PROTOTYPE

Dyslexic Character Sheets

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Copyright © Marcus Downing

https://www.dyslexic-charactersheets.com


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PROTOTYPE

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
PROTOTYPE

XP

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

Ability Modifier = (Ability Score - 10) ÷ 2


Ancestry

Human

Heritage

Background

Prisoner

Class

Monk

Archetypes

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

You cannot have more than one prestige archetype.

Proficiency


2
PROTOTYPE

Ancestry feats

1
5
9
13
17

General feats

3
7
11
15
19

Languages


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
=
7
Master in skills
15
Legendary in skills

Perception
=
WIS
+
+
+

Skill feats

1
4
8
12
16
20
2
6
10
14
18

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PROTOTYPE

Class DC

Monk
DC
=
+
+
DC
=
+
+

Speed

Speed

Focus

Focus Points
pts
=
+
pts
+
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
+
+
+
+

Armour



Shield

Raise shield

hp
hp
hp
hp

Actions

Flurry of Blows

Make two unarmed Strikes. If both hit the same creature, combine their damage and enhancements.


4
PROTOTYPE

Monk

Unarmed

Powerful Fist

When striking with your fist, deal 1d6 damage instead of 1d4.

Don't take the -2 penalty when making a lethal attack with a nonlethal unarmed attack.

3
Mystic Strikes

Your unarmed attacks become magical, allowing them to bypass resistances.

9
Metal Strikes

Your unarmed attacks are treated as cold iron and silver.

17
Adamantine Strikes

Your unarmed attacks are treated as adamantine.

Ki Spells

Ki Spell
Attack
=
WIS
+
+
Ki Spell
Save DC
=10+
WIS
+
+

Incredible Movement

3
7
11
15
19
+10ft+15ft+20ft+25ft+30ft

Bonus to Speed when not wearing armor.

Path to Perfection

7
Path to Perfection

Become master in one saving throw.

11
Second Path to Perfection

Become master in a second saving throw.

If you succeed at this saving throw, you instead critically succeed.

15
Third Path to Perfection

Become legendary in one of the above two saving throws.

If you critical fail at this saving throw, you fail instead.

Perfected Form

19

On the first attack of your turn, any roll below 10 becomes 10.


Dragon Stance

Enter Dragon Stance

While in dragon stance, ignore the first square of difficult terrain.

Dragon Tail Attack

Leg strike that deals non-lethal bludgeoning damage.

Dragon Roar

Enemies must succeed at a Will save against your Intimidation DC or be frightened 1 (frightened 2 on a critical failure).

Applies to your first attack against a frightened creature before the end of your next turn.

Flurry of Blows

Flurry of Blows

Once per round, make two unarmed Strikes. If both hit the same creature, combine their damage and enhancements for the purpose of resistances and weaknesses.

9
Fierce Flurry

If you hit with both Strikes in a Flurry of Blows, increase the weapon damage dice of each attack by one step.

19
Perfected Form

When you make an unarmed Strike, you can treat any dice whose roll was lower than 10 as if you had rolled a 10. If you do, your Strike gains the fortune trait.

Monk Feats

1
4
8
12
16
20
2
6
10
14
18

5
PROTOTYPE

Inventory


Expendables

Worn Equipment


Money
pp
gp
sp
cp
Total
cp

1000 coins = 1 bulk


6
PROTOTYPE

Pirate

Pirate

When you Balance aboard a ship, treat a success as a critical success. You also ignore any difficult terrain, uneven ground, or incline caused by the ship’s movement.

Rope Runner

Rope Runner

Whenever you succeed at an Athletics check to Climb using a rope or an Acrobatics check to Balance on a rope, treat your result as a critical success. You are not flat-footed while Climbing with a rope or Balancing on a rope.

Boarding Action

Swing on a rope or Stride up to twice your Speed. As long as you either boarded or disembarked a boat during this movement, make a Strike and deal an extra damage die if it hits.

Plunder

Make a melee weapon Strike. If you hit, you can immediately attempt to Steal an Object from your target, even if the target is in combat.


Heave Ho

Heave Ho

You can time your attack with the motion of the boat to knock an opponent off-balance.

Make a melee weapon Strike against a foe that is aboard a boat. Your foe must attempt an Acrobatics check to Balance against your class DC. On a failure, the foe is knocked prone. If its result is a critical failure, the foe is pushed 10 feet away and knocked prone.

Sea Legs

Sea Legs

Whenever you succeed at an Athletics check to Swim, treat your result as a critical success.

Additionally, you can always hold your breath for a number of actions equal to double your Constitution score when in water (this is not increased by using the Breathe Deep action).

Roll With The Ship

Roll the Reflex save twice and take the better result.


PROTOTYPE

Inventory


Party Funds

Money

pp
gp
sp
cp
Total
cp

1000 coins = 1 bulk

Funds

sp
sp
sp
sp
sp
Total
cp

Container

sp

Container

sp

Container

sp

Container

sp