- Character
- Combat Modifiers
- Signature Abilities & Feats
- Spells
- Classes
- Skills
- Magic Items & Gear
- Tales
- Portrait
Name: (including nickname if any)
Alignment: (including tendencies if any)
Class:
Race:
Deity: (if any)
Level:
Size:
Age:
Gender:
Height:
Weight:
Eyes:
Hair:
Build:
Ethnic appearance:
Place of Birth:
Hobbies:
Physical appearance: (a paragraph or two)
Character concept: (a paragraph or two)
Character background: (a paragraph or two at minimum - otherwise, have at!)
Ability Scores
Strength: (include modifier) Example: Strength: 13 (+1 modifier)
Dexterity:
Constitution:
Intelligence:
Wisdom:
Charisma:
Initiative: (include modifiers. Example: +8 (+4 Dexterity, +4 Improved Initiative)
Action Points: Begin at 12th level with 11.
Bonus Action Points (these do not expire): Begin with 0.
Diamond of Fate: Begin with 1.
Hit Points:
Armor Class: (again, include all modifiers. Example: 22 (10 +4 Leather Armor, +4 Dexterity, +2 Amulet of Natural Armor, +2 Ring of Force Shield).
Touch Armor Class: (Armor Class without Armor, Shield, and Natural Armor bonuses)
Flat-footed: (Armor Class without Dexterity bonus, if any)
Combat Maneuvers Bonus: (Base Attack Bonus + Strength modifier + special size modifier, if any)
CM Defense (10 + Base Attack Bonus + Strength modifier + Dexterity modifier + special size modifier, if any)
Movement: (Hey! How fast you move dem feets, huh?)
Melee Attack: (Base Attack Bonus + Strength modifier)
Ranged: (Base Attack Bonus + Dexterity modifier)
SAVING THROWS
Fortitude: (Class Saving Throw bonus + Constitution modifier + Feats + Magic Items)
Reflex: Class Saving Throw bonus + Dexterity modifier + Feats + Magic Items)
Will: Class Saving Throw bonus + Will modifier + Feats + Magic Items)
Signature Ability 1 (1st Level): Name
Description
Signature Ability 2 (5th Level): Name
Description
Signature Ability 3 (10th Level): Name
Description
FEATS
Character Feats
1st level - (Name in bold, description without bold). Example: Endurance. Add +4 bonus to certain hardiness checks and Saving Throws.
3rd level -
5th level -
7th level -
9th level -
11th level -
Spells Per Day
0 (Cantrips or Orisons) -
1st -
2nd -
3rd -
Spells Known (if the Class requires acquiring your spells)
Example of list. Number of Spells Known in parenthesis. Spell name in italics (and if you're a true nerd, a link to Archives of Nethys for each!).
Cantrips (7) - Acid Splash, Daze, Detect Magic, Ghost Sound, Prestidigitation, Ray of Frost, Read Magic.
1st Level (4) - Gravity Bow, Shield, Summon Monster I, Snowball.
2nd Level (3) -Enhance Ability (new Spell - see Shop Talk), Ice Slick, Levitate.
3rd Level (2) - Blink, Invisibility Sphere.
Class Special Abilities
Example: Weapon proficiencies - All simple weapons, no armor or shield proficiency.
The following list provides all of the Skills we are using in Sharseya. The PC's total Skill Points are listed in the first line (along with the math to save your Dungeon Master future headaches. =) ). Below this, each Skill is listed in bold followed by the number of Ranks selected by you. The Ability Score used for that Skill follows. Finally, the Actions one can perform with each Skill is listed, first by Untrained Actions then by Trained Actions.
Here are the Skills in the game followed by their Ranks, Key Ability Scores, Untrained Actions, and (divided by ///) Trained Actions.
Skill Points = 80 (7th level Sorcerer x 4 = 28) + (5th level Rogue x 8 = 40) + (+1 Intelligence x 12 levels = 12).
Acrobatics - 0 Ranks - (Dexterity) - Balance, Tumble Through. /// Maneuver in Flight, Squeeze**.
Arcana - 0 Ranks - (Intelligence) - Recall Knowledge***. /// Borrow an Arcane Spell**, Decipher Writing** ***, Identify Magic** ***, Learn a Spell** ***.
Athletics - 0 Ranks - (Strength) - Climb, Force Open, Grapple, High Jump, Long Jump, Shove, Swim, Trip. /// Disarm.
Crafting - 0 Ranks (Intelligence) - Recall Knowledge* ***, Repair**. /// Craft*, Earn Income* ***, Identify Alchemy**.
Deception - 0 Ranks - (Charisma) - Create a Diversion, Impersonate**, Lie. /// Feint.
Diplomacy - 0 Ranks - (Charisma) - Gather Information**, Make an Impression**, Request.
Intimidation - 0 Ranks - (Charisma) - Coerce**, Demoralize.
Linguistics**** - 0 Ranks - (Intelligence) - (None) /// Recall Knowledge (only the basics of culture native to the language)***. Decipher Writing***.
Lore - 0 Ranks - (includes Profession from Pathfinder 1.0) - (Intelligence) - Recall Knowledge***. /// Earn Income* ***. Lore: Dungeoneering - 1 Rank.
Medicine - 0 Ranks - (Wisdom) - Administer First Aid, Recall Knowledge***. /// Treat Disease*, Treat Poison, Treat Wounds**.
Nature - 0 Ranks - (Wisdom) - Command an Animal, Recall Knowledge***. /// Identify Magic** ***,Learn a Spell** ***.
Occultism - 0 Ranks -(Intelligence) - Recall Knowledge***. /// Identify Magic** ***,Learn a Spell.** ***.
Perception**** - 0 Ranks - (Wisdom) - Search, Sense Danger. /// (None)
Performance - 0 Ranks - Charisma) - Perform. /// Earn Income* ***.
Religion - 0 Ranks - (Wisdom) - Recall Knowledge***. /// Decipher Writing** ***, Identify Magic** ***,Learn a Spell** ***.
Sense Motive**** - 0 Ranks - (Wisdom) - Perceive. /// Recognize Feint.
Society - 0 Ranks - (Intelligence) - Recall Knowledge***, Subsist* ***. /// Create Forgery*, Decipher Writing**.
Stealth - 0 Ranks - (Dexterity) - Conceal an Object, Hide, Sneak.
Survival - 0 Ranks - (Wisdom) - Sense Direction**, Subsist* ***. /// Cover Tracks*, Track*.
Thievery - 0 Ranks - (Dexterity) - Palm an Object, Steal. /// Disable a Device, Pick a Lock.
*This skill action can be used only during downtime.
**This skill action is used during exploration.
***This is a general skill action, with a description appearing on pages 234-240 instead of under the entries for the various skills it's used for.
****Skills from Pathfinder 1.0 (that therefore will not have Skill action descriptions in Pathfinder 2.0).
Languages
Racial:
Class: (if Rogue or Druid)
Intelligence bonus language: (if any).
Linguistics: (This is where languages learned from the Linguistics Skill are listed.)
MAGIC WEAPONS AND ARMOR
The weapon's name or type is listed in bold. The description of each weapon is not listed in bold.
Example: Leather Armor +2 "Mageskin" - +4 Armor Class, +4 Max Dex, -2 armor check, 20% arcane fail. The bonuses of the 1st level spell Mage Armor (and only that spell) stacks with this armor.
Non-magic Weapons
Example: Hand Crossbow - +10/+5, d4 Piercing damage, Crit: 19-20/x2. Range: 30 ft. Weight: 2 lbs. 20 arrows (iron-headed normal).
Example: Shortsword - 1d6 Slashing or Piercing damage, Crit: 19-20/x2. Weight: 2 lbs.
Magical Items
The weapon's name or type is listed in bold. The description of each weapon is not listed in bold.
Example: Amulet of Natural Armor +2 - Adds +2 to Armor Class via Natural Armor bonus. An old, dented steel badge-become-amulet with an engraving of a strong-looking military horse in plate mail barding in mid-gallop. Otiorin was given this by a grateful young priest of Pelor whom he had saved from con men and thugs in the slums of Summerset. She had another gift for Otiorin for saving her humble little church of the sun from financial troubles, but that tale belongs behind closed curtains, candlelit rooms, and soft white lace.
GEAR
Example follows.
Currency: 3,338 gold pieces (in Bag of Holding) carried as 30 mithril coins and 338 gold pieces.
A sturdy leather backpack,
a comfy bedroll,
2 small sacks,
1 large sack,
a dagger,
a hooded lantern
3 flasks of oil,
50 feet of hemp rope,
Traveler's Outfit
set of boots, breeches, belt, shirt and jacket.
6 tindertwigs (Matches, basically, but better. Lighting a torch is a standard action instead of a full-round action with flint and steel),
A tinderbox (much like flint and steel, but far more convenient),
two weeks of good rations,
two full waterskins,
Grappling hook.
Feel free to add tabs that further flesh out your character. Here is but one of many examples.
"'The Swords of Sun and Moon - A Bard's Perspective of the Facts' by Gander Ganderflash of the Gnomes. From Chapter Fourteen: Stoking the Fires of Preparation. =) (Enjoy a Sharseyan tale, friends! =) )
For all of the minds out there that refuse to behave and stay put. "L'enfant" by Vangelis (remastered by Vangelis)
"The Sunfire Blade. The Moonlit Edge. Thus are they named now. But they were not always so. They are swords forged by Waterwind hands. But they were not forged in Waterwind."
Oscar turned a page. "(In the human year 803), two elves, not one, forged the Swords of Sun and Moon. Mistarias Alarias of Waterwind, called "Featherlight" for her grace and birdlike nature, a historian and follower of Aerdrie Faenya (the Elven Goddess of Air and Weather). Kelfas the Metalsmith of Waterwind, a rogue and cleric of Erevan Ilesere (the Elven God of Mischief and Chance). Both young elves. Both full of life and imagination. It was they that, in their love, sought to create something new, something beloved by their gods, and something good to add to to the world. While most Waterwind magic users of their generation sought to master and refine the spells and magical powers of old, Kelfas and Mistarias were two never to follow the rules for long. Kelfas was looking for a masterpiece of a lifetime to bring into being. Mistarias, a tale of her own to add to the history of the Waterwind elves.
Mistarias was hot-blooded, passionate, and had a wrath that burned like fire. Kelfas was the shadow that soothed her anger and made her think. Kelfas's faults lay in his feelings of terrible loneliness and lack of light for himself in his heart. Mistarias was the sun that brought him light and warmth feeling of happiness.
But while they loved each other, they also mistrusted one another.
"Both desired something worthy of their god's attention, but neither could do it alone. And so they prayed together from aeries high and in the pools of moonless shadows to Aerdrie and Erevan with offerings pleasing to both deities. Long did they scour the libraries and bard-songs and tales of the elves to reach their goal. In time, the gods became pleased with their doings and each bestowed upon them a long-lost secret. Each secret was worthless on its own, but if the couple trusted each other, then they would put together the puzzle they longed to add to the world.
But it was not to be. Being young, neither trusted the other enough to will themselves to speak it. They kept their secrets, and in doing so, they unknowingly brought their dream of creation to a halt that lasted for years.
"And so it was, in the compassionate land of Waterwind, that they grew much in love as adults. They continued to follow their paths, their sacrifices to their gods, and their dream. One day, for the chaos of it, they visited the lands north of Summerset where no elf had trodden for a human's age. The wilds ran everywhere and tribes of creatures fought daily for their land and thus their survival. There, they discovered hobbits. At first, they mistook them for gnomes, but the friendly hole-dwellers were not offended. Instead, they took in the elves and in the safety of their deep tunnels, and there they showed Kelfas and Mistarias the reason of their safety - an underground forest the hobbits called 'The Helping Hands'. 'For hands that aided were hands that loved' said they.
"After at least two dinners, some cups of brookwine, and a lit pipe or three, Kelfas and Mistarias learned that every hobbit living in the Helping Hands trusted the other with their lives. And there were many dangers. To go out topside was to invite doom from the treacherous gnolls and greedy-handed kobolds. To go near the lakes and rivers was to invite disaster by the Kuo-Toa (before the extinction of that race at the hands of the dragon, Grimauldin). The hobbits trusted each other and their wood to survive. And so they lived their daily lives, only going topside when they needed to gather what little the wood below could not provide.
Oscar turned another page and continued to read from memory alone. "The hobbits had succeeded in bringing Kelfas as Mistarias closer together than they had been within Waterwind's walls. In return, Mistarias taught the hobbits the elven ways of how to listen to the birds who knew danger better than anyone and Kelfas taught them roguish strategies that would help them evade would-be predators from above. 'Thank you,' one hobbit had shook their hands heartily. 'These secrets will indeed bring us prosperous times!' Mistarias turned to Kelfas and remembered her own secret gift from Aerdrie and he remembered his from Erevan. They shared their secrets and quickly saw their dream reignited! They knew from the wisdom of their two gods that they would have much to do and many adventures to do it with. These adventures took many, many years, but years for an elf are like stars in the sky, and thus time was with them. Their challenges strengthened their love. Their victories brought them growth and understanding.
"Their adventures took them beyond Cratia to the Frozen North where the blood-freezing cold made even the human barbarians loathe to roam. There, in the deep of the night, in the frostiest of winters in a dwarf's age, under a sky that hid a new moon, Kelfas forged the Sword of the Moon for her - a lady to serve her lady. Its cold served to bring peace to her angry heart and the coolness that reminded her to think with the moon's radiance and that she was the woman whom he loved more than any treasure or mischief.
"Then they crossed to realms beyond Averlund where the land knew no greenness nor water, where the ground was naught but a sea of lifeless sand, during a summer where the sun was brighter than anyone had ever remembered, during the afternoon when the sun was at its highest and hottest. It was then that she forged the Sword of the Sun for him - a lord to serve her lord. Its unbridled heat would warm him in the darkest of nights and provide him light to see into himself the things she loved most about him.
"At long last, they returned to their beloved city-on-the-sea, the jewelled Waterwind, where they were accepted with open arms and minds, where eager friends lended their hearts to their every need, for the travels of a dangerous world are not easily trodden, and the passing of time draws one only forward, not back, even for Corellon's children.
"Mistarias and Kelfas then created a monument in the honor and appreciation of Aerdrie of the Sky and Erevan of the Shadow. They called forth their brethren to celebrate and many an elf came with joy in their faces and gifts from their hearts. There, during this ceremony of thanks, Kelfas and Mistarias reached to their hips and drew forth their swords before the elves of Waterwind. The Sword of the Sun lit ablaze like a dragon's fire. The Sword of the Moon glowed like a living piece of ice. Thus the swords were dangerous and uncertain when apart. And for the very first time, Kelfas and Mistarias laid the swords together. They laid beautifully for a single moment upon the joined altar. But before elves of many ages, a great wind filled with huge shadows did suddenly descend upon them all.
Oscar turned a page.
"The children of Corellon Larethian cried out in fear and dismay for fear of the night and the evil that often lurks within. 'Aie! Shadows of darkness are upon us!' but Kelfas stood forth and calmed them, sparing their fears with the wisdom of Erevan. And the old ones of Corellon cried out in caution and terror, for the wild, lashing winds of the coastal city of Waterwind had laid many a creature and boat broken and low, but Mistarias, the dear of Aerdrie, sang to them with the songs of birds and mystical feathered creatures, and reminding them that wind could be read, and thus, followed, replacing their woes with wonder.
"The shadows lifted. The winds made their way onward. And there upon the joined altar lay the Swords of Sun and Moon, glowing softly together, each bringing peace to the other.
"A young knight of Corellon Larethian and friend of Mistarias and Kelfas stepped forward and bade his elves take heed. 'Harken! Look you there! What do your eyes see but two joined together in love? By my beating heart, these swords are lovers true!' And so the swords gained a different name, 'The Lovers.'
"And so it was that the Swords of Sun and Moon stayed always on the hips of Mistarias and Kelfas. Where many folk across many ancestries use rings or jewels as tokens of adoration or promises of marriage, Kelfas and Mistarias wore them as their own vows until the year where they passed away together. But the Swords of Sun and Moon carry on their legacy today in Waterwind. The couple willed them to the young knight of Corellon Larethian, now the proudest of paladins of the God of Elves - the fabled Malakye of Waterwind, Right Hand of the Queen, and Sword of the Nine whom, with The Lovers, has laid many a terrible evil low and put more goodness into the world than perhaps even Kelfas and Mistarias ever dreamt. The End."
Oscar closed his eyes and put his paws together as if closing a book. Then he sighed and looked to Otiorin and what he bore upon his lap.
"There, of course, is now more to the tale, Wanderer Taletreader. Since that time, Gruumsh the foul God of Orcs sent his army to despoil Waterwind in an act of vengeance for Corellon Larethian taking one of his eyes in battle. A single elf stood in the chasm. A single elf with two swords." Oscar watched Otiorin with great seriousness. "That elf was Malakye, the grandest and most heroic of all of Corellon's paladins, by statement of Queen Illidimirith of Waterwind. Indeed that day, Malakye fell and the Sunfire Blade and Moonlit Edge gained those names in their separation. But Paladin-Lord Malakye held on until the forces of light reached the passage and thus was Waterwind and its community saved from pillage, torture, and the other evils orcs are well-known for.
"Now, in your hands, in this moment, are The Lovers reunited. I know not how the Sunfire Blade came to Pohjola, land of Loviatar and other gods, but it is here and today a legend is reborn.
Oscar sat down, tired but unfinished, like most good sages throughout history. "Know you that Malakye has been reborn; this from my highest and most-trusted authority on the subject. You may bet your last coin The Blessed One will learn of the separation of The Swords of Sun and Moon. And you may wager your last drop of blood that he will make it his life-quest to find and reunite them as you have..."
(insert picture here followed by credit - See Cap'n's Character Sheet for Otiorin Taletreader if you'd like to see the pictures)
(Image credit: )
Give credit to the author, or at the very least, the website(s) you found your image(s) on!
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