Male Swashbuckler
Male Swashbuckler
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): _____
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.
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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