CharacterSheet 3Pgs Complete .pdf
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Paladin Lvl. 1
Executioner
BACKGROUND
Gizborp
Gizborp the righteous
CLASS & LEVEL
PLAYER NAME
Dragonborn
lawful good
0
CHARACTER NAME
RACE
ALIGNMENT
EXPERIENCE POINTS
INSPIRATION
STRENGTH
16
18
+2
30 ft.
ARMOR
CLASS
PROFICIENCY BONUS
INITIATIVE
SPEED
Once a bad seed, always a bad
seed • I am harshly judgmental of
those who have erred even once.
PERSONALITY TRAITS
+3
Strength
Dexterity
Constitution
Intelligence
●
Wisdom
●
Charisma
DEXTERITY
15
CONSTITUTION
Hit Point Maximum d10
CURRENT HIT POINTS
SAVING THROWS
●
13
TEMPORARY HIT POINTS
Acrobatics (Dex)
Animal Handling (Wis)
Arcana (Int)
Athletics (Str)
Deception (Cha)
History (Int)
Insight (Wis)
Investigation (Int)
14
Medicine (Wis)
Nature (Int)
Perception (Wis)
Performance (Cha)
Persuasion (Cha)
Religion (Int)
Sleight of Hand (Dex)
Stealth (Dex)
Survival (Wis)
15
+2
SUCCESSES
FAILURES
NAME
I take a memento of everyone I
execute, and display it proudly.
DEATH SAVES
FLAWS
ATK BONUS DAMAGE/TYPE
When you use your breath weapon, each creature in
the area of the exhalation must make a saving throw,
the type of which is determined by your draconic
ancestry. The DC for this saving throw equals 8 +
your Constitution modifier + your proficiency bonus. A
creature takes 2d6 damage on a failed save, and half
as much damage on a successful one. The damage
increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6
at 16th level
After you use your breath weapon, you can’t use it
again until you complete a short or long rest
Damage Resistance: You have resistance to the
damage type associated with your draconic ancestry.
SKILLS
ATTACKS & SPELLCASTING
PASSIVE WISDOM (PERCEPTION)
Total=124 lb.
CP
Dagger (1 lb.)
Full Chain mail (55 lb.)-Wear
SP
Common and Draconic.
Shield (w/ emblem) (6 lb.)-Hold Left
Simple and martial weapons.
All armor.
All shields.
EP
GP
PP
OTHER PROFICIENCIES & LANGUAGES
BONDS
Draconic Ancestory:Gold-Fire 15 ft. cone (Dex.save)
WISDOM
CHARISMA
Total
HIT DICE
Intimidation (Cha)
●
IDEALS
I've led some very vile scum to the gallows,
despite their powerful friends. Now I am on
the run from them and their assassins.
18
INTELLIGENCE
Justice: Right or wrong, the
law.
10
Battle Axe (versatile) (4 lb.)-Hold
Right
166
Black hood-Wear
Explorers Pack (a backpack, a
bedroll, a mess kit, a tinderbox, 10
torches, 10 days of rations, and
a waterskin. The pack also has 50
feet of hempen rope strapped to the
side of it) (59 lb)
Divine sense: As an action, you can open your
awareness to detect such forces. Until the end of your
next turn, you know the location of any celestial, fiend,
or undead within 60 feet of you that is not behind total
cover. You know the type (celestial, fiend, or undead) of
any being w hose presence you sense, but not its identity.
Within the same radius, you also detect the presence of
any place or object that has been consecrated or
desecrated, as with the hallow spell.
You can use this feature a number of times equal to
1 + your Charisma modifier. When you finish a long rest,
you regain all expended uses.
Lay on hands: you can restore a total number of hit points
equal to your paladin level x 5. As an action, you can touch
a creature and draw power from the pool to restore a
number of hit points to that creature, up to the maximum
amount remaining in your pool.
Alternatively, you can expend 5 hit points from your
pool of healing to cure the target of one disease or
neutralize one poison affecting it
Scharfrichter's Stare: Both commoners and criminals are
afraid of your reputation. Neither will report if you overstep
the legal lines a bit (such as by not paying for your food, or
bruising a captive), and both kinds will be more likely to
spill the beans just to get rid of you (or in the case of
criminals, to keep you from scraping the beans out of them
with a red hot hook). Those who have some standing in the
community will not be so easily impressed by some dingy
executioner, but maybe their servants will speak freely to
you if you block their way in the right dark alley...
EQUIPMENT
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
FEATURES & TRAITS
Gizborp
CHARACTER NAME
AGE
HEIGHT
WEIGHT
EYES
SKIN
HAIR
NAME
SYMBOL
CHARACTER APPEARANCE
ALLIES & ORGANIZATIONS
Gizborp loved killing people,
mostly bad guys though, so
he made a career out of it by
becoming an executioner.
One day Gizborp was told
that he was believed to be
under watch by very powerful
people, due to him killing
someone he shouldn't have.
He was exiled by his home
town, no one felt safe around
him, and he didn't blame
them. Now he is forever on
the run, doing his civic duty
on the way, and making a few
new friends.
CHARACTER BACKSTORY
ADDITIONAL FEATURES & TRAITS
TREASURE
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
holy symbol
SPELLCASTING
CLASS
0
SPELL
LEVEL
CANTRIPS
SLOTS TOTAL
3
ED
PR
12
+4
SPELLCASTING
ABILITY
SPELL SAVE DC
SPELL ATTACK
BONUS
6
SLOTS EXPENDED
1
EPAR
Cha.
7
SPELL NAME
SPELLS KNOWN
4
8
2
5
9
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.



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