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Player:
Character Name: Fram Elfwine
Call Name:
Level: 1
Experience:
Next Up:
Money: 50 gp
Trade Goods:
IQ: 13,
ME: 9,
MA: 20, 60% trust/intimidate
PS: 21, +6 damage
PP: 15
PE: 15
PB: 12
Spd: 8
HP: 20
SDC: 81
IS Points: (45%, none)
PPE: 8
Class: barbarian Warrior
Race: human
Sex: …(can be ether the base states met the min. for females being warriors too)
Age: 16
Height: 5’-6”
Weight: 198 lb.
Saving Throws
Coma/Death:
non-lethal poisons/toxins (16):
lethal poisons/toxins (14):
diseases (14):
Spell magic (12-16 depending):
Ritual magic (16):
Faerie magic (16):
Circle magic [all](16):
ward magic (14):
Possession (contested rolls):
Psionics (10/12/15):
insanity (12):
horror Factor:
perception (target number):
pain (16):
soul Drinking (14):
Harmful drugs (15):
Extreme Heat/Cold (13):
Electrocution (14):
Basic Data: pb: 12, MA: 20 (60%), HP/SDC: 20/80, PPE: 8, Psi: no, magic: no, possessed: no, Healthy: yes
Physical Appearance:
H2H: expert
No. Of Attacks per melee: 3
Damage: +6
Strike: +
Parry: +2
Dodge: +2
Pull: +2
Roll: +2
Initiative:
Disarm:+3
Moves
auto KO on nat 20 for 1d4 melees,
paired weapons
can use 2-handed weapons one handed
Battle Cry: inflicts HF 8 +1/L, out to 50 ft +10ft/L,
—chars L1 or L2 fails sees them turn tail & run away
—chars of L3+ fails only -1 APM for that round
Weapon Proficiencies
archery: +20 ft to effective range, +1 Parry, + strike, Rate of Fire: 2
targeting: thrown weapons: +1 strike, RoF: =2 H2H
thrown added to bows/spears & like WPs: + strike
sword:
Weapons
large Cross Bow: totaled range: 620 feet. damage: 2d6 SD
Claymore: 3d6 SD
Knife (18 inch bowie knife): 1d6 SD
war club: 2d4 SD
Armor: Studded Leather AR: 13, SDC: 38
Character Building
Birth Order: 3rd born, but 1st born of twins
Average but looks strong
average height
Age: 17 to start
disposition: The dice suggest ether arrogant or paternal
Land of Origin: Great Norther Wilderness
Environment: medium sized clan
Social Background: child of the clan chief.
racial hostility: the dice suggest the supernatural or ogers
Barbarian Stigma: (for BB chars this is VERY important): (1 @ L1, +1 @ Ls 3,6,9,12)
When looses positive stigma or is effected by negative stigma:… combat bonuses are cut in half, skills are performed at -15 % until the distraction is resolved.
Not true obsessions nor phobias, might be rational or irrational. each stigma has a 50-50 chance of being positive or negative.
this is good GM & Player discussion about the specifics.
#1: negative: (ether 07 a specific type of drink or 70 a specific color (any of choice))
(TO GM: I would suggest the player does not pick the warlock’s life sign colors if you don’t want this coming up over and over...every session)
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Three barbarian abilities (picked three)
*4) toughness: +6d6+2 (28)SDC*
*7) Paired Weapons*. Can wield 2-handed weapons one handed*. +3 disarm*.
*8) Battle Cry: inflicts HF 8, +1 per level to a radius of 50 ft +10 ft per level. L1 & L2 who fail run away, high level chars that fail save only are startled: -1APM for that round.**
Skills (No IQ bonus)
Class Skills
Nat Language: Northern Human: 40+5—40
body building & weight lifting: (+2 PS*, +10 sdc*)
Climbing (+10);(per 20 feet): 40+5—50
—rappelling(+10): 30+5—40
running (+1 PE, 4d4 (11) spd*, +1d6 (4)SDC*)
swimming (+10): ( PSx3 yards per melee max) 40+5—50
boxing: auto KO on nat 20 for 1d4 melees*, +1 APM*, +2 P&D*, +2 PS*+3d6 (14) SDC*)
land navigation (+15): 30+5—45
wilderness survival (+10): 30+5—40
WP Archery
WP sword
H2H Expert
Class Related Skills (6 @ L1, +1 @ Ls 4,8,12)
1st Aid: (+5): 45+5—50
detect ambush: 30+5—30
detect concealment & traps: 25+5—25
sniper (+2 aimed shots, counts as two arrow shots)
WP Targeting: thrown or slung: +1 strike @ levels 1*, 3, 5, 7, 10, 13, RoF: equal to hand to hand APM
—when added with other WPs: +1 strike @ levels 2, 5, 10
camouflage (+)
Secondary Skills (4 @ L1, no level up secondary skills)
cooking: 30+5—30
rope works: 30+5—30 (escapers got -10% to slip loose)
general repair and maintenance: 35+5—35
sewing: 35+5— 35
Equipment:
Two sets of clothing
fur poncho & un-attached hood.
boots
Arm Bands:
—Right arm set (5 steel bands): decorated with Dragons, Lions, Stags, & Wolves
—Left arm set (5 steel bands): decorated with Hawks, Kraken, Bears and Fish
bedroll
back pack
two large sacks
two small sacks
water skin
50 ft rope
two weeks of food rations
tinder box
Background:
Fram Elfwine was born in the far north near the lands of eternal summer light, to the chief the Widfara Clan, Dernhelm. Determined to be a warrior from the time of being able to walk Fram watcher the elders and fought the other children as is normal. During the winter of frightful frosts a family of leaf-ears wintered with the clan in their winter quarters. Fram immediately became fast friends to the children in the family and was often matched with one of them during parties and drinking matches, loosing a bit of innocence during their time together. The parting in the spring was difficult but the clan was headed north to hunt the caribou and the leaf-ears headed south towards their kin. Earning Fram the moniker Elfwine.
Upon reaching adulthood Fram Elfwine was given a choice, join the hunting parties away from the main clan or go on a walkabout. Fram Elfwine chose to head south and walkabout the lands, with the idea in the head of finding the friends of childhood maybe.
Notes To GM:
I as the maker added a native language, because a language is missing from the class skills list and related skills only allows sign language from communications, the skill cat. that languages are in in PF2.
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Again more names from middle earth
Fram: Rohirrim has the meanings of Firm, Valiant , & stout. (RW note: it is from the Old English)
Elfwine: Rohirrim has the meanings of Elf Friend. (same meaning in Old English)
Widfara: meaning “wide farer’….in this context Fram Elfwine’s clan is nomadic traveling the Northern wilderness from southern reaches to the northern shores near Bob’s arctic circle.
Dernhelm: ‘secret helm’ or ‘helm of secrecy’. don’t know why this…maybe the clan has a secret that Frem doesn’t know about. GM gets to play with this sort of item.
GM Note: there are things you should delete from the copy of this char sheet you give the player. like the commentary after the meaning of Dernhelm.