Dyslexic Character Sheets

Permission to Print

This document may be freely printed, copied, reproduced and distributed.

Copyright © Marcus Downing

https://www.dyslexic-charactersheets.com


This document is released under the Artistic License 2.0

https://opensource.org/licenses/Artistic-2.0

5. You may Distribute Compiled forms of the Standard Version without the Source, provided that you include complete instructions on how to get the Source of the Standard Version. Such instructions must be valid at the time of your distribution. If these instructions, at any time while you are carrying out such distribution, become invalid, you must provide new instructions on demand or cease further distribution. If you provide valid instructions or cease distribution within thirty days after you become aware that the instructions are invalid, then you do not forfeit any of your rights under this license.


This document uses properties covered by the Open Game License v1.0a

http://www.opengamingfoundation.org/ogl.html


This document uses trademarks and/or copyrights owned by Paizo Publishing, LLC, which are used under Paizo's Community Use Policy. We are expressly prohibited from charging you to use or access this content. This document is not published, endorsed, or specifically approved by Paizo Publishing.

https://paizo.com/paizo/about/communityuse

Character Concept

Step One

Pick your race and where your character comes from.

Ancestry

hp
ft
sq
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

1
hp
Perception

Proficiencies

Refer to your ancestry, background, class and feats to find your initial proficiencies.

Then spend the skill proficiencies your class provides to upgrade skills.


Saving Throws

Fortitude
Reflex
Will

Weapons

Skills

Step Four

Ability Scores

Add up the ability score bonuses you get from your ancestry, background and class, each of which provides +2 or -2 to a number of abilities. You also get four free ability boosts to allocate as you wish.

=(- 10 ) ÷ 2

Your key ability comes from your class, and is used to determine your class DC.

1

Details

Strength
10 +
STR
Dexterity
10 +
DEX
Constitution
10 +
CON
Intelligence
10 +
INT
Wisdom
10 +
WIS
Charisma
10 +
CHA

Health

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


Hit Points
hp
=
+ (
+
CON
) ×
1

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

Ancestry

Ancestry
Human

As unpredictable and varied as any the peoples on Golarion, humans have the exceptional drive and capacity to endure and expand. Though many civilizations thrived before humanity rose to prominence, humans have built some of the greatest and the most terrible societies throughout the course of history, and today they are the most populous people in the realms around the Inner Sea.


Heritage

Ancestry Feats
1
5
9
13
17

Background

Scholar

You have a knack for learning, and from a young age, you sequestered yourself from the outside world to learn all that you could. You’ve read about so many wondrous places and things in your books, and you’ve always dreamed about one day seeing the real things. Eventually, that curiosity led you to leave your studies and become an adventurer.

Class

Class

Archetypes


2

Attributes

Strength
STR
Dexterity
DEX
Constitution
CON
Intelligence
INT
Wisdom
WIS
Charisma
CHA

=(- 10) ÷ 2

Proficiency

General feats

3
7
11
15
19

Languages


Skills

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

7
Master in skills
15
Legendary in skills

Perception
=
WIS
+
+
+

Skill feats

1
4
8
12
16
20
2
6
10
14
18

3

Class DC

Class DC
DC
=
+
+

Speed

Speed
ft
sq
ft
sq
ft
sq
ft
sq
ft
sq
ft
sq

Multiple Attack Penalty

0
-5
-10

Saving Throws

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

Attacks

=
d
+
=
d
+
=
d
+
=
d
+

Ammo
#
#


#
#

Health

Hit Points
hp
=
(
+
CON
) ×
hp
hp
hp

Effects

Armour

Armour Class
AC
= 10 +
DEX
Touch AC
TAC
= 10 +
DEX

Actions

Counterspell (abj)

Expend a prepared spell to counter the triggering creature’s casting of that same spell. Roll a counteract check using the spell’s level against the caster’s spell DC.


4

Inventory

B
L

Money

cp
sp
gp
cp

Wands

#
#
#

Armour

ft
sq

Shield

ft
sq

Image © Paizo Publishing

Equipment

Scrolls


Potions


5

Wizard

Thesis


Specialisation

School Power

Spells

1
2
3
4
5
6
7
8

Arcane Focus

Drain Arcane Focus

Expend the power stored in your arcane focus to cast one spell you prepared and cast today, without spending a spell slot.


Cantrips

0

Spells

1
2
3
4
5
6
7
8
9

Wizard Feats

2
6
10
14
18
4
8
12
16
20

Spellbook







Animal Companion

Attributes

Strength
STR
Dexterity
DEX
Constitution
CON
Intelligence
INT
Wisdom
WIS
Charisma
CHA

Abilities

Work Together


Advanced Manoeuvre


Specialisation


Image © Paizo Publishing
Name

Skills

Acrobatics
=
DEX
Athletics
=
STR
Deception
=
CHA
Intimidation
=
CHA
Nature
=
WIS
Performance
=
CHA
Stealth
=
DEX
Survival
=
WIS
Thievery
=
DEX
=
Perception
=
WIS
+
+
+

Speed

Speed
ft
sq
ft
sq

Saving Throws

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

Attacks

=
d
+
=
d
+
=
d
+

Defence

Armour Class
AC
= 10 +
DEX
Touch AC
TAC
= 10 +
DEX

Health

Hit Points
hp
=
+ (
CON
+
6
) ×
Level
hp
hp

Effects


Barding

ft
sq

Inventory