Character Creation
Character Creation
COMPLETE CHARACTER
DEVELOPMENT GUIDE
A path to creating a beloved roleplay character crackling
with potential, while learning the timeless storytelling
guidelines that make them work.
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The three things that matter most in a
story are characters, characters and
characters.
Bob Gale
-Writer, Back to the Future
INTRODUCTION
My first official character wasn’t on a character sheet. It was on a few. In a folder. A
ABOUT HOOK&CHANCE thick folder. Bigger than you’re thinking. Like some eldritch demon straining against
magical wards, it was being held together by one of those thick blue rubber-bands.
Hook&Chance is a podcast brought to you bi- The character had so many appendices and blueprints and drawings and printed
weekly by the two ding-dongs below. Combining references and pages worth of backstory, that it looked like it should have been
our previous experience writing curriculum,
with our love of storytelling structure and slapped down on a steel interrogation table for a fugitive that had evaded capture
roleplaying games landed us in our most ideal for 50 years. I was so excited to play my first session. FIRST. Session.
niche.
For as fat as the folder was, the character was about as deep as a cheap plastic
kiddie pool. The character could be summarized as what if Brad Pitt and Tom Cruise
had an even cooler baby, who owned a movie theatre and also did heroic things
from time to time. It was a tropey amalgam of all the movies I’d seen mashed with
what I had hoped future me would be like.
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HOW TO USE THIS GUIDE
We both LOVE frameworks. All day, every day. We use a framework to plan and outline
every single episode of our podcast and beyond. Why? Because we find that our creativity
flourishes within confines. That when given prompts, our ideas run wild. We hope this
guide helps you unleash your creativity and leads you on a path that produces the
results you want: a character everyone at the table is deeply invested in. We were also
incredibly deliberate about including only details that enrich a game, avoiding those that
bog characters down without adding to the adventure or roleplay. This guide is flexible
enough that characters built with it can be incorporated into any story and any system.
It has been organized in an order that makes the most sense to us and hopefully facilitates
better characters. For example, we believe choosing a background before a character
class is a more character centric way of creation that isn’t dictated by mechanical abilities.
That being said, feel free to jump around wherever your inspiration takes you.
If you are using a printed version of this guide, we left some space over here that we’ll
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drop some stuff in but you can also use for notes and doodles along the way.
EPISODE ## 01
Included on the pages are ‘podmarks’ like this one. Should you want to listen to the
episode that inspired this step for a deeper understanding, these links have been
included to help. Also, we’ve added hyperlinks to other resources and websites galore.
Copy your decisions onto the custom character sheet at the end. It’s a printable section
with the key elements you need to make character choices that inspire you and define
them throughout your greatest games.
Finally, we hope you share your results. We love seeing storytelling structures applied.
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Acknowledgements:
A huge thank you to both of our partners for supporting us through countless weekends spent in our
home studio as opposed to outside in the sun... where it burns.
Thank you to our Patrons. They are as much a part of publications like these as we are. Their support,
encouragement, kind words, and participation keep us pushing forward every single day.
The GM Tim is a darn beautiful human being and a great friend to us both. Generous and supportive. He
has been a tremendous help in finding, connecting and opening doors to new opportunities for us. We are
forever grateful for your friendship.
Thanks to creators and artists out there that freely encourage people to use and build on their work.
Creators like Tabletop Audio.
Thanks to the authors and experts we have learned from and adapted frameworks from to be selectively
applied to TTRPGs, authors like Shawn Coyne (The Story Grid) and Blake Snyder (Save the Cat), thank you
for helping us sound smart!
To the many brilliant guests how have joined our community and enriched our show with their wisdom.
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TABLE OF CONTENTS
Step 1 - Bedrock
08 Name, background, a description, and their role
in the party are core to your favourite character.
Step 2 - Traits
14 The five words that describe how your character
behaves is your most powerful roleplaying tool.
Step 3 - Backstory
20 Establish what was to provide drama to what is
because the journey is important too.
Step 4 - Finalize
28 Put all the previous information into practice in
a writing exercise to bring your character to life.
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BEDR
BEDROCK
Step 01
There is no right way to start building a character or to
play tabletop games. That’s what makes this activity so
special. It’s an experience that belongs to the few people
gathered around the table. The games we play are the
best “you had to be there” kind of experience.
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ROCK
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BACKGROUND
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BACKSTORIES FROM 38
BACKGROUNDS
Your job doesn’t dictate who you are. You may have even been drawn to your job because
of your background and experiences. So then why do we tend to choose a character class
first? Why should your character class so often define who your character is?
Adventure and roleplay is where opinions, ideals and abilities are tested. So they must
have formed before, in a simpler time and place. We find these four questions cover the
core necessities. For example, growing up seaside is going to influence a person very
differently than growing up in a desert. Growing up with two mums is going to be very
different than being a ward of the state. The goal here is to give yourself prompts, the
more straightforward and simple, the more flexibility it provides to roleplay and develop
further in-game. 1 to 5 words. Nice and short.
Alternatively, if you’re playing Dungeons & Dragons, it has created a great shorthand
for these details in the form of the aptly named ‘Backgrounds’. Use that below or create
your own shorthand, like ‘seaside farmer’, ‘travelling salesperson’. You get the idea.
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PARTY ROLE
Every character has a role to play. No, not character class, their role in the group dynamic.
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BETTER ROLEPLAY
USING TROPES
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They could be the glue that holds the team together. The brains of the operation. The
smooth talker. The face. The tough. The wild card. The creepy one. What is yours?
Knowing the role your character fills socially can help keep your roleplaying focused
on leaning into and strengthening your character persona and dynamics with other
characters at the table. Sometimes this happens naturally, but being aware of it so you
can actively improve it can make all the difference whether others at the table “get” who
your character is.
Party composition is an oft discussed topic in terms of abilities within game mechanics,
but what about in demeanour and roleplay function? Below are some party compositions
that work, and the roles that are involved. The reason these work is each role has inherent 1 The Action Hero
conflict and compatibility with others in the group. This tends to lead to easier roleplay 2 The Everyman
opportunities. A tabletop group can be one or any combo of the following. 3 The Outlaw
4 The Lover
5 The Weirdo
In a Party of Two the dynamic is focused on being the counter to another. They go high,
6 The Caregiver
you go low. You are neat, they are messy. The hijinks come naturally.
7 The Jester
8 The Creator
The Party of Three can be two-extremes and a mediator, or speed, smarts and strength, 9 The Planner
or the comic trio (a foolish leader, a follower, and a voice of reason who lacks ability to 10 The Do-er
control them). 11 The Pessimist
12 The Optimist
A Party of Four is typically comprised of the smarts, the charmer, the voice of reason 13 The Realist
and the goof. 14 The Apathetic
15 The Leader
16 The Rogue
Finally, a Party of Five - The leader, their foil or friendly opposition, the heart, the brains
17 The Heart
and the brawn.
18 The Tough
19 The Moralistic
What role do they lean to? 20 The Mediator
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DESCRIPTION
All too commonly when someone asks about a character they are bequeathed a long
winded backstory, a dive into their mechanics, or some other meta knowledge none of
which the other character should know. A single quick observation is is roleplay gold.
Writing a character description is all about conveying a vibe and tone for your character
quickly. A single sentence on the top 3-5 elements that immediately jump out helps
other players and their characters decide how to regard yours.
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NAME
What is in a name? Turns out a LOT. A perfect character name evokes a lot of assumptions
and first impressions of a character. Whether you want to play into those expectations or
actively contradict is up to you. Both are tremendously fun.
Consider an honorific.
Who was Alexander III of Macedon other than “the great”. If you struggle with a name,
not only does an honorific convey anything you want to about your character, but it
also hints at a backstory about how they got the moniker as well. Check out the Traits
section. A character with a trait of stubborn might be called “the Nail”.
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TRAITS
TRA
Step 02
How do you roleplay your character? How do they
react when a conversation gets tense? What about
when they are successful? On deaths door? When their
friend is hurt? When they’re scared? When they need
something from someone else? Sometimes it can be a
real challenge to figure out how your character might
react to any given situation.
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AITS 15
CHARACTER TRAITS
We have opinions. Most pretty flexible. However the value of using character traits over
(or in addition to) alignment charts is a hill we’ll die on. Choosing traits is, in our opinion,
the single most valuable roleplay character refinement step you can make.
Character traits are super flexible prompts that can sit innocuously at the top of a
character sheet. They guide your characters actions in literally every single interaction
they have in a game with a lot more precision than you may be used to. Every time you
mentally ask yourself, “what would my character do?”, guaranteed at least one or two
Choosing a balance of positive,
neutral and negative traits gives will apply in that moment. They tend to focus a character in the same way your favourite
you a very different character feel. TV character is reliable in their actions, whom you could also likely boil down to 5 key
Keep in mind a flawed character
might not mesh well with a table traits. Consider how your background might influence your characters traits.
of god like characters. Don’t be
afraid to explore the dark side of a
positive trait or vice versa, therein Included in the following pages are lists of positive, neutral and negative traits. Choose
lies some roleplay gold. traits that are dissimilar and sound fun to roleplay. Contrasting or conflicting traits in
your own character and others at the table can create a lot of fun and drama.
Trait 1
Trait 2
Trait 3
Trait 4
Trait 5
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POSITIVE TRAITS
These are the kind of traits that are generally perceived as positive traits. The kinds of
These lists are broken into blocks
of 20 if you’re the type that leaves
things to fate. You can roll a D10
for the block of 20 (signified by
traits that make a commoner say “boy they are some kinda swell folk”. bold groupings), then roll a D20
for the trait in that group.
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NEUTRAL TRAITS
These traits tend to lean positive or negative depending on the situation, are wonderfully fun to
explore in roleplay and generally regarded as more neutral traits.
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NEGATIVE TRAITS
The negative traits that can make others perceive your characters as a real bastard. Why the hell
are they like that? Maybe there is a clue in their backstory.
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BACKSTORY
BACKS
Step 03
Whether it’s 15 pages or one sentence, every character
needs a backstory. Their beginnings are going to give
weight and contrast to where they are in their adventure.
Their “normal” makes their extraordinary adventures
and heroic actions all that more dramatic and engaging.
So it should go without saying, the backstory matters.
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STORY
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THEME
A theme can help you figure out what your characters story is about. The campaign you are
playing in may have themes driving the narrative, (lean into those) your character can have
some too. During play, looking for that theme provides character growth opportunities.
This is a simple theme that will be the basis for your character’s journey and who they
are. Use this to influence your ideas for everything from here forward. This is expressed
as a word (revenge), a question (how far will they go for revenge?), or a dichotomy
(revenge or forgiveness?).
Simple and straightforward like, “revenge” or “family” can be great separately or play
well together. What stories pop to mind when you consider the two? A point to mention
though; work with your GM as there are two paths forward here. If your game allows
1 Good vs. Evil
for some similar general themes to be explored as a core part of the story, great. If not,
2 Chaos vs Order there is still much you can do with a theme even though the story may not center on it.
3 Love
4 Redemption During your game, your character is now looking for revenge and helping others seek
5 Courage it. Additionally, you can now play with this concept. What happens to your characters
6 Coming of Age morality? Are their actions heroic? This might be the most important step to telling a
7 Revenge story with your character that has gravity and weight.
8 Faith vs Doubt
9 Family
10 Fate vs. Free Will
11 Hubris
12 Identity
What theme(s) is/are central to their character journey?
13 Justice
14 Vanity
15 Societal Issues
16 Abuse of power
17 War
18 Survival
19 Corruption
20 Purpose
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WANTS VERSUS NEEDS
Internal conflict makes us care about characters. If Spider-man just busted baddies and
swung away, he wouldn’t have a near trilogy of trilogies. He wants to enjoy his powers and
life, but “with great power...” Conflicting priorities gives character decisions weight.
Internal conflict is what makes a character’s decisions matter, and as a player, gives us
fuel for roleplaying our own. This can be as simple as your character desiring a bath
while they dungeon delve or it can have more weight by tying it to their traits, theme and
ultimately their arc (coming up soon).
What external goal do they think will solve their problems, and make them happy? This
is what your character pursues throughout your game.
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BACKSTORY
Welcome to the danger zone! Here is where one typically gets into the weeds, with more
details, tragedy, drama and history than Shakespeare could shake a spear at. Our goal
here is to pump the brakes and focus only on what give a character purpose.
It can be more simple than it sounds. Take that character in your mind to keep shaking
the sifter until all you’re left with are the most essential, juiciest nuggets. Take a look at
the template Pixar uses to tell their beloved stories and it’s brilliant simplicity.
Notice the first two points function to build a connection and empathy towards the
character and also set the stage for their heroism later. The rest of the template serves
to continually up the ante with complications until they triumph or fail. In tabletop games
though, there is some challenges to this formula.
1. We aren’t telling stories about a singular character but one member of a group.
2. The function of the backstory is really more about setting the stage for how they
arrived at their current adventure whereas with film, this is often the whole story.
3. Telling an overly dramatic backstory runs the risk of overshadowing the events of your
current game.
This is why we’ve adapted this format to suit tabletop a bit better. You might notice this
format focuses a bit more on their personality traits, both positive and negative. To
disrupt wherever they came from to force them into a life of adventure, avoiding the
risks just discussed.
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What was the everyday routine that your character came from? The most powerful rulers to the poorest fishmongers have an
everyday routine. This monotony is used to contrast the adventurous lives they will eventually lead.
One day however, something changed for them. External forces will typically create a situation that complicates their desire to
carry on with their every day routine. What was it that shifted things for them?
Now what would cause your character to resist facing this change head on? Life changes are rarely easy, so what was their internal
or external conflict? This step helps to relate to their fears or challenges and in contrast make their actions heroic.
This is when the adventure begins. Your character accepts the call to action, leaves whatever comfort they might have, and ventures
into a new world. They are doing the heroic thing, the difficult thing, the dangerous thing. Why did they decide to do this?
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ALLY AND NEMESIS
Building both someone your character cares about and loathes provides a GM with a lot of
story options for you. A character with no attachments is a leaf on the wind, hard to direct
and even tougher to predict the path of.
By creating someone you care about you provide the GM with incredibly powerful
building blocks to draw your character into the story. Regardless if they use them as a
helpful resource for the party or suspend them over a pit of lava, the result is the same.
Your character now cares about the stakes and the outcome to a much greater degree.
A nemesis can be anyone from your characters past who has directly or indirectly
harmed your character. You can create an extra juicy nemesis by looking to your traits.
By taking any of your traits and giving their nemesis one trait they share and one or two
traits that directly oppose, they will have baked in conflict. Some of the greatest villains
hold a mirror to the hero and contain traits the hero may not like but respect as a worthy
adversary.
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CHARACTER ARCS
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Ever get the feeling that your character is more of a plucky sidekick than a core part of a
team? Where Merry and Pippen are seemingly impervious to their harrowing adventure,
characters like Frodo and Sam, go through internal journeys. They had arcs.
Now that you have some backstory details, you can mold an arc of your own. Flexibility
is essential when considering your arc. Books and movies can use much more precision
because their writers get to decide the exact details of each character’s arc before the
story is told. Since stories in a TTRPG are collaborative and ever-changing, we have to
approach an arc differently. Think of it as a loose guide that points your character in
a direction full of transformative moments and powerful beats. Play it out quickly in a
single session, or explore it over a multi-year campaign. When an arc doesn’t feel right
for your game or character anymore, don’t be afraid to wrap it up and start a new one,
shift it to a different type, or just scrap it and start from scratch.
Education - These arcs revolve around information being learned, changing the
characters perception. Maybe their perspective is naive, but it matures through their
adventures, called a maturation arc. Maybe their worldview changes. Maybe they simply
lack knowledge and are educated by their experiences or the inverse and they are
disillusioned.
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FINALIZE
FINA
Step 04
Write a short story for yourself, about your character.
This can evoke more raw materials for you and other
players at the table than any character art or miniature
ever could. You might be surprised by the advantages
re-reading it provides when roleplaying your character.
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ALIZE 29
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CAPTIVATE WITH
YOUR CHARACTER
INTRODUCTIONS FT.
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A CHARACTER INTRO
Remember the first introduction of your favourite character from fiction? A character
BETH BALL
conveyed in simple, near-wordless scenes? Joker’s bank heist? Jack Sparrow’s triumphant
arrival to Port Royal? Michonne in The Walking Dead? Your character deserves that too!
If you’re immediately flooded with excitement and ideas, great! If that’s followed by
anxiety about how to do this, well then you’re just like us and we have a process that
makes it much easier than starting from scratch. The subtle benefits of completing this
challenge are fantastic though. A reminder that your character isn’t simply stats and
class features, but has a presence in the world.
By the time you’re done, you’ll have a very short read that would convey almost everything
another player would need to know about how to regard your character with far greater
accuracy than the typical physical description followed by class and level. You can read
this quietly to yourself before a game to slip back into this character.
This exercise is broken into three important paragraphs, each serving a function within
this short story. Follow the prompts for each sentence and see what you arrive at. Try
some scrap paper if you want but the results will be compiled on the character sheet.
Avoid dialogue.
Conversation can easily slip you into a runaway. This is more about setting a scene and
mood with a “show, don’t tell” approach.
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Want to them to feel heroic?
SHOW, DON’T TELL FT. Write the experience through the perspective of someone else, a bystander or even
138 their source of conflict in the scene.
OLLO CLARK
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SET THE SCENE
The setting of the scene and stakes; where the environment and conflict are clarified before
your character arrives. If this hasn’t been conveyed yet, opposing forces are dramatic. The
distance between those forces makes drama. The setup is key.
When considering the setup of how to introduce your character our recommendation is looking to mundane, everyday interactions
to highlight who they are and the qualities of their character. Try to focus on the kind of conflict they would find themselves in
during their everyday activities.
To set the scene, the first sentence describes a place your character would naturally be found. Describe the notable features of this
place with concrete, sensory details like a smell, sounds or a general feeling.
What is an another person or NPC doing that conflicts with your character? Try to oppose a character trait. If your character is
generous then introduce a greedy NPC and describe what they are doing that is clearly greedy. What is happening?
Describe how the scenario would be worse off if nobody intervened? Only one person will oppose these forces and resolve this
conflict and that’s your character. In this sentence we would try to convey the stakes to give their actions weight. If someone is
being robbed, then this is the opportunity to describe this being the last scrap of money the victim has. If someone is near death
about to be saved by your character, then their family looks on in anticipatory horror before your character springs to action.
Describe a change in the environment that would announce the arrival of your character. Does the tavern door chime? Does a
bystander yell, “look out!” Whatever form this takes, the drama is increased, leading to the introduction of your character next.
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MAKE AN ENTRANCE
The introduction and presence of your character, and the impact that has on the scene.
This paragraph is all about visually describing your hero. How they stand, what they carry
and ultimately the impression they give to the world.
Describe the signature weapon/item/tool of your character as it interacts with the environment around it. Is it the crackle of their
magic staff through the air? Is it the rust on their poorly maintained sword? This description reflects your characters personality.
Describe the change of demeanour in the NPC now that your character is present. Their reaction can say a lot. Are they underestimating
based on your characters unassuming nature? Are they fearful and running away? How do others react to their arrival?
Describe a signature element of your characters attire and how they have personalized it intentionally or through use. This could
be polished buttons on their uniform, hinting at a regimented person. Describe the attire and a single noticeable detail.
Building on this, we work our way up to their face or whole form. Describe the most unique physical feature of the your character.
Are they scarred, do they walk with a limp or do they have interesting hair. Describe the first thing a person would notice.
Behold! The tone shifts in the scene. Your character is now fully present. The others nearby are able to reference them. In this
sentence, you can describe your characters demeanour or feeling of presence, how does the tone shift as they settle in the scene?
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ACTIONS MATTER
This is where we want to both resolve the scene and also complete the full picture of your
character by working in elements of who they are as a person. We do this by describing
what they say and how they resolve the conflict set at the beginning of the scene.
Write a single line of dialogue said by your character to the NPC or the scene at large. This is extra impactful if we can incorporate
their personal catch phrase of some kind. Regardless, their speech (pattern, volume, tone) can say a lot about them, so be specific.
Describe your characters posture change or physicality as they ready to fix the conflict in the scene. Are they ready for battle? Are
they aloof or dismissive? Do they draw a weapon? Confident? Snarky?
Describe the NPC’s reaction to your characters words. Did the NPC back down or change their tune? As we wrap up, this will project
almost all of the assumptions about what follows this scene. Is it a bloody battle or did your silver-tongued character sway their
opposition to sharing a drink with your character? We don’t want to resolve the action, but how the NPC reacts sets the scene for
what is to come.
Describe the result of this action, without resolving the final result. Does your character charge at them or extend a
hand in friendship? Whatever the case, stop just short of confirming the end result. Always leave them guessing.
Look at that! You’re done! Lay it all together and see how it flows. You many need to make a few tweaks to piece it all together but
hopefully you have something that feels hella cool.
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GAME TIME!
GAME
Step 05
Finally, time to put this character into action. The following
pages are our own character sheet design. They contain
some of what we consider to be information critical to
keep on hand typically not found in other character
sheets.
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ETIME
35
SKILLS Total Mod. Prof. Bonus
Acrobatics dex = + +
Arcana int = + +
Athletics str = + +
Class Level Deception cha = + +
HIT POINTS
Maximum Temporary
History int = + +
DEXTERITY Class Level Insight wis = + +
Intimidation cha = + +
Hit Dice
Height Weight Eyes Hair D
Investigation int = + +
SAVING THROWS Total Mod. Bonus Medicine wis = + +
Strength = + Nature int = + +
Fail DEATH SAVES Pass
Dexterity = + Perception wis = + +
CONSTITUTION Constitution = + Inventory Qty. Weight
Performance cha = + +
Intelligence = + Persuasion cha = + +
Wisdom = + Religion int = + +
Charisma = + Sleight Of Hand dex = + +
Stealth dex = + +
CORE INFO Initiative Dex Other Survival wis = + +
INTELLIGENCE
TELLIGEN Prof. Bonus = +
ARMOR CLASS
Speed Base Mod.
Armor Shield Dexterity Other Armor Type
= +
Alignment
Passive Preception Skill
= 10 +
Shield Type
WISDOM Attack / Spell 1 Bonus Damage Range Type
Ammo
Attack / Spell 2 Bonus Damage Range Type
Ammo
CHARISMA
Attack / Spell 3 Bonus Damage Range Type
Carrying Capacity 15x str 30x str Push, Drag, Lift
Proficiencies Ammo
P G E S C
Attack / Spell 4 Bonus Damage Range Type
Carried
Ammo Stored
Languages
Created by Hook&Chance. Please use this Character Sheet freely. Permission is granted to photocopy this document for personal use. If you enjoy it, check out the rest of our free-to-use content at [Link]
ABILITIES FEATURES SPELLS
1st
2nd
CHARACTER THEME
3rd
BACKSTORY
5th
6th
ULTIMATE WANT
ALLY
8th
NEMESIS
9th
Created by Hook&Chance , please use this Character Sheet freely. Permission is granted to photocopy this document for personal use. If you enjoy it, check out the rest of our free-to-use content at [Link] m
PARTY MEMBER 1 PARTY MEMBER 1 WOUNDS & INJURIES
Trust Trust
CHARACTER INTRO
Trust Trust
Trust Trust
38 Created by Hook&Chance , please use this Character Sheet freely. Permission is granted to photocopy this document for personal use. If you enjoy it, check out the rest of our free-to-use content at [Link]
CAMPAIGN NOTES CAMPAIGN NOTES CAMPAIGN NOTES CAMPAIGN NOTES
Created by Hook&Chance , please use this Character Sheet freely. Permission is granted to photocopy this document for personal use. If you enjoy it, check out the rest of our free-to-use content at [Link]
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