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Male Ranger

The document outlines the character Elren Jal, an elf ranger skilled in tracking and survival, with specific proficiencies and deficiencies in various traits. It details his abilities, items, and background, including his connection to an ancient ancestor through a dusty book. Additionally, it provides a quick reference for combat mechanics and attack types within the game system.

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Naedra
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0% found this document useful (0 votes)
7 views2 pages

Male Ranger

The document outlines the character Elren Jal, an elf ranger skilled in tracking and survival, with specific proficiencies and deficiencies in various traits. It details his abilities, items, and background, including his connection to an ancient ancestor through a dusty book. Additionally, it provides a quick reference for combat mechanics and attack types within the game system.

Uploaded by

Naedra
Copyright
© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

Elren Jal

Character Name: _____________________________

Character Race/Archetype/Class Description: Character Portrait


Elf
Ranger- rangers are good with tracking, survival skills,
trap setting, and other things known to those who live in
the wild.

Proficiency: (Mark “+” sign next to traits below)


Deficiency: (Mark “-” sign next to traits below)
-
Strength: ____
● Athletics Check
● Melee Attack (STR) Melee Weapons:
● Strength Saving Throws
Short sword
+
Dexterity: ____
● Turn Order in Battle (Initiative Check)
● Acrobatics Check (DEX) Ranged Weapons:
● Sleight of Hand Check
● Piloting (Land, Sea, Air, Mech) Longbow- Range = Long
● Lock Picking
● Stealth Check
● Hide Check 14
Armor Class: _____
● Ranged Attack
● Dexterity Saving Throws 4
Hit Points (Optional): _____

Constitution: ____ Character Special Abilities:


● Constitution Saving Throws Multi-shot- Once per Long Rest, using the Attack Action
can target another separate target. Roll a separate attack
Intelligence: ____ for this extra attack.
● Arcana Check
● History Check
● Streetwise Items:
● Investigation Check
● Computer Use Longbow
Short sword
● Nature Check
Scalemail
● Religion Check Gold 10
● Intelligence Saving Throws
+
Wisdom: ____
● Animal Handling Check
● Insight Check
● Medicine Check
● Perception Check
● Survival Check Background:
● Magic Spell Attack
● Casting Magic Spells (Non-attack) At the age of only 125, this young elf's drive for adventure
was so great that his yearning for it drove him
● Wisdom Saving Throws instinctively to the doorstep of the Dark Ravens guild
headquarters. Earning his way through the ranks for a
Charisma: ____ couple of years and making a name for himself, he finally
● Deception Check found his calling. In the guild archives, he finds an old
● Intimidation Check dusty brown book at least 800 years old with his surname
● Performance Check on the front. He flips through, noticing picture after
● Persuasion Check picture of an ancient ancestor who was at one time one of
● Charisma
Charm Person Check the greatest adventurers of time itself. A surge of
Saving Throws memories overtakes him as he relives these memories.
● Charisma Saving Throws
Armor Class
GATEWAY RPG Based on Dex (or Modifiers added)
• “+” Proficiency = 14 AC
QUICK REFERENCE SHEET • “-” Deficiency = 10 AC
• Normal (having neither) = 12 AC
Proficiency/Deficiency:
• “+” Proficiency =Roll a d20 twice and take the Attack Range
higher roll • Close Combat- Within 5 feet
• “-” Deficiency = Roll a d20 twice and take the lower • Short Range- 10 feet to 60 feet
roll • Medium Range- 65 feet to 300 feet
• __ Normal (Blank Trait) = A character that has • Long Range- 305 feet to 500 feet
neither proficiency or deficiency will only roll a d20 • Very Long Range- 500 feet and Above
once
Resolving Combat
Advantage/Disadvantage: Step 1: Game Master Determines if there is a Surprise
Proficiency Trait with Advantage Round
Advantage (+1) = 2d20 and take the highest number
rolled and add +1 to the total Step 2: Roll Initiative for all involved (Dexterity)

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.
• Hide
• Search
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

Step 5: Continue following Initiative Turn Order until all


combatants are cleared from the battlefield.

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