Dyslexic Character Sheets

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Copyright © Marcus Downing

https://www.dyslexic-charactersheets.com


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Build a Character

Character Concept

Step One

Pick your race and where your character comes from.

Ancestry

hp
1

Step Two

Decide how your character grew up.

Background

1

Step Three

Pick from one of the available classes.

You may need to pick a specialisation, such as a Sorcerer's bloodline or Cleric's domain.

Class

hp

Perception

Saving Throws

Fortitude

Reflex

Will

Skills

Step Four

Add up the ability score bonuses you get:

  • Several +2 or -2 from your ancestry.
  • Optionally, take a -2 flaw in two abilities to gain a +2 boost in one other. This may not take your ancestry bonus above +2 or below -2.
  • One +2 from your background.
  • Several +2 from your class.
  • Free +2 to any four abilities

Details

Strength
10 +
STR
Dexterity
10 +
DEX
Constitution
10 +
CON
Intelligence
10 +
INT
Wisdom
10 +
WIS
Charisma
10 +
CHA
1
=(- 10 ) ÷ 2

Calculate your hit points. Some of these come from your ancestry, and some each level from your class and constitution modifier.


Hit Points
hp
=
+ (
+
CON
) ×
1
+

Your proficiencies at level 1 are: 0, 3, 5, 7 and 9. They increase as you level up.


Step Five

Work out what your character owns at the start of the game, including clothes and weapons.

Starting
Money
sp
sp

Equipment

Kit
sp
Weapons
sp
Armour
sp
Gear
sp

1

XP

Image © Paizo Publishing
Character Name
Abilities
STR
DEX
CON
INT
WIS
CHA

Ability Modifier = (Ability Score - 10) ÷ 2

Proficiency

Character

Ancestry
Background
Class
Archetypes

You must take three archetype feats before you can start another.

Rogue Advancement

1

Racket, surprise attack

1d6

2

3

Deny advantage

4

5

Weapon tricks

2d6

6

7

Master in skills, evasion, master in perception

8

9

Debilitating strike, great fortitude

10

11

Expert in Rogue class DC

3d6

12

13

Improved evasion, legendary in perception, light armour expertise

14

15

Legendary in skills, double debilitation, greater weapon specialisation

16

17

Slippery mind

4d6

18

19

Light armour mastery

20


2

Skill feats

Background
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20

Ancestry

Heritage
5
13
1
9
17

General Feats

3
11
19
7
15

Skills

Acrobatics
=
DEX
Arcana
=
INT
Athletics
=
STR
Crafting
=
INT
Deception
=
CHA
Diplomacy
=
CHA
Intimidation
=
CHA
Medicine
=
WIS
Nature
=
WIS
Occultism
=
INT
Performance
=
CHA
Religion
=
WIS
Society
=
INT
Stealth
=
DEX
Survival
=
WIS
Thievery
=
DEX
Lore
=
INT
=
=
=

Perception

Perception
=
WIS
+
+
+

3

Class DC

Rogue
DC
=
+
+
DC
=
+
+

Speed

Stride

Speed

Focus

Focus Points
pts
=
+
pts
+1
pts

Saving Throws

Fortitude
FORT
=
CON
Reflex
REF
=
DEX
Will
WILL
=
WIS

Attacks

Multi-Attack
-5
-10
=
=
=
=
Ammo
#
#

Health

Hit Points
hp
=
+ (
+
CON
) ×
+
hp
hp

Armour Class

Armour Class
AC
=10 +
DEX
+
+
+
+

Raise shield

Raise shield

hp

Proficiencies


Actions


4

Rogue

Sneak Attack

Sneak Attack
Damage Bonus
d6

Precision damage

When you attack a flat-footed opponent with an agile or finesse weapon/unarmed strike, or a ranged weapon.

Surprise Attack

On the first round of combat, if you roll Decpetion or Stealth for initiative, creatures that haven't acted yet are flat-footed.

Deny Advantage

3

Not flat-footed to hidden, undetected or flanking creatures, or surprise attacks by creatures up to your level.

Weapon Tricks

5

When you make a critical hit with a suitable weapon, apply the weapon's critical specialisation effect.

Evasion

7

Success becomes critical success on Reflex saves.

Weapon Specialisation

7
Damage Bonus

15
Greater Weapon Specialisation

Debilitating Strike

9

On hitting a flat-footed target, inflict an effect until the end of your next turn:

  • -10ft to target's speed
  • Target is enfeebled 1
15
Double Debilitation

Apply two effects.

Slippery Mind

17

Success becomes critical success on Will saves.

Master Strike

19

When your strike hits a flat-footed creature and deals damage, they must also attempt a Fortitude save.


Racket

Ruffian

  • You can deal sneak attack damage with any simple weapon
  • When you critically hit a flat-footed target with a simple weapon, apply the critical effect
  • You don't gain these benefits with a weapon with a damage die larger than d8

Intimidation and medium armour

  • May choose strenth as your key ability
13

Medium armour

19

Medium armour

Rogue Feats

1
4
8
12
16
20
2
6
10
14
18

5

Inventory


Expendables

Money
pp
gp
sp
cp
Total
cp

1000 coins = 1 bulk


Worn Equipment

1
2
3
4
5
6
7
8
9
10

Armour

Shield

hp
hp
hp

6

Bard

Muse

Counter Perform

When you or an ally within 60ft rolls a saving throw against an auditory or visual effect,

Roll a Performance check and you or your ally can take the better result.

Inspire Courage

Courage Bonus

Bonus to attack and damage rolls, and saves against fear.

Bard Feats


Spellcasting

Occult Spell
Attack Roll
=
Occult Spell
DC
=10 +
0
1
2
3
4
5
6
7
8

Occult Breadth

Gain an extra spell slot at each spell level except your highest two.

Learn an extra spell at each spell level except your highest two.


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