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Fighter

About Valeros
Valeros was a month away from an arranged marriage to a farmers daughter when he
realized he didnt want to be tied down to one place for his entire life. He left in the middle
of the night with a change of clothes, some food, and an axe handle for a weapon. He fell in
with a group of mercenaries who taught him how to wield a sword and wear heavy armor,
but his good heart made him not want to work for cheats, swindlers, and cruel men. Taking
matters into his own hands, he became an adventurer, making his own decisions about
whom hed fight and why.
Valeros is friendly and brave. Though he sometimes gets in over his head and throws
himself into battle with too much gusto, hes very smart for a fighting man and doesnt let
people talk to him like hes a dumb brute. He is loyal to his friends, fond of a good mug of
ale, and happiest when in the company of attractive women.
Play this fighter character
if youd like to be good at:

Being the toughest and


strongest

Using the biggest


weapons

Using the best armor

charging into battle


Fighter Character Sheet


A Your Character Sheet F Saving Throws

Human
You make saving throws to resist special attacks like spells,
This character sheet gives you all the information you need to make
dice rolls for your fighter character. It also gives you places to keep
A Character Name Race poison, fear, traps, and dragon breath.

Valeros Alignment NG XP O
track of your equipment and treasure.
Gender Male Class Fighter Level 1 20
You make a saving throw by rolling 1d20 and adding the
Total for the kind of save youre making. For example,
your Fortitude save is 1d20+3. Rolling a 20 on the die
B Ability scores Ability Modifiers F Class Features Hit
Points 12 always succeeds. Rolling a 1 on the die always fails.
B Ability Scores and Ability Modifiers Strength 16 +3 Str Modifier Fortitude save
CLASS

2 +
CON Mod

1 +
MISC

= +3
ToTal

Ability Scores represent your raw physical and mental talent. Higher
dexterity Dex Modifier + + = +2
CLASS dex Mod MISC ToTal
15 +2 Reflex save O 2
numbers are better. The better an Ability Score is, the better its Ability
Modifier is. constitution 12 +1 Con Modifier Will save
CLASS

2 +
wis Mod

-1 +
MISC

= +1
ToTal
G Combat
You make an initiative check (1d20+6) at the start of combat. The
Sometimes you have to make an ability check to do something Intelligence 13 +1 Int Modifier Attack bonus +1 skill Ranks 4 highest roll goes first, second-highest goes second, and so on.
20 simple, like break open a door or remember the name of an Wisdom 8 -1 Wis Modifier
1O +O Cha Modifier Weapon Focus (longsword) You can make one attack once per round on your turn.
innkeeper. You make an ability check by rolling 1d20 and adding Charisma 20 To attack, roll 1d20 and add your attack bonus for
the Ability Modifier (not the Ability Score). For example, to make
that weapon. For example, your longsword attack is
a STR check you roll 1d20+3 (because your STR Mod is +3).
C Racial Traits 1d20+4. If your total is equal to or higher than your
enemys Armor Class, you hit and roll damage! Rolling a 20
Speed 2O feet (4 squares) always hits. Rolling a 1 always misses. If you roll the critical

C Human Racial Traits Bonus Skill Ranks


Bonus Feat
threat number, the blow may be a critical hit! The Game Master
has more information on critical hits.
Your speed is how many feet or squares you can move as a move action.
You have extra skill ranks and feats from being a human.
D Skills Class
Skill? Ranks
Ability
MOD
Misc.
MOD TOTAL H Armor and Defense
Acrobatics 1 +
DEX Mod

2 + 0 = +3 G Weapons And Attacks Your Armor Class represents how hard it is for enemies to hit you.
Higher numbers mean youre harder to hit.
D Making Skill Checks
cha Mod

+ + =
Improved initiative DEX Mod TOTAL

Bluff 0 0 0 = +0 Initiative 4 + 2 +6 Youre carrying a shield but arent wearing it (youre using your
Skills are things that anyone can do, like climb or swim. str Mod

1 + 3 + 3 = +7 longsword two-handed). If you decide to use your shield, your AC


Climb
+ =
Attack bonus STR MOD TOTAL

As a fighter, youre trained in athletics.


cha Mod
Melee Attack 1 3 +4 goes up by +2 but you must use this longsword stat block instead:
Diplomacy 0 + 0 + 0 = +0
=
+
Attack bonus DEX MOD TOTAL
You make a skill check when you try to use a skill. Higher Ranged Attack 1 2 +3
20 numbers are better. Roll 1d20 and add the Total (the last
DEX Mod

Disable Device* + + = Weapon Longsword Weapon


Weapon Longsword (When Using Shield)
column) for that skill. For example, to make a Climb check you wis Mod
Attack Critical Damage Range Attack Critical Damage Range
roll 1d20+7. Youre trying to equal or exceed the Difficulty Class Heal 0 + -1 + 0 = -1 Bonus
Damage
Threat TYPE Increment Ammunition Bonus
Damage
Threat
HIT TYPE Increment Ammunition

+4 1d8+4 19-2O S +4 1d8+3 19-2O S


INT Mod
(DC) number for the skill. You can use a skill only if there is a
number in its Total box.
Knowledge Arcana* + + =
INT Mod
Weapon
Weapon Shortbow
Knowledge Dungeoneering* + + = Attack Critical Damage Range
Damage
i Feats
INT Mod Ammunition
What You Can Do On Your Turn Knowledge Geography* + + =
Bonus
+3 1d6
Threat
HIT
2O/x3
TYPE Increment
P 6O Feet 2O
INT Mod
Improved Initiative: You have a +4 bonus built into your
Knowledge History* + + = initiative total.
You can do one standard action:
H Armor and Armor Class
INT Mod

Attack with a weapon (youre allowed to attack diagonally) Knowledge Local* + + = Weapon Focus (longsword): You have a +1 bonus built into
Move up to 20 feet int Mod
your longsword attack bonus.
Knowledge Nature * + + =
+ + 10
ARMOR SHIELD DEX MOD MAGIC TOTAL

Use a magic item (like a potion) = AC 5 + 0 + 2 0 17 Power Attack: To do extra damage, before attacking with your
INT Mod

+ + sword, say I use Power Attack! You can do this every round, but
Knowledge Religion* =
not while using a shield. Use this stat block when you Power Attack:
And one move action:
i FEATS
WIS Mod

Take an item from your pack


Perception 1 + -1 + 0 = +O
DEX Mod

Move up to 20 feet Ride 0 + 2 + 0 = +2 Improved Initiative Weapon


Weapon Longsword (With Power Attack)
Draw a weapon WIS Mod
Weapon Focus (longsword) Attack Critical Damage Range
Open or close a door Sense motive 0 + -1 + 0 = -1 Bonus
Damage
Threat
HIT TYPE Increment Ammunition

Pick up an item from the ground INT Mod


Power Attack +3 1d8+7 19-2O S
Strap your shield to your arm to improve your Armor Class Spellcraft * + + =
J
DEX Mod
Remove a shield from your arm so you can do more damage SteALTh 0 + 2 + 0 = +2 Equipment
j EQuipment
STR Mod

* Trained Only Swim 1 + 3 + 3 = +7


And one free action: Your equipment is on the
Drop an item scale mail pitons
right side of this page heavy steel shield rope
Speak
Drop prone in your square E Armor and weapon Proficiencies longsword
shortbow
sack
set of clothes
Move 5 feet (if you dont use your standard or move action to move) Shields
lIght Armor
Medium Armor
Heavy Armor
Simple Weapons
Martial weapons
K Spells arrows (20)
backpack
tankard
torches (10)
bedroll trail rations (5 days)
Fighters do not cast spells belt pouch waterskin
2011, Paizo Publishing, LLC. grappling hook 49 gp

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