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Beginner Box - Pregen Fighter
Beginner Box - Pregen Fighter
Beginner Box - Pregen Fighter
Valeros was a month away from an arranged marriage to a farmers daughter when he
realized he didnt want to be tied down to one place for his entire life. He left in the middle
of the night with a change of clothes, some food, and an axe handle for a weapon. He fell in
with a group of mercenaries who taught him how to wield a sword and wear heavy armor,
Fighter
but his good heart made him not want to work for cheats, swindlers, and cruel men. Taking
matters into his own hands, he became an adventurer, making his own decisions about
whom hed fight and why.
Valeros is friendly and brave. Though he sometimes gets in over his head and throws
himself into battle with too much gusto, hes very smart for a fighting man and doesnt let
people talk to him like hes a dumb brute. He is loyal to his friends, fond of a good mug of
ale, and happiest when in the company of attractive women.
This character sheet gives you all the information you need to make
dice rolls for your fighter character. It also gives you places to keep
track of your equipment and treasure.
Valeros
Race
Alignment NG
Gender Male
Ability scores
Ability Modifiers
16
15
12
13
8
1O
+3
+2
+1
+1
-1
+O
Throws
F Saving
You make saving throws to resist special attacks like spells,
Character Name
Strength
dexterity
constitution
Intelligence
Wisdom
Charisma
Ability Scores represent your raw physical and mental talent. Higher
numbers are better. The better an Ability Score is, the better its Ability
Modifier is.
20
Human
Class
Str Modifier
Dex Modifier
Con Modifier
Int Modifier
Wis Modifier
Cha Modifier
Hit
Points
Fortitude save
Reflex save
+
+
+
CLASS
CLASS
Will save
Attack bonus
2
+1
CON Mod
dex Mod
wis Mod
-1
O
1
XP
Level
Fighter
Class Features
CLASS
+
+
+
MISC
12
= +3
= +2
= +1
Your speed is how many feet or squares you can move as a move action.
You have extra skill ranks and feats from being a human.
ToTal
MISC
MISC
ToTal
skill Ranks
Bonus Feat
Skill Checks
D Making
Skills are things that anyone can do, like climb or swim.
Acrobatics
Bluff
Climb
20
Class
Skill? Ranks
Diplomacy
You make a skill check when you try to use a skill. Higher
numbers are better. Roll 1d20 and add the Total (the last
column) for that skill. For example, to make a Climb check you
roll 1d20+7. Youre trying to equal or exceed the Difficulty Class
(DC) number for the skill. You can use a skill only if there is a
number in its Total box.
Disable Device*
0
Heal
Knowledge Arcana*
Knowledge Dungeoneering*
Knowledge History*
Knowledge Local*
Knowledge Nature *
Knowledge Religion*
Drop an item
Speak
Drop prone in your square
Move 5 feet (if you dont use your standard or move action to move)
Perception
Ride
Sense motive
0
0
Spellcraft *
0
SteALTh
* Trained Only
Swim
+
+
+
+
+
+
+
+
+
+
+
+
Knowledge Geography*
Ability
MOD
+
+
+
+
+
+
+
DEX Mod
cha Mod
str Mod
cha Mod
DEX Mod
wis Mod
-1
INT Mod
INT Mod
INT Mod
INT Mod
INT Mod
int Mod
INT Mod
WIS Mod
-1
DEX Mod
WIS Mod
-1
INT Mod
DEX Mod
STR Mod
Misc.
MOD
+
+
+
+
+
+
+
0
0
3
0
0
+
+
+
+
+
+
+
+
+
+
+
+
TOTAL
=
=
=
+3
=
=
=
=
+0
+0
0
0
0
3
=
=
=
= +O
= +2
= -1
=
= +2
= +7
Medium Armor
Simple Weapons
lIght Armor
Heavy Armor
Martial weapons
Attack bonus
Attack bonus
Attack
Bonus
Damage
+4
1d8+4
+
+
+
STR MOD
DEX MOD
Attack
Bonus
Damage
+3
1d6
Critical Damage
Range
Threat
TYPE
Increment
19-2O
Critical Damage
Range
Threat
HIT
TYPE
Increment
2O/x3
TOTAL
+3
ARMOR
Weapon
Weapon
Ammunition
Attack
Bonus
Damage
Critical Damage
Range
Threat
HIT
TYPE
Increment
+4
1d8+3
19-2O
Ammunition
2O
6O Feet
SHIELD
DEX MOD
MAGIC
+ 10
Improved Initiative
Weapon Focus (longsword)
Power Attack
Equipment
Your equipment is on the
right side of this page
+4
FEATS
+6
TOTAL
AC
TOTAL
Your Armor Class represents how hard it is for enemies to hit you.
Higher numbers mean youre harder to hit.
Ammunition
Shortbow
Weapon
Weapon
=
=
=
DEX Mod
Ranged Attack
1
Weapon Longsword
Shields
Improved initiative
Melee Attack
-1
Initiative
+7
=
=
=
Racial Traits
Skills
G Combat
You make an initiative check (1d20+6) at the start of combat. The
20
ToTal
20
Spells
Fighters do not cast spells
TOTAL
17
i Feats
Improved Initiative: You have a +4 bonus built into your
initiative total.
Weapon Focus (longsword): You have a +1 bonus built into
your longsword attack bonus.
Power Attack: To do extra damage, before attacking with your
sword, say I use Power Attack! You can do this every round, but
not while using a shield. Use this stat block when you Power Attack:
Weapon
Weapon
Attack
Bonus
Damage
Critical Damage
Range
Threat
HIT
TYPE
Increment
+3
1d8+7
19-2O
j EQuipment
scale mail
heavy steel shield
longsword
shortbow
arrows (20)
backpack
bedroll
belt pouch
grappling hook
pitons
rope
sack
set of clothes
tankard
torches (10)
trail rations (5 days)
waterskin
49 gp
Ammunition