- -
Lucky Roll?
-
-
- -
- -
- -
- -
- -

Core Stats

- -
-
 
-
Current Score
-
Max Score
-
Mod
-
Skill Check Trained
-
Skill Check Untrained
-
- -
-
Strength
-
-
-
-
-
- -
- -
-
Agility
-
-
-
-
-
-
- -
-
Stamina
-
-
-
-
-
-
- -
-
Personality
-
-
-
-
-
-
- -
-
Intelligence
-
-
-
-
-
-
- -
-
Luck
-
-
-
-
-
-
- -
 
- -
-
 
-
Luck Check :
-
- -
-
- -
 
- -
- -
- -

Saving Throws

- -
-
 
-
Base
-
Birth Augur Bonus
-
Save Bonus
-
Mod
-
Save
-
- -
-
Reflex
-
-
-
-
-
-
- -
-
Fortitude
-
-
-
-
-
-
- -
-
Will
-
-
-
-
-
-
- -
 
- -

Movement

- -
- -
-
 
-
 
-

Base Speed
-
 
-
 
-
- - -
-

Walk
-

Run
-

Fly
-

Climb
-

Swim
-

Burrow
-
- -
- - -
- -
- -
- -

Other

- -
- -
- -
-
Known Languages:
-
-
- -
 
- -
-
Birth Augur:
-
-
- -
 
- -
-
Lucky Roll:
-
-
- -
 
- -
-
Starting Luck:
-
-
 
-
Lucky Roll Bonus
-
- -
- -
- -
- -
- - - - -

Melee Weapons

-
-
Weapon
-
Wielded
-
Lucky Roll?
-
Magic Bonus
-
To
Hit
-
Attack
-
Lucky Roll?
-
Damage Dice
-
Dmg
Bonus
-
Damage Type
-
Damage
-
- -
-
-
- -
-
-
-
-
-
-
-
-
-
-
- - -
-
-
- -
-
-
-
-
-
-
-
-
-
-
- - -

Ranged Weapons

-
-
Ammo
-
Weapon
-
Range (in S/M/L)
-
Type
-
Lucky Roll?
-
Magic Bonus
-
To
Hit
-
Attack
-
Lucky Roll?
-
Damage Dice
-
Dmg
Bonus
-
Damage
-
- -
-
-
-
-
- -
-
-
-
-
-
-
-
-
-
- - -
-
-
-
-
- -
-
-
-
-
-
-
-
-
-
- - -
- - - - - -
- -
-

Armor Class

-

Add any equipment, effects or items here that give a benefit to your Armor Class (AC). This includes Armor, shields and any magical items or spells. Use the checkboxes to indicate whether each row is is worn/equipped (meaning it applies to your normal AC score) and whether the row also provides a benefit to your unArmored AC score (such as magical items or in some cases a shield).

-
-
- -
-

AC (worn armor)
-

AC (unArmored)
-
Lucky
-
-
Lucky Roll
-
Roll?
-

Total Check Penalty
-

Total Speed Reduction
-
- -
- -
- -
-
Worn?
-
unArmored?
-
Name
-
Base AC
-
Magic Bonus
-
Total AC
-
Fumble Die
-
Check Penalty
-
 
-
Speed Reduction
-
- - -
-
-
-
-
-
-
-
 
-
- -
-
 
-
-
- -
-
 
-
-
- -
-
- - - -
-
-
-
-
-
-
-
 
-
- -
-
 
-
-
- -
-
 
-
-
- -
-
- - - -
-
-
-
-
-
-
-
 
-
- -
-
 
-
-
- -
-
 
-
-
- -
-
- - -
- -
- -
- - - -
- -
-

Coin Carried

-

Total = value of all coins converted to GP

-
-
- -
- -
- -
-
CP
-
SP
-
GP
-
EP
-
PP
-
Total
-
- -
-
-
-
-
-
-
-
- -
- -
- -

Inventory

- -
- -
-
Equipment
-
Treasure
-
- -
-
-
-
- -
- -
- -
- - - -