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.