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Male Swashbuckler

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0% found this document useful (0 votes)
25 views2 pages

Male Swashbuckler

Uploaded by

glennkenobi
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Vicben Hawk

Character Name: _____________________________

Character Race/Archetype/Class Description: Character Portrait


Half-Elf
Rogue Swashbuckler- rogues are good with
pickpocketing items, lock-picking, and charming people

Proficiency: (Mark “+” sign next to traits below)


Deficiency: (Mark “-” sign next to traits below)

Strength: ____
● Athletics Check
● Melee Attack (STR) Melee Weapons:
● Strength Saving Throws
+
Dexterity: ____
● Turn Order in Battle (Initiative Check)
● Acrobatics Check (DEX) Ranged Weapons:
● Sleight of Hand Check
● Piloting (Land, Sea, Air, Mech) Rapier (versatile as a dexterity melee weapon)
Hand Crossbow- Range = Short
● Lock Picking
● Stealth Check
● Hide Check 14
Armor Class: _____
● Ranged Attack
● Dexterity Saving Throws 4
Hit Points (Optional): _____

Constitution: ____ Character Special Abilities:


● Constitution Saving Throws Compel Duel- 1x per Long Rest use and Action to do an
opposed Persuasion Check against an opponent's
Intelligence: ____ Charisma Saving Throw to compel a duel. If the
● Arcana Check opponent fails, they must only attack you.
● History Check
● Streetwise Items:
● Investigation Check
● Computer Use Lockpick
Gold 10
● Nature Check
Rapier
● Religion Check Crossbow
● Intelligence Saving Throws Leather Armor
-
Wisdom: ____
● Animal Handling Check
● Insight Check
● Medicine Check
● Perception Check
● Survival Check Background:
● Magic Spell Attack
● Casting Magic Spells (Non-attack) You were abandoned at infancy by your human mother
due to being an illegitimate pregnancy. She left you on
● Wisdom Saving Throws the docks, hoping some kind merchant would find you
+ and raise you to be a successful businessman. Little did
Charisma: ____ she know, you would be discovered by a pirate captain
● Deception Check with a secret "heart of gold" and teeth to match. You were
● Intimidation Check raised on the high seas, pillaging, rigging, and sailing.
● Performance Check The pirate life did not suit you though, and you decided to
● Persuasion Check find a better life for yourself, applying your acquired skill
● Charisma
Charm Person Check to adventuring!
Saving Throws
● Charisma Saving Throws
Armor Class
GATEWAY RPG Based on Dex (or Modifiers added)
• “+” Proficiency = 14 AC
QUICK REFERENCE SHEET • “-” Deficiency = 10 AC
• Normal (having neither) = 12 AC
Proficiency/Deficiency:
• “+” Proficiency =Roll a d20 twice and take the Attack Range
higher roll • Close Combat- Within 5 feet
• “-” Deficiency = Roll a d20 twice and take the lower • Short Range- 10 feet to 60 feet
roll • Medium Range- 65 feet to 300 feet
• __ Normal (Blank Trait) = A character that has • Long Range- 305 feet to 500 feet
neither proficiency or deficiency will only roll a d20 • Very Long Range- 500 feet and Above
once
Resolving Combat
Advantage/Disadvantage: Step 1: Game Master Determines if there is a Surprise
Proficiency Trait with Advantage Round
Advantage (+1) = 2d20 and take the highest number
rolled and add +1 to the total Step 2: Roll Initiative for all involved (Dexterity)

Proficiency Trait with Disadvantage Step 3: Resolve Surprise Round if necessary, then full
No Bonus = 1d20 and take the number rolled Initiative during each Round.

Normal Trait with Advantage Step 4: During a Player’s Turn they can do the following:
Advantage = 2d20 and take the highest number rolled • One Move Action (30 feet on average)
• One Primary Action
Normal Trait with Disadvantage • One Bonus Action
Disadvantage = 2d20 and take the lowest number rolled
Primary Action examples:
Deficiency Trait with Advantage • Attack
No Bonus = 1d20 and take the number rolled • Move again “aka Dash” (move the same amount
of the first movement)
Deficiency Trait with Disadvantage • Interact with an object
Disadvantage (-1) = 1d20 and take the lowest number • Cast a spell or use some other Special Ability
rolled and subtract -1 from the total.
• Hide
• Search
Difficulty Class Scale
• Ready an Action (Choose to delay your action
• Simple: 2 to 5
and set a trigger and what you want to do when
• Easy: 6 to 10 the trigger is met)
• Moderate: 11 to 15 • Grapple (Contested Strength Skill)
• Hard: 16 to 19
• Escape from being Grappled (Contested
• Near Impossible: 20 Strength Skill)
• Declare a Dodge (causes Deficiency, of all
Attack Types attacks to this player until its next turn.)
Melee Weapon Attacks = Strength Trait
• Help on another player's turn (Gives the target
Swords, Daggers, Axes, Katana, Clubs, Lightsabers, etc.
player Proficiency, on their next Primary Action)
• Improvise- simply tell your GM what you would
Ranged Weapon Attacks = Dexterity Trait
like to do as an action to see if they can allow it
Crossbows, Longbows, Short bows, Muskets, Pistols,
(Get creative!) *GM’s see “Rule of Cool”.
Lasers, Rifles, etc.
Bonus Action examples:
Magic Attacks = Wisdom Trait
Fireballs, Lightning, Charm, Force Push, etc. • Attack with the off hand
• Interact with an object
Special Ability Attacks = GM Discretion • Switch Weapons
Depends what the GM chooses at character creation • Talk to someone during combat
that your Ability trait uses • Special Ability (GM Discretion)
• Cast a Spell (GM Discretion)
• Any other minor type of action

Step 5: Continue following Initiative Turn Order until all


combatants are cleared from the battlefield.

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