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[ +- ] Polder Elementalist
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Basics
Name: ?
Ancestry: Polder
Pronouns: ?
Kit: Already Included
Class: Elementalist
Subclass: Fire specialization
Career: Mage’s Apprentice
Level: 1
Victories: 0
XP: 0
Other stats
Size: 1S
Speed: 5
Stability: 0
Disengage: 2
Wealth: 1
Renown: 1
Max/Initial Resources
Stamina: 18 (Winded: ≤ , Dying: 0 to -)
Recoveries: 8 (Each increases stamina by: )
Heroic Resource Name: Essence
Surges:
- Use 1-3 surges: Each increases damage by
- Use 2 surges to increase potency by 1
Current Resources
Stamina: 18 (Winded? , Dying? )
: 0
Recoveries: 8
Surges: 0
TraitsCulture: Urban, Communal, Creative
Languages: Caelian, Khoursirian, The First Language
Skills: Alchemy, Alertness, Blacksmithing, Empathize, Gymnastics, History, Magic, Monsters, Tailoring, Timescape
Downtime Projects
Type: Name: (0 points)
Type: Name: (0 points)
Roll with: Edge? [_edgeAbl=0/1] Bane? [_baneAbl=0/1]
[table=ht rolls]
Ability | Roll
Bifurcated Incineration | 2d10 + [_$=Reason+(edgeAbl*2)-(baneAbl*2)]
Viscous Fire | 2d10 + [_$=Reason+(edgeAbl*2)-(baneAbl*2)]
Melee Weapon Free Strike | 2d10 + [_$=Agility+(edgeAbl*2)-(baneAbl*2)]
Hurl Element (Ranged Free Strike) | 2d10 + [_$=Reason+(edgeAbl*2)-(baneAbl*2)]
Escape Grab | 2d10 + [_$=Agility+(edgeAbl*2)-(baneAbl*2)]
Grab | 2d10 + [_$=Might+(edgeAbl*2)-(baneAbl*2)]
Knockback | 2d10 + [_$=Might+(edgeAbl*2)-(baneAbl*2)]
[/table]
Abilities - Rules and descriptionsCharge
NotesMove up to your speed in a straight line without shifting, and can then make a melee free strike or use an ability with the Charge
keyword against a creature when you end your move.
Move up to your speed in a straight line without shifting, and can then make a melee free strike or use an ability with the Charge
keyword against a creature when you end your move.
Defend
NotesAll ability power rolls made against you have a double bane until the start of your next turn. You gain no benefit from this action while another creature is taunted by you.
All ability power rolls made against you have a double bane until the start of your next turn. You gain no benefit from this action while another creature is taunted by you.
Melee Weapon Free Strike
NotesYou make a free strike.
Tags: Melee, Strike, Weapon
Range: Melee 1
Target: One creature or object
Roll results:
- ❌ 3 damage
- ✅ 6 damage
- ⭐ 8 damage
You make a free strike.
[b]Tags[/b]: Melee, Strike, Weapon
[b]Range[/b]: Melee 1
[b]Target[/b]: One creature or object
[b]Roll results[/b]:
- ❌ 3 damage
- ✅ 6 damage
- ⭐ 8 damage
Heal
NotesChoose an adjacent creature who can spend a Recovery or make a saving throw.
Choose an adjacent creature who can spend a Recovery or make a saving throw.
Bifurcated Incineration
Notes[i]Two jets of flame lance out at your command.[/I]
Tags: Fire, Magic, Ranged, Strike
Range: Ranged 10
Target: Two creatures or objects
Roll results:
- ❌ 4 fire damage
- ✅ 6 fire damage
- ⭐ 8 fire damage
[i]Two jets of flame lance out at your command.[/I]
[b]Tags[/b]: Fire, Magic, Ranged, Strike
[b]Range[/b]: Ranged 10
[b]Target[/b]: Two creatures or objects
[b]Roll results[/b]:
- ❌ 4 fire damage
- ✅ 6 fire damage
- ⭐ 8 fire damage
Viscous Fire
Notes[i]A jet of heavy fire erupts where you strike.[/I]
Tags: Fire, Magic, Ranged, Strike
Range: Ranged 10
Target: One creature or object
Roll results:
- ❌ 6 fire damage; push 2
- ✅ 9 fire damage; push 3
- ⭐ 11 fire damage; push 4
[i]A jet of heavy fire erupts where you strike.[/I]
[b]Tags[/b]: Fire, Magic, Ranged, Strike
[b]Range[/b]: Ranged 10
[b]Target[/b]: One creature or object
[b]Roll results[/b]:
- ❌ 6 fire damage; push 2
- ✅ 9 fire damage; push 3
- ⭐ 11 fire damage; push 4
Hurl Element
Notes[i]You cast a ball of elemental energy at an unsuspecting foe.[/I]
Tags: Magic, Ranged, Strike
Range: Ranged 10
Target: One creature or object
Roll results:
- ❌ 4 damage
- ✅ 6 damage
- ⭐ 8 damage
Effect: When you make this strike, choose the damage type from one of the following options: acid, cold, corruption, fire, lightning, poison, or sonic. If this deals fire damage, the damage increases by 1.
[i]You cast a ball of elemental energy at an unsuspecting foe.[/I]
[b]Tags[/b]: Magic, Ranged, Strike
[b]Range[/b]: Ranged 10
[b]Target[/b]: One creature or object
[b]Roll results[/b]:
- ❌ 4 damage
- ✅ 6 damage
- ⭐ 8 damage
[b]Effect[/b]: When you make this strike, choose the damage type from one of the following options: acid, cold, corruption, fire, lightning, poison, or sonic. If this deals fire damage, the damage increases by 1.
Aid Attack
NotesChoose an adjacent enemy. The next ability power roll an ally makes against them before the start of your next turn has an edge.
Choose an adjacent enemy. The next ability power roll an ally makes against them before the start of your next turn has an edge.
Catch Breath
NotesSpend a Recovery.
Spend a Recovery.
Hide
NotesYou become hidden from creatures who aren’t observing you while you have cover or concealment from them.
You become hidden from creatures who aren’t observing you while you have cover or concealment from them.
Stand Up
NotesYou stand up from prone, ending that condition. Alternatively, you can use this maneuver to make an adjacent prone creature stand up.
You stand up from prone, ending that condition. Alternatively, you can use this maneuver to make an adjacent prone creature stand up.
Escape Grab
NotesTags: -
Range: Self
Target: Self
Roll results:
- ❌ No effect
- ✅ You can escape the grab, but if you do, a creature who has you grabbed can make a melee free strike against you before you are no longer grabbed.
- ⭐ You are no longer grabbed.
Effect: You take a bane on this maneuver if your size is smaller than the size of the creature, object, or effect that has you grabbed.
[b]Tags[/b]: -
[b]Range[/b]: Self
[b]Target[/b]: Self
[b]Roll results[/b]:
- ❌ No effect
- ✅ You can escape the grab, but if you do, a creature who has you grabbed can make a melee free strike against you before you are no longer grabbed.
- ⭐ You are no longer grabbed.
[b]Effect[/b]: You take a bane on this maneuver if your size is smaller than the size of the creature, object, or effect that has you grabbed.
Grab
NotesTags: Melee, Weapon
Range: Melee 1
Target: One creature
Roll results:
- ❌ No effect
- ✅ You can grab the target, but if you do, the target can make a melee free strike against you before they are grabbed.
- ⭐ The target is grabbed by you.
Effect: You can usually target only creatures of your size or smaller. If your Might score is 2 or higher, you can target any creature with a size equal to or less than your Might score.
Unless otherwise indicated, a creature can grab only one creature at a time.
[b]Tags[/b]: Melee, Weapon
[b]Range[/b]: Melee 1
[b]Target[/b]: One creature
[b]Roll results[/b]:
- ❌ No effect
- ✅ You can grab the target, but if you do, the target can make a melee free strike against you before they are grabbed.
- ⭐ The target is grabbed by you.
[b]Effect[/b]: You can usually target only creatures of your size or smaller. If your Might score is 2 or higher, you can target any creature with a size equal to or less than your Might score.
Unless otherwise indicated, a creature can grab only one creature at a time.
Knockback
NotesTags: Melee, Weapon
Range: Melee 1
Target: One creature
Roll results:
- ❌ Push 1
- ✅ Push 2
- ⭐ Push 3
Effect: You can usually target only creatures of your size or smaller. If your Might score is 2 or higher, you can target any creature with a size equal to or less than your Might score.
[b]Tags[/b]: Melee, Weapon
[b]Range[/b]: Melee 1
[b]Target[/b]: One creature
[b]Roll results[/b]:
- ❌ Push 1
- ✅ Push 2
- ⭐ Push 3
[b]Effect[/b]: You can usually target only creatures of your size or smaller. If your Might score is 2 or higher, you can target any creature with a size equal to or less than your Might score.
Practical Magic
Notes[i]Your mastery of elemental power lets you customize your conjurations.[/I]
Tags: Magic, Ranged
Range: Self
Target: Self
Effect: Choose one of the following effects:
- You use the Knockback maneuver at a distance of ranged 10 and use Reason instead of Might for the power roll.
- You choose a creature within 10 squares of you and deal 2 damage to them. The damage type can be acid, cold, corruption, fire, lightning, poison, or sonic.
- You teleport up to 2 squares. If you chose this option, you can spend essence to teleport 1 additional square for every essence spent.
[i]Your mastery of elemental power lets you customize your conjurations.[/I]
[b]Tags[/b]: Magic, Ranged
[b]Range[/b]: Self
[b]Target[/b]: Self
[b]Effect[/b]: Choose one of the following effects:
- You use the Knockback maneuver at a distance of ranged 10 and use Reason instead of Might for the power roll.
- You choose a creature within 10 squares of you and deal 2 damage to them. The damage type can be acid, cold, corruption, fire, lightning, poison, or sonic.
- You teleport up to 2 squares. If you chose this option, you can spend essence to teleport 1 additional square for every essence spent.
Essence
At the start of a combat encounter or some other stressful situation tracked in combat rounds (as determined by the Director), you gain essence equal to your Victories. At the start of each of your turns during combat, you gain 2 essence. Additionally, the first time each combat round that you or a creature within 10 squares takes damage that isn’t untyped or holy damage, you gain 1 essence. You lose any remaining essence at the end of the encounter
[f=h2]Essence[/f]
At the start of a combat encounter or some other stressful situation tracked in combat rounds (as determined by the Director), you gain essence equal to your Victories. At the start of each of your turns during combat, you gain 2 essence. Additionally, the first time each combat round that you or a creature within 10 squares takes damage that isn’t untyped or holy damage, you gain 1 essence. You lose any remaining essence at the end of the encounter
Acolyte of Fire
NotesYou become an expert at wielding destructive flames. Your abilities that have the Fire and Magic keywords gain a +1 bonus to rolled damage (already included).
Your Hurl Element ability also gains this bonus when you use it to deal fire damage (already included).
You become an expert at wielding destructive flames. Your abilities that have the Fire and Magic keywords gain a +1 bonus to rolled damage (already included).
Your Hurl Element ability also gains this bonus when you use it to deal fire damage (already included).
Enchantment of Destruction
NotesYou gain a +1 bonus to rolled damage with magic abilities (already included).
You gain a +1 bonus to rolled damage with magic abilities (already included).
[3column][col]
[f=h1]Basics[/f]
[b]Name:[/b] [_=?]
[b]Ancestry:[/b] [_=Polder]
[b]Pronouns:[/b] [_=?]
[b]Kit[/b]: [_=Already Included]
[b]Class:[/b] [_=Elementalist]
[b]Subclass:[/b] [_=Fire specialization ]
[b]Career:[/b] [_=Mage’s Apprentice]
[b]Level[/b]: [_level=1]
[b]Victories[/b]: [_victories=0]
[b]XP[/b]: [_=0]
[/col][col]
[f=h1]Attributes[/f]
Roll with: Edge? [_edgeAtt=0/1] Bane? [_baneAtt=0/1]
[table="hlt rolls"]
| [f=centre]Modifier[/f] | Power roll
[f=large centre bold]Might[/f] |[f=large centre][_Might=-1][/f]|2d10+[_$=Might+(edgeAtt*2)-(baneAtt*2)]
[f=large centre bold]Agility[/f] |[f=large centre][_Agility=1][/f]|2d10+[_$=Agility+(edgeAtt*2)-(baneAtt*2)]
[f=large centre bold]Reason[/f] |[f=large centre][_Reason=2][/f]|2d10+[_$=Reason+(edgeAtt*2)-(baneAtt*2)]
[f=large centre bold]Intuition[/f] |[f=large centre][_Intuition=2][/f]|2d10+[_$=Intuition+(edgeAtt*2)-(baneAtt*2)]
[f=large centre bold]Presence[/f] |[f=large centre][_Presence=1][/f]|2d10+[_$=Presence+(edgeAtt*2)-(baneAtt*2)]
[/table]
[/col][col]
[f=h1]Other stats[/f]
[b]Size:[/b] [_=1S]
[b]Speed:[/b] [_=5]
[b]Stability:[/b] [_=0]
[b]Disengage:[/b] [_=2]
[b]Wealth[/b]: [_=1]
[b]Renown[/b]: [_=1]
[/col][/3column]
[2column][col]
[f=h1]Max/Initial Resources[/f]
[b]Stamina[/b]: [_maxStamina=18] ([b]Winded[/b]: ≤ [_winded$=floor(maxStamina/2)], [b]Dying[/b]: 0 to -[_$=floor(maxStamina/2)])
[b]Recoveries[/b]: [_=8] ([b]Each increases stamina by[/b]: [_$=floor(maxStamina/3)])
[b]Heroic Resource Name[/b]: [_heroicName=Essence]
[b]Surges[/b]:
- Use 1-3 surges: [b]Each increases damage by [_$=max(Might,Agility,Reason,Intuition,Presence)][/b]
- Use 2 surges to increase potency by 1
[/col][col]
[f=h1]Current Resources[/f]
[f=large bold]Stamina: [_stamina=18][/f] ([b]Winded[/b]? [_$=stamina<winded], [b]Dying[/b]? [_$=stamina<0])
[f=large bold][_$=heroicName]: [_heroic=0][/f]
[f=large bold]Recoveries: [_=8][/f]
[f=large bold]Surges: [_=0][/f]
[/col][/2column]
[f=h1]Traits[/f]
[3column][col]
[b]Culture[/b]: [_=Urban, Communal, Creative]
[b]Languages[/b]: [_=Caelian, Khoursirian, The First Language]
[/col][col]
[b]Skills[/b]: [_=Alchemy, Alertness, Blacksmithing, Empathize, Gymnastics, History, Magic, Monsters, Tailoring, Timescape]
[/col][col]
[b]Downtime Projects[/b]
Type: [_=] Name: [_=] ([_=0] points)
Type: [_=] Name: [_=] ([_=0] points)
[/col][/3column]
[abilities=Ability roll]
Roll with: Edge? [_edgeAbl=0/1] Bane? [_baneAbl=0/1]
[table=ht rolls]
Ability | Roll
Bifurcated Incineration | 2d10 + [_$=Reason+(edgeAbl*2)-(baneAbl*2)]
Viscous Fire | 2d10 + [_$=Reason+(edgeAbl*2)-(baneAbl*2)]
Melee Weapon Free Strike | 2d10 + [_$=Agility+(edgeAbl*2)-(baneAbl*2)]
Hurl Element (Ranged Free Strike) | 2d10 + [_$=Reason+(edgeAbl*2)-(baneAbl*2)]
Escape Grab | 2d10 + [_$=Agility+(edgeAbl*2)-(baneAbl*2)]
Grab | 2d10 + [_$=Might+(edgeAbl*2)-(baneAbl*2)]
Knockback | 2d10 + [_$=Might+(edgeAbl*2)-(baneAbl*2)]
[/table]
[/abilities]
[f=h1]Abilities - Rules and descriptions[/f]
[3column][col]
[abilities=Main actions]
#Charge
Move up to your speed in a straight line without shifting, and can then make a melee free strike or use an ability with the Charge
keyword against a creature when you end your move.
#Defend
All ability power rolls made against you have a double bane until the start of your next turn. You gain no benefit from this action while another creature is taunted by you.
# Melee Weapon Free Strike
You make a free strike.
[b]Tags[/b]: Melee, Strike, Weapon
[b]Range[/b]: Melee 1
[b]Target[/b]: One creature or object
[b]Roll results[/b]:
- ❌ 3 damage
- ✅ 6 damage
- ⭐ 8 damage
# Heal
Choose an adjacent creature who can spend a Recovery or make a saving throw.
#Bifurcated Incineration
[i]Two jets of flame lance out at your command.[/I]
[b]Tags[/b]: Fire, Magic, Ranged, Strike
[b]Range[/b]: Ranged 10
[b]Target[/b]: Two creatures or objects
[b]Roll results[/b]:
- ❌ 4 fire damage
- ✅ 6 fire damage
- ⭐ 8 fire damage
#Viscous Fire
[i]A jet of heavy fire erupts where you strike.[/I]
[b]Tags[/b]: Fire, Magic, Ranged, Strike
[b]Range[/b]: Ranged 10
[b]Target[/b]: One creature or object
[b]Roll results[/b]:
- ❌ 6 fire damage; push 2
- ✅ 9 fire damage; push 3
- ⭐ 11 fire damage; push 4
#Hurl Element
[i]You cast a ball of elemental energy at an unsuspecting foe.[/I]
[b]Tags[/b]: Magic, Ranged, Strike
[b]Range[/b]: Ranged 10
[b]Target[/b]: One creature or object
[b]Roll results[/b]:
- ❌ 4 damage
- ✅ 6 damage
- ⭐ 8 damage
[b]Effect[/b]: When you make this strike, choose the damage type from one of the following options: acid, cold, corruption, fire, lightning, poison, or sonic. If this deals fire damage, the damage increases by 1.[/abilities]
[/col][col]
[abilities=Maneuvers]
#Aid Attack
Choose an adjacent enemy. The next ability power roll an ally makes against them before the start of your next turn has an edge.
#Catch Breath
Spend a Recovery.
# Hide
You become hidden from creatures who aren’t observing you while you have cover or concealment from them.
# Stand Up
You stand up from prone, ending that condition. Alternatively, you can use this maneuver to make an adjacent prone creature stand up.
#Escape Grab
[b]Tags[/b]: -
[b]Range[/b]: Self
[b]Target[/b]: Self
[b]Roll results[/b]:
- ❌ No effect
- ✅ You can escape the grab, but if you do, a creature who has you grabbed can make a melee free strike against you before you are no longer grabbed.
- ⭐ You are no longer grabbed.
[b]Effect[/b]: You take a bane on this maneuver if your size is smaller than the size of the creature, object, or effect that has you grabbed.
#Grab
[b]Tags[/b]: Melee, Weapon
[b]Range[/b]: Melee 1
[b]Target[/b]: One creature
[b]Roll results[/b]:
- ❌ No effect
- ✅ You can grab the target, but if you do, the target can make a melee free strike against you before they are grabbed.
- ⭐ The target is grabbed by you.
[b]Effect[/b]: You can usually target only creatures of your size or smaller. If your Might score is 2 or higher, you can target any creature with a size equal to or less than your Might score.
Unless otherwise indicated, a creature can grab only one creature at a time.
#Knockback
[b]Tags[/b]: Melee, Weapon
[b]Range[/b]: Melee 1
[b]Target[/b]: One creature
[b]Roll results[/b]:
- ❌ Push 1
- ✅ Push 2
- ⭐ Push 3
[b]Effect[/b]: You can usually target only creatures of your size or smaller. If your Might score is 2 or higher, you can target any creature with a size equal to or less than your Might score.
#Practical Magic
[i]Your mastery of elemental power lets you customize your conjurations.[/I]
[b]Tags[/b]: Magic, Ranged
[b]Range[/b]: Self
[b]Target[/b]: Self
[b]Effect[/b]: Choose one of the following effects:
- You use the Knockback maneuver at a distance of ranged 10 and use Reason instead of Might for the power roll.
- You choose a creature within 10 squares of you and deal 2 damage to them. The damage type can be acid, cold, corruption, fire, lightning, poison, or sonic.
- You teleport up to 2 squares. If you chose this option, you can spend essence to teleport 1 additional square for every essence spent.[/abilities]
[/col][col]
[abilities=Triggered / No action]
[/abilities]
[/col][/3column]
[2column][col]
[abilities=Background][/abilities]
[/col][col]
[abilities=Appearance and personality][/abilities]
[/col][/2column]
[abilities=Notes]
[f=h2]Essence[/f]
At the start of a combat encounter or some other stressful situation tracked in combat rounds (as determined by the Director), you gain essence equal to your Victories. At the start of each of your turns during combat, you gain 2 essence. Additionally, the first time each combat round that you or a creature within 10 squares takes damage that isn’t untyped or holy damage, you gain 1 essence. You lose any remaining essence at the end of the encounter
# Acolyte of Fire
You become an expert at wielding destructive flames. Your abilities that have the Fire and Magic keywords gain a +1 bonus to rolled damage (already included).
Your Hurl Element ability also gains this bonus when you use it to deal fire damage (already included).
#Enchantment of Destruction
You gain a +1 bonus to rolled damage with magic abilities (already included).[/abilities]
[abilities=Player Notes][/abilities]