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FONDO
CLASE
NIVEL
EXPERIENCIA
SUBCLASE
RAZA
TAMAO
NOMBRE
CARAC
PUNT.
CARAC
FUE
MODIFIC.
CARAC
ALINEAMIENTO
GNERO
CARACTERSTICAS
CARAC.
TEMP
MODIFIC.
TEMP
EDAD
TIRADA
SALVA
ALTURA
PESO
DESTREZA
MODIFIC.
CARAC
BONUS
COMPETENCIA
CONSTITUCIN
INTELIGENCIA
DES
CON
INT
SAB
SABIDURIA
CAR
MAX
TEMPORARIOS
CA
CLASE ARMAD
TOTAL
ARMADURA
ARMADURA
D. GOLPE
RESTANTES
ESCUDO
MODIFICADOR
DE DESTREZA
ARMADURA
TIPO ARMAD.
MOFICADOR
TOTAL
ATAQUES
TOTAL
ATAQUE 1
ARMADURA
MODIFICADOR
DE DESTREZA
ESTANDAR
ATAQUES
EXTRA
BONUS
SIGILO
INT
SAB
CAR
CAR
RELIGIN
INT
JUEGO DE MANOS
DES
SUPERVIVENCIA
SAB
SIGILO
DES
INT
STR
CHA
INT
WIS
CHA
INT
WIS
INT
WIS
CHA
CHA
INT
DEX
DEX
WIS
=
=
=
=
=
=
=
=
=
=
=
=
=
=
=
=
=
=
MODIFIC.
CARAC
COMPETENCIAS
BONUS
COMPETENCIA
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
HERRAMIENTAS
BONUS COMPETENCIA
PESO
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
OTRO
MODIFIC.
IDIOMAS
PROPIEDADES
INSPIRACIN
NORMAL
PASIVA
TOTAL
DAO
BASE
HABILIDAD DE
PERCEPCIN
ARMADURA
OTRO
TIPO
CABEZA
EQUIPO PUESTO
ATAQUE 2
BONUS
DAO
TIPO
ATAQUE 3
CUELLO
DAO
BONUS
DAO
HOMBROS
TIPO
PROPIEDADES
ANILLOS
MANO DERECHA
ANILLOS
MANO IZQUIERDA
ATAQUE 5
BONUS
ALCANCE
DAO
TIPO
SOBRECAR.
BONUS
DAO
PROPIEDADES
BRAZOS / MUECAS
BRAZALES O BRAZALETES
CUERPO
TIPO
TORSO
CINTURA
CINTURN O FAJN
PIES
CAPACIDAD DE CARGA
ACTUAL
PROPIEDADES
ATAQUE 6
MANOS
GUANTES O GUANTELETES
TIPO
PROPIEDADES
ATAQUE 4
OJOS
PROPIEDADES
ALCANCE
MUNICIN
_____________
PERSUASIN
PROPIEDADES
ALCANCE
ALCANCE
SAB
WIS
MODIFIC.
HABILIDAD
ARMAS
PERCEPCIN
ALCANCE
MUNICIN
FUERZA
VELOCIDAD
OTRO
ALCANCE
MUNICIN
MOD DES
CAR
INT
MEDICINA
PERCEPCIN
INT
DEX
ACCIONES
INICIATIVA
MUNICIN
PESO
AVERIGUAR INTENCIONES
SAB
INVESTIGACIN
REDUCCIN DE DAO
INT
CAR
INTIMIDACIN
TIR. MUERTE
SAB
ENGAAR
HISTORIA
XITO
DES
FUE
INTERPRETACIN
FALLO
RESISTENCIA AL DAO
ACROBACIAS
NATURALEZA
v1.58
PELO
HABILIDADES
CARAC COMPETENT.
ATLETISMO
D. GOLPE USADOS
NOMBRE HABILIDAD
ARCANO
PROPIEDADES
ESCUDO
MUNICIN
TOTAL
OTRO
OJOS
DG
P. GOLPE
MUNICIN
PG
OTRO
MODIFIC.
NOMBRE JUGADOR
RELIGIN / PATRON / DEIDAD
PIEL
TIRADAS SALVACIN
FUERZA
CARISMA
SIGUIENTE NIVEL
SOBRECAR. EXCESO
MONEDAS
PLATINO (PPT)
1 PLATINO = 10 ORO
ORO (PO)
1 ORO = 2 ELECTRUM
ELECTRUM (PE)
1 ELECTRUM = 5 PLATA
PLATA (PP)
1 PLATA = 10 COBRE
COBRE (PC)
CARGADO
TOTAL
GEAR
POSSESSION ON PERSON
ITEM
QTY
LOCATION
WEIGHT
QTY
LOCATION
WEIGHT
ITEM
QTY
CHARACTER NOTES
HERO POINTS
HONOR:
GEMSTONES
REMAINING
LOCATION
TOTAL WEIGHT
PERSONALITY TRAITS
SANITY:
IDEAL
BOND
ART OBJECTS
FLAW
WEIGHT
SPELLCASTING
CLASS
LEVEL
SUBCLASS
RITUAL
SPELL LIST
CONCENTRATION
SPELLS
ABILITY
SPELL SLOTS
ABILITY BONUS
PREPARED/KNOWN
HIGHER LEVEL
DOMAIN SPELL
SPELL SAVE DC
OATH SPELL
SPELLS USED
SORCERY POINTS
CIRCLE SPELL
MASTERY
1st
2nd
3rd
4th
5th
USED
6th
7th
8th
9th
MYSTIC ARCANUM
USED
SIGNATURE
CASTING
RANGE
DURATION
COMPONENTS
TYPE
DETAILS
REF
LEVEL 1
CASTING
RANGE
DURATION
COMPONENTS
TYPE
DETAILS
REF
LEVEL 2
CASTING
RANGE
DURATION
COMPONENTS
TYPE
DETAILS
REF
LEVEL 3
CASTING
RANGE
DURATION
COMPONENTS
TYPE
DETAILS
REF
LEVEL 4
CASTING
RANGE
DURATION
COMPONENTS
TYPE
DETAILS
REF
LEVEL 5
CASTING
RANGE
DURATION
COMPONENTS
TYPE
DETAILS
REF
LEVEL 6
CASTING
RANGE
DURATION
COMPONENTS
TYPE
DETAILS
REF
LEVEL 7
CASTING
RANGE
DURATION
COMPONENTS
TYPE
DETAILS
REF
LEVEL 8
CASTING
RANGE
DURATION
COMPONENTS
TYPE
DETAILS
REF
LEVEL 9
CASTING
RANGE
DURATION
COMPONENTS
TYPE
DETAILS
REF
CHARACTER PORTRAIT
PG
FUE
DES
CON
INT
CA
TYPE
VELOC.
SIZE
SENSES
TRAITS
SKILLS
SAB
CAR
EXHAUSTION
CURRENT LEVEL
2
4
5
6
FACTION:
ATTACKS
CHARACTER BACKSTORY
RANK:
Speed halved
CONDITIONS
You cant see and automatically fails any ability check that requires sight.
Attack rolls against you have advantage, and your attack rolls have disadvantage.
CHARMED
The charmer has advantage on any ability check to interact socially with you.
You can't attack the charmer or target the charmer with harmful abilities or magical
effects.
DEAFENED
You cant hear and automatically fails any ability check that requires hearing.
FRIGHTENED
You have disadvantage on ability checks and attack rolls while the source of its
fear is within line of sight.
You cant willingly move closer to the source of its fear.
GRAPPLED
Your speed becomes 0, and you can't benefit from any bonus to your speed.
The condition ends if the grappler is incapacitated .
The condition ends if an effect removes you from the reach of the grappler
or grappling effect, such as if you are hurled away by the thunderwave spell.
INCAPACITATED
INVISIBLE
You are impossible to see without the aid of magic or a special sense. For the
purpose of hiding, you are heavily obscured. Your location can be detected by
any noise you make or any tracks you leave.
Attack rolls against you have disadvantage, and your attack rolls have advantage.
PARALYZED
PETRIFIED
You are transformed, along with any nonmagical objects you are wearing or
carrying, into a solid inanimate substance (usually stone). Your weight increases
by a factor of ten, and you cease to age.
You are incapacitated , cant move or speak, and are unaware of your surroundings.
Attack rolls against you have advantage.
You automatically fail Strength & Dexterity saving throws.
You have resistance to all damage.
You are immune to poison and disease, although a poison or disease already in
your system is suspended, not neutralized.
POISONED
PRONE
Your only movement is to crawl, unless you stand up and thereby end the condition.
You have disadvantage on attack rolls.
An attack roll against you has advantage if the attacker is within 5 feet of you.
Otherwise, the attack roll has disadvantage.
RESTRAINED
Your speed becomes 0, and you can't benefit from any bonus to your speed.
Attack rolls against you have advantage, and your attack rolls have disadvantage.
You have disadvantage on Dexterity saving throws.
STUNNED
You are incapacitated , can't move, and can speak only falteringly.
You automatically fail Strength and Dexterity saving throws.
Attack rolls against you have advantage.
UNCONSCIOUS
You are incapacitated , can't move or speak, and are unaware of your surroundings
You drop whatever you are holding and fall prone.
You automatically fail Strength and Dexterity saving throws.
Attack rolls against you have advantage.
Any attack that hits you is a critical hit if the attacker is within 5 feet of you.
ADVENTURE NOTES
ADVENTURE NOTES
WILD SHAPE
CLASE
SUBCLASE
WILD SHAPE 1
ARMOR CLASS
ABILITY SCORES
HIT POINTS
STR
DEX
WILD SHAPE
( _______ )
CON
INT
SKILLS
REMAINING
WIS
CHA
SAVING THROWS
RESISTANT
IMMUNE
VUNERABLE
SENSES
ACROBATICS
ANIMAL HANDLING
ARCANA
ATHLETICS
DECEPTION
HISTORY
TRAITS
USED
CR MAX
DURATION
LIMITATIONS
v1.58
INSIGHT
INTIMIDATION
INVESTIGATION
MEDICINE
NATURE
PERCEPTION
PERFORMANCE
PERSUASION
RELIGION
SLEIGHT OF HAND
STEALTH
SURVIVAL
INSIGHT
INTIMIDATION
INVESTIGATION
MEDICINE
NATURE
PERCEPTION
PERFORMANCE
PERSUASION
RELIGION
SLEIGHT OF HAND
STEALTH
SURVIVAL
INSIGHT
INTIMIDATION
INVESTIGATION
MEDICINE
NATURE
PERCEPTION
PERFORMANCE
PERSUASION
RELIGION
SLEIGHT OF HAND
STEALTH
SURVIVAL
INSIGHT
INTIMIDATION
INVESTIGATION
MEDICINE
NATURE
PERCEPTION
PERFORMANCE
PERSUASION
RELIGION
SLEIGHT OF HAND
STEALTH
SURVIVAL
LANGUAGES
ACTIONS
1
2
3
INITIATIVE
WILD SHAPE 2
ARMOR CLASS
ABILITY SCORES
SPEED
HIT POINTS
STR
DEX
OTHER
( _______ )
CON
INT
SKILLS
REMAINING
WIS
CHA
SAVING THROWS
RESISTANT
IMMUNE
VUNERABLE
SENSES
ACROBATICS
ANIMAL HANDLING
ARCANA
ATHLETICS
DECEPTION
HISTORY
TRAITS
LANGUAGES
ACTIONS
1
2
3
INITIATIVE
WILD SHAPE 3
ARMOR CLASS
ABILITY SCORES
SPEED
HIT POINTS
STR
DEX
OTHER
( _______ )
CON
INT
SKILLS
REMAINING
WIS
CHA
SAVING THROWS
RESISTANT
IMMUNE
VUNERABLE
SENSES
ACROBATICS
ANIMAL HANDLING
ARCANA
ATHLETICS
DECEPTION
HISTORY
TRAITS
LANGUAGES
ACTIONS
1
2
3
INITIATIVE
WILD SHAPE 4
ARMOR CLASS
ABILITY SCORES
SPEED
HIT POINTS
STR
DEX
OTHER
( _______ )
CON
INT
SAVING THROWS
RESISTANT
IMMUNE
VUNERABLE
SENSES
1
2
3
WIS
CHA
ACROBATICS
ANIMAL HANDLING
ARCANA
ATHLETICS
DECEPTION
HISTORY
TRAITS
LANGUAGES
ACTIONS
SKILLS
REMAINING
INITIATIVE
SPEED
OTHER