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CHARACTER SHEET

1 CHARACTER NAME DESCRIPTION

Soldier 1 Vesk Icon


MAIN CLASS Primary Fighting Style RACE THEME

Medium 5 ft
SECONDARY CLASS GENDER SIZE SPEED

TERTIARY CLASS HOME WORLD DEITY

ARCHTYPE (OPTIONAL) ALIGNMENT PLAYER

(disabled) (disabled) SELECT


ABILITY SCORES 0
HUMAN RACE POINTS:
SELECT ABILITY
THEMELESS POINT:
SELECT ABILITY x SOLDIER KEY ABILITY:
ABILITY
DEX MISC
TOTAL MODIFIER MODIFIER
TOTAL THEME ABILITY
SELECT ABILITY

STRENGTH
KEY ABILITY SCORE MODIFIER RACE POINTS POINTS AUGMENTS POINT BUY INCREASES HEALTH AND RESOLVE INITIATIVE 0 0 0

DEXTERITY
STR 16 +3 2 0 4 STAMINA HIT POINTS RESOLVE

. STRENGTH
CONSTITUTION
TOTAL FROM LEVEL MISC MOD TOTAL FROM LEVEL MISC MOD TOTAL FROM LEVEL MISC MOD

INTELLIGENCE
DEX 11 0 0 1 TOTAL 8 8 0 13 13 #N/A #N/A 0
.
WISDOM
DEXTERITY CURRENT HP TEMP HP CURRENT RESOLVE

CHARISMA
CON 12 +1 2 0 CURRENT
. CONSTITUTION

INT 10 0 -2 0 2 ARMOR CLASS


. INTELLIGENCE TOTAL ARMOR BONUS DEX BONUS MISC MOD
ENERGY
WIS 10 0 0 EAC ARMOR CLASS 11 = 10 + 1 + 0 +
. WISDOM

CHA 14 +2 1 0 3 KINETIC
. CHARISMA KAC ARMOR CLASS 18 = 10 + 8 + 0 +
REMAINING SKILL RANKS
SKILLS 4 4 AC VS.
SKILL RANKS
CLASS
PER LEVEL
BONUSES & 26 =8+ KAC
CLASS SKILLS TOTAL RANKS BONUS ABILITY MOD PENALTIES MISC MOD COMBAT MANEUVERS
ACROBATICS* (DEX)
x
x -15 0 0 -15 DR RESISTANCES

x ATHLETICS* (STR) -12 0 3 -15 SAVING THROWS


TOTAL BASE SAVE ABILITY MOD MISC MOD

BLUFF (CHA) 2 0 2 0 FORTITUDE 3 = 2 + 1 + 0


CONSTITUTION

COMPUTERS (INT) 0 0 0 0 REFLEX 0 = 0 + 0 + 0


0

DEXTERITY

x CULTURE (INT) 0 0 0 0 WILL 2 = 2 + 0 + 0


0

WISDOM

DIPLOMACY (CHA) 2 0 2 0 ATTACK BONUSES BASE ATTACK BONUS (BAB) 1


TOTAL BAB STR MOD MISC MOD

DISGUISE (CHA) 2 0 2 0 MELEE ATTACK 4 = 1 + 3 +


TOTAL BAB DEX MOD MISC MOD

x ENGINEERING (INT) 0 0 0 0 RANGED ATTACK 1 = 1 + 0 +


0

TOTAL BAB STR MOD MISC MOD

x INTIMIDATE (CHA) 2 0 2 0 THROWN ATTACK 4 = 1 + 3 +

LIFE SCIENCE (INT) USE DEX FOR OPERATIVE

0
0 0 0 0 WEAPONS Select Type and then Weapon WEAPONS (Y/N)
Y 0

WEAPON NORMAL WEAPON COST: 0 LEVEL ATTACK BONUS DAMAGE DAMAGE TYPE BULK

0
x MEDICINE (INT) 0 0 0 0 0 0 0

CRITICAL RANGE TYPE AMMO AMMO/USAGE SPECIAL 0

MYSTICISM (WIS) 0 0 0 0
0 0

FUSION 1 FUSION 2 FUSION 3 FUSION 4 FUSION 5 MATERIAL 0

PERCEPTION (WIS) 0 0 0 0 0

FUSION 6 FUSION 7 FUSION 8 FUSION 9 FUSION 10 AMMO MATERIAL

PHYSICAL SCIENCE 0 0 0 0
0
(INT)
WEAPON NORMAL WEAPON COST: 0 LEVEL ATTACK BONUS DAMAGE DAMAGE TYPE BULK

x PILOTING* (DEX) -5 0 0 -5 0 0 0

CRITICAL RANGE TYPE AMMO AMMO/USAGE SPECIAL 0

x CHOOSE A
1 0 -- 1
0 PROFESSION 0

FUSION 1 FUSION 2 FUSION 3 FUSION 4 FUSION 5 MATERIAL 0

x CHOOSE A 1 0 -- 1
0 PROFESSION 0

FUSION 6 FUSION 7 FUSION 8 FUSION 9 FUSION 10 AMMO MATERIAL

x CHOOSE A 1 0 -- 1
0 PROFESSION
WEAPON NORMAL WEAPON COST: 0 LEVEL ATTACK BONUS DAMAGE DAMAGE TYPE BULK
SENSE MOTIVE (WIS)
0 0 0 0 0 0 0

CRITICAL RANGE TYPE AMMO AMMO/USAGE SPECIAL 0

SLEIGHT OF HAND* -15 0 0 -15


0
(DEX) 0

FUSION 1 FUSION 2 FUSION 3 FUSION 4 FUSION 5 MATERIAL 0

STEALTH* (DEX) -15 0 0 -15 0

FUSION 6 FUSION 7 FUSION 8 FUSION 9 FUSION 10 AMMO MATERIAL

x SURVIVAL (WIS) 0 0 0 0
WEAPON NORMAL WEAPON COST: 0 LEVEL ATTACK BONUS DAMAGE DAMAGE TYPE BULK

Trained only Class Skill (enter X in


X
blank to override) *Armor check penalty applies 0 0 0

SKILL NOTES: CRITICAL RANGE TYPE AMMO AMMO/USAGE SPECIAL 0

FUSION 1 FUSION 2 FUSION 3 FUSION 4 FUSION 5 MATERIAL 0

FUSION 6 FUSION 7 FUSION 8 FUSION 9 FUSION 10 AMMO MATERIAL

ARMOR Select an Armor Type and then select the Armor


0 -10
ARMOR NORMAL ARMOR COST 2,900 LEVEL EAC BONUS KAC BONUS MAX DEX BONUS AC PENALTY
1
Cargo Lifter 4 1 8 0 -10
0

VEHICLE Current HP
-1
TYPE CAPACITY/USAGE STRENGTH DAMAGE UPGRADE SLOTS WEAPON SLOTS BULK NAME Cost 0 LEVEL SPEED EAC

Capacity 20/Usage
20 0 0 35
1

1d10 B
1/hour
UNAVAILABLE UNAVAILABLE UNAVAILABLE UNAVAILABLE SPEED ADJUST TYPE SIZE COVER ATTACK PASSENGERS KAC
L2 Automated Loader (1)
15
UNAVAILABLE UNAVAILABLE UNAVAILABLE SIZE MODIFIERS SYSTEMS SPECIAL MODIFIERS HP HARDNESS

Large (5ft Reach)


2

CLASS ABILITIES
CHARACTER SHEET
1 Primary Fighting Style 22 30

2 Primary Style Techniques: 1 23 31 SPELLS KNOWN


3 24 32
0 SPELLS KNOWN 0
4 25 33

5 26 34

6 27 35

7 28 OTHER ABILITIES
8 29

9 THEME ABILITIES
10 1 Theme Knowledge

11 2 SPELLS KNOWN SPELLS PER DAY SPELL SLOTS USED

12 3 1ST 1 0
13 4

14 RACIAL ABILITIES
15 1 Armor Savant
16 2 Fearless
17 3 Low-Light Vision
18 4 Natural Weapons
SPELLS KNOWN SPELLS PER DAY SPELL SLOTS USED
19 5
2ND 1 0
20 6

21 7

Equipment Equipped Armor &


EQUIPMENT 2,150 2,900 Other 0
FEATS AND PROFICIENCIES (1) 1
Cost: Weapons
TYPE NAME LEVEL BULK COUNT TYPE NAME LEVEL BULK COUNT

1 Armor Proficiency (Light, Heavy) Armor Cargo Lifter 4 34 34


2150
0
0

2 Weapon Proficiency (Basic Melee, Advanced Melee, Small


0 0
0 0
Arms, Longarms, Heavy Weapons, Sniper, Grenade) 0 0

SPELLS KNOWN SPELLS PER DAY SPELL SLOTS USED


0
0 0
0
0
0
0
3RD 1

0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0

0 0 SPELLS KNOWN SPELLS PER DAY SPELL SLOTS USED


0 0
4TH 1 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0

TOTAL
LANGUAGES
CARRYING CAPACITY BULK
69 SPELLS KNOWN SPELLS PER DAY SPELL SLOTS USED
Common 0 16 -5
5TH 1 0
Racial: Vesk
UNENCUMBERED 0-8
Home World:

ENCUMBERED 9 - 16

OVERBURDENED 17+ SPELLS KNOWN SPELLS PER DAY SPELL SLOTS USED

6TH 0
CREDITS EXPERIENCE POINTS

1,300
OTHER
WEALTH:
* indicates a Combat Feat

AUGMENTATIONS 0 SYSTEM

AUGMENTATION 1 LEVEL PRICE NOTES AUGMENTATION 7 LEVEL PRICE NOTES AUGMENTATION 13 LEVEL PRICE NOTES 0 PERSONAL 1

0 PERSONAL 2

0 PERSONAL 3

AUGMENTATION 2 LEVEL PRICE NOTES AUGMENTATION 8 LEVEL PRICE NOTES AUGMENTATION 14 LEVEL PRICE NOTES 0 RIGHT ARM

0 LEFT ARM

0 RIGHT HAND

AUGMENTATION 3 LEVEL PRICE NOTES AUGMENTATION 9 LEVEL PRICE NOTES AUGMENTATION 15 LEVEL PRICE NOTES 0 LEFT HAND

0 RIGHT LEG

0 LEFT LEG

AUGMENTATION 4 LEVEL PRICE NOTES AUGMENTATION 10 LEVEL PRICE NOTES AUGMENTATION 16 LEVEL PRICE NOTES 0 RIGHT FOOT

0 LEFT FOOT

0 BRAIN

AUGMENTATION 5 LEVEL PRICE NOTES AUGMENTATION 11 LEVEL PRICE NOTES AUGMENTATION 17 LEVEL PRICE NOTES 0 EYES

0 EARS

0 THROAT

AUGMENTATION 6 LEVEL PRICE NOTES AUGMENTATION 12 LEVEL PRICE NOTES AUGMENTATION 18 LEVEL PRICE NOTES 0 LUNGS

0 HEART

0 SPINE
0 SKIN
DRONE
DRONE LEVELS
0
EXOCORTEX
0
30

Combat Drone Medium 30 ft, 0 ft (climb) 0 LEVELS DESCRIPTION


CHASSIS LEVEL SIZE SPEED

ABILITY SCORES HEALTH SAVING THROWS


TOTAL MODIFIER ABILITY HIT POINTS RESOLVE POINTS
FORTITUDE 0
STR 0
SCORE
-5 -14
INCREASES
0 MOD SLOTS
0 0 0 0 0

STRENGTH CURRENT TEMPORARY TOTAL CURRENT


EXOCORTEX MODS 0
DEX 0 -5 -12 0 REFLEX 0 UNAVAILABLE UNAVAILABLE
DEXTERITY

CON - - - ARMOR CLASS


CONSTITUTION TOTAL AC BONUS DEX BONUS
WILL 0 UNAVAILABLE UNAVAILABLE

INT 0 -5 -6 EAC 5 10 -5
INTELLIGENCE
EXOCORTEX ARMOR UPGRADES
WIS 0 -5 -10 TOTAL AC BONUS DEX BONUS DR UNAVAILABLE UNAVAILABLE

WISDOM EAC 8 13 -5
CHA 0 -5 -6 RESISTANCES UNAVAILABLE UNAVAILABLE

ARMOR UPGRADES
0 0

CHARISMA 0

UNAVAILABLE UPGRADE SLOTS

SKILLS - SKILL UNITS () CLASS ABILITY


0 SPECIAL ABILITIES
TOTAL BONUS MOD UNAVAILABLE

ACROBATICS (DEX) -5 0 0
-5
UNAVAILABLE

ATHLETICS (STR) -5 0 0
-5
UNAVAILABLE

COMPUTERS (INT) -5 0 0
-5

ENGINEERING (INT) -5 0 -5 MOD SLOTS INITIAL PROFICIENCY


0
MODS 0 Basic Melee Weapons ATTACK BONUSES
PERCEPTION (WIS) -5 0 -5 INITIAL MOD 1 INITIAL MOD 2 INITIAL MOD 3
0
Reductive Plating (EX)
BASE ATTACK BONUS 0
(BAB)
STEALTH (DEX) -5 0 0
-5 INITIAL MOD 3 UNAVAILABLE UNAVAILABLE

MELEE ATTACK -5
-ALTERNATIVE SKILLS- 0 0 0
0 UNAVAILABLE UNAVAILABLE UNAVAILABLE

FEATS (0) UNAVAILABLE UNAVAILABLE UNAVAILABLE


RANGED ATTACK -5

UNAVAILABLE UNAVAILABLE UNAVAILABLE

THROWN ATTACK -5

WEAPONS
WEAPON NORMAL WEAPON COST: 0 LEVEL ATTACK BONUS DAMAGE DAMAGE TYPE BULK

0
CRITICAL RANGE TYPE AMMO/USAGE SPECIAL 0

FUSION 1 FUSION 2 FUSION 3 FUSION 4 FUSION 5 MATERIAL


0
UNENCUMBERED
FUSION 6 FUSION 7 FUSION 8 FUSION 9 FUSION 10 AMMO MATERIAL
0-0
WEAPON NORMAL WEAPON COST: 0 LEVEL ATTACK BONUS DAMAGE DAMAGE TYPE BULK 0
ENCUMBERED
0
1-0 CRITICAL RANGE TYPE AMMO/USAGE SPECIAL 0

OVERBURDENED FUSION 1 FUSION 2 FUSION 3 FUSION 4 FUSION 5 MATERIAL


0

1+
FUSION 6 FUSION 7 FUSION 8 FUSION 9 FUSION 10 AMMO MATERIAL

BULK
0

EQUIPMENT
0
0
0
TYPE NAME LEVEL BULK TYPE NAME LEVEL BULK TYPE NAME LEVEL BULK
0 0 0
Upgrade
0 0 0

0 0 0
-
0 0 0
-
0 0 0
-
0 0 0
-
0 0 0
-
0 0 0
-
0 0 0
-
-
0 0 0
-
CUSTOM RACE

NAME: Custom Race SIZE: Medium SPEED: 30 HIT POINTS: 4

STRENGTH DEXTERITY CONSTITUTION INTELLIGENCE WISDOM CHARISMA

+2 -2 +2

RACIAL LANGUAGE: Elven

RACIAL ABILITIES DESCRIPTION


Darkvision (60 feet)
Bonus Feat
Keen Senses
Free Pizza (1/day)
Advanced Meta Knowledge

CUSTOM WEAPON

NAME: Noisy Cricket TYPE: Small Arms LEVEL: 1 PRICE: 50,000 BULK: L

DAMAGE: 3d12 DAMAGE TYPE: Bludgeoning SECONDARY DAMAGE TYPE:

CRITICAL: Knockdown CAPACITY: 2 AMMO TYPE: Charges USAGE: 1

RANGE: 60 ft SPECIAL PROPERTIES: Blast, Penetrating, Unwieldy THROWN: N

OPERATIVE: N LASER: N PROJECTILE: N HANDS: 1

CUSTOM ARMOR

NAME: Chainmail Space Suit TYPE: Light LEVEL: 1 PRICE: 500 BULK: L

SPEED: - EAC BONUS: 1 KAC BONUS: 2 MAX DEX BONUS: 5

AC PENALTY: - UPGRADE SLOTS: 1 WEAPON SLOTS: SIZE:

STRENGTH: DAMAGE: DAMAGE TYPE: CAPACITY: USAGE:


Changelog
8/10
Initial Setup with Drop Downs for
Class
Archetype
Race
Theme
Gender
Home World
Alignment
Deity
8/11
Autocalculation Setup for
Size & Speed based on Race
Initial Ability Scores based on Race and Theme (with option to choose for Human and Themeless)
Class Skills (plus option to add more)
Skill Ranks per level and how many skll ranks you still have left to spend
Key Ability based on Class (with option to choose for Soldier)
Stamina, Hit Points, and Resolve
Armor Class
Saving Throws
Attack Bonuses
The Abilities you gain from Class, Race, and Theme (They change based on Archetype)
Carry Capacity
8/12
Autocalculation of Spells/day and Spells Known/Spell Level (This includes reduction in Spells if you select an Archetype
Added Option for Custom Races
Adjusted calculation of Speed, Skill Bonuses, and AC Bonus due to Carry Capacity
Added highlighting if you select a Weapon to much higher than your level (Green for 1 higher, Purple for 2 higher, Red for 3+)
Added all of the weapons with their stats
Added dropdown to select weapons with their stats pulling from the weapon database I made (The available Weapons is based on your Weapon Proficiencies)
8/13
Fixed Stamina, and Hit Points to allow for feats such as toughness
added the option for Fusions and Materials on Weapons
added armor to the database and section to choose your armor
added section to choose main options for your class. Some of them have effects such as Solarian Solar Weapon able to add her Solar Weapon in the Weapon section and add Crystals to it.
added section to choose augments. It highlights which System is used and if you have a conflict.
updated the Personal Upgrades under Augments so that they will properly increase your Ability Scores
Added Armor Upgrades and section to update all the calculations based on the armor
Fixed movement speed when wearing armor
Added labels for the Skill penalties associated with being overcapacity
Operative Specialization now adds the bonus ranks to the skills
8/14
added the Abilities gained by Soldiers based on their Fighting Styles
added the Abilities gained by the other classes base on their chosen options
added Spells and autogenerate spell for Mystics
added equipment
8/15
added feats and effects
added languages including determining language based on your race and home world

8/16
added effects to all the abilities that are passive and non situational
added a section for vehicles
added the 4 other playable races mentioned in the First Contact book
8/17
fixed bug with KAC and EAC
moved the Mystic Connection Spell slot to the first spell slot
began working on the Drone Sheet
8/18
finished the Drone Sheet
fixed Operative's Edge not working
added section for Exocortex
8/19
fixed class bonus not applying properly for Operative Specialization skill ranks
fixed Bypass bonus not leveling correctly and Mechanic Tricks not counting properly
fixed Survival Skill get double insight bonuses
added Class Skill or Bonus from Theme.
fixed Operatives and Exocortex Mechanics being charged for the Skill Focus feats they get for free. You still have to manually add them, but they don't cost towards your limit.
fixed limits to Encumbered and Overburdened by 1. I had misread the rule as Less than rather than Less than or Equal to.
added free spell at level 12 for Priests, also fixed it so you can grab Connection Inkling and Technomantic Dabbler and receive spells from each
8/20
fixed Operative Specialization Ranks not showing as Trained
added vehicle showing when it is broken
8/21
added missing Carry Capacity Boosts for Backpacks
added initial Proficiency for Drones and the Weapon Specialization they get at level 3
made Natural Weapons for Vesks begin working.
added COUNT column to the Equipment section so you can have stacks of items
broke out the Total Equipment Cost into its component sections so you know what is from items in your equipment and what is from Weapons you have equipped or Augments you've installed
fixed Technomancer not getting bonus spells
8/22
added place to track XP
fixed Technomancer getting extra known spell with Spell Library
fixed Exocortex Mechanic not getting their Initiative Bonus from Overclocking
added function to Eager Dabbler and Jack of All Trades abilities for Spacefarer's
added the bonus for Steely Determination
fixed AC Penalty to skills from Encumberance. The Speed penalty and the Numbers listed were fixed on 8/19, but the AC Penalty was missed.
8/23
fixed Priests, Technomantic Dabblers, & Connection Inkling getting Bonus spells/day when they shouldn't
fixed Exocortex Mechanic not getting Weapon Specialization (Longarms) at level 3
8/24
fixed Stealth and Hover Drone showing EAC/KAC as FALSE
added a check box to switch back and forth between Dexterity and Strength for Operative Weapons
fixed Mystic Connection Spells for Healer and Mindbreaker properly switching out as you gain access to the next spell level.
8/25
fixed armor not counting towards Total Bulk
fixed Vesk Natural Weapons ability not applying in some situations and still listing Non Lethal and Archaic
fixed Human Soldiers not getting their bonus feat
fixed Trick Attack not showing damage
fixed Strength modifier not being applied to Melee and Thrown weapon damage
fixed Carrying Capacity effects to Speed and AC not taking into account boosts such as Cargo Rack Mod, Grunt Ability, or Backpacks
fixed Solarian Weapons not getting Strength Bonus or Weapon Specialization Bonus.
fixed Solar Armor Solarians being able to choose Solarian Weapon as a Weapon Type
fixed The First Contact Races to have the correct bonuses and penalties of +/- 2 instead of +/- 1
8/26
Added Operative Exploits: Combat Trick (EX), Jack of All Trades (EX), & Improved Quick Movement (EX)
fixed Solarian Weapons not getting Attack Bonus
8/28
added function to Dark Blue Rhomboid Aeon Stone and Rings of Resistance
added the ability to equip weapons with which you aren't proficient, with -4 Attack Penalty if you aren't
fixed special weapons not showing up
8/29
fixed the Abilities that are effected by Archtypes not showing the correct numbers
fixed Sniper Rifle sniping ranges
added Custom Rig to Equipment for Mechanics
fixed Signal Jammer with a separate entry for each level
Added the option for a Custom Weapon and Armor
Began working on Multiclassing. I have most of it set up, but will be finding a few bugs for the next day or two
fixed Advanced Melee Weapon Focus not effecting Solarian Weapons
8/30
made some fixes to speeds and added the various speeds to the main page.
added a slot to keep track of your current ammo
made some corrections to Weapon Damage, so that it is easier to add future bonuses/verify where damage bonuses are coming from
finished incorporating Multiclassing
fixed intelligence not granting bonus skills
fixed skills not taking into account your total level when checking if you are over your skill limit
fixed speed not taking into account your armor penalties
8/31
fixed Mystic Spells showing up 1 spell level earlier than they should
fixed Improved Unarmed Strike and Hammer Fist with Melee Striker not giving proper damage Bonuses.
fixed Soldier getting N/A error when choosing Dexterity as Key Ability
fixed Heavy Weapons having the incorrect bulk
9/1
added a column for the Level 5, 10 15, & 20 Ability Score Increases separate from the Point Buy, due to persistant requests for them to be separate
9/4
added Armor Upgrades and Augments to the Equipment list, so you can have one of them in your inventory without it being installed. They will have no effect until you install them in your armor or your body.
changed Augments and Armor Upgrades so you can install them up to 2 levels higher than your character level
fixed Humans not getting their Skilled Bonus beyond first level
fixed weapons getting incorrect melee weapon bonus.
9/8
fixed Operatives not getting Weapon Specialization for Sniper Rifles
fixed Melee Striker not working
fixed Vesk's Natural Weapons not working
fixed Step Up and Strike feat giving validation error
9/11
fixed the Racial Languages for the First Contact Races not showing up.
added Alignment that was removed by mistake when i added multiclassing
9/14
fixed the Channel Skill (SU) ability for Mystics and the Techlore (EX) ability for Technomancer's not being applied correctly
fixed Star Shaman Mytisc not getting Piloting as a class skill
fixed Akashic Mystic not getting Channel Skill ability at level 1
9/16
fixed Bullet Barrage Gear Boost being 1 lower than it's supposed to be
fixed Custom Weapons that qualify not getting benefit of Bullet Barrage or Laser Accuracy
fixed Techlore still not applying bonus correctly.
9/17
fixed Mystic bonus not increasing properly
9/18
fixed Psychkinetic Hand missing from Lashunta
fixed Drones not getting the strength bonus for Melee Weapons
added a display for the DC of your spells. The Spell Focus feat increases this properly whether you get it at level 3 as a Technomancer or grab it another way later on.

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