Pocket Fantasy RPG Character Sheet

Race

Dwarf

Bearded, broad, and sturdy mountain-dwelling race.

  • Dark Vision: See up to 60-ft. in the dark.
  • Stone Sense: Detect slanted passages, underground depth, and stone traps and construction on a simple talk roll (3+).
  • Poison Resistance: Resist poison on a simple task roll (3+).

Elf

Forest-dwelling, sharp-eyed, and pointed-ear race.

  • Dark Vision: See up to 60-ft. in the dark.
  • Keen Eye: Locate secret doors that are "tough" (5+) to find with a simple glance.
    • When PM agrees you are near the secret door.
  • Paralysis Immunity: Immune to paralysis.
  • Vigilant: Only surprised on a roll of 1.

Halfling

Short, merry, barefooted race, that dwells in hillside holes.

  • Nimble: May reroll all Defense Action CS rolls against large monsters, and take the best result.
  • Sneaky: Make a laughable task roll in forests or an average task roll in non-forests, and if successful, are hidden from view.

Human

Numerous, yet ambitious race, found in all lands.

  • Lucky: Start with 2 Heroic Rerolls per session.

Class

Bard

  • Races: All
  • HP: 6
  • CS: d6-2, melee and ranged (any 1-handed weapon, bow / leather or padded)
  • Charming: Reroll any task involving charisma, take the best result.
  • Loremaster: May reroll any non-combat task involving the recounting of ancient texts, history, geography, poetry, monster lore and weaknesses, etc., per the PM's discretion.
  • Bardic Music: Through the magic that certain ancient songs posses, the Bard can manifest magical effects. These songs must be sung for a minimum of 3 combat rounds before a new song may be sung. The Bard may perform other actions whilst singing, including combat. All song targets must be within hearing range for the song's magic to take effect.

Bardic Songs

  • Hymn of the Mighty: all party members do 1 extra point of damage.
  • Lay of Deflection: all party members take 1 less point of damage.
  • Ballad of Legends: all party members get a chance to attain a Heroic Reroll when they roll a 6 as per the "Rolling a 6" rule, except they only have to roll a 3 or higher, instead of a 6, to get a Heroic Reroll.
  • Song of Mending: at the end of 3 rounds of singing, all party members heal 3 points of damage. This song may only be sung once per encounter.
  • Chant of Renewal: at the end of 3 rounds of singing, 3 Heroic Rerolls may be given to any party members as the Bard sees fit, for use only during the current encounter. This song may only be sung once per encounter.
  • Melody of Madness: all enemies (except undead) must make a tough task roll or become confused (may not move or make Attack Actions, but may make Defense Actions). This lasts for 3 rounds, the duration of the song. Enemies that have been confused may not become confused again on repeat singings of this song.
  • Shanty of Pain: at the end of 3 rounds of singing, all enemies must roll a Defense Action versus 3 damage.

Cleric

  • Races: Human, Dwarf
  • HP: 8
  • CS: d6-1, melee (mace / chain mail)
  • Righteous Insight: Reroll any task involving wisdom, take the best result.
  • Bind Wounds: Heal 2 hp to all characters after encounters, or to wounded NPCs (non-player characters).
  • Holy Light/Holy Smite: Takes a combat action to cast and may only be used in combat twice per encounter:
    • Holy Light: Heal d6 hp to all friendly characters within sight, roll twice and take the best result.
    • Holy Smite: Cause d6 hp damage (no Defense Action) to 1 target (or all undead targets) in the area, roll twice and take the best result.

    Expending a Heroic Reroll allows casting 1 additional Holy Light or Holy Smite.

Fighter

  • Races: All
  • HP: 10
  • CS: d6, melee and ranged (sword / any armor)
  • Muscle: Reroll any task involving strength, take the best result.
  • Challenge: Once per encounter, as a combat action, may challenge an enemy to direct at least 1 of its Attack Actions per combat round, against the Fighter when possible, for the duration of the encounter.
  • Combat Master: Melee Attack and Defense Action CS rolls may explode.

Ranger

  • Races: Human, Elf
  • HP: 10
  • CS: d6-1, melee and ranged (sword and long bow / leather armor)
  • Survivalist: Non-combat tasks attempted by the Ranger may be rerolled while in woodland and cavern environments (hunting, trapping, fishing, boating, shelter building, fire building, logging, woodworking, raft building, tracking, befriending wild animals, etc.) and take the best result, per the PM's discretion.
  • Alert: The Ranger's party may reroll surprise rolls and take the best result. While in woodland and cavern environments, the Ranger may reroll their initiative roll, taking the best result.
  • Ranged Mastery: May make 1 ranged Attack Action that may explode, or choose to make 2 ranged Attack Actions at 2 different targets, these attacks do not explode and the targets may reroll Defense Actions against them, taking the best result.

Thief

  • Races: All
  • HP: 6
  • CS: d6-1, melee and ranged (dagger, bow / leather armor)
  • Nimble: Reroll any task involving agility, take the best result. Finds traps/secret doors in room/corridor section on a successful agility task roll. Disarms traps on a successful agility task roll. Unlocks doors or containers on a successful agility task roll.
  • Flank: If attacking an enemy engaged in melee with another character, roll melee Attack Actions twice and take the best result.
  • Backstab: If foe is completely unaware and not engaged in a combat encounter, success at an agility task results in the Thief making 2 CS melee Attack Actions, combining both damage into one Attack Action.

    Expending a Heroic Reroll rerolls both Attack Actions.

Wizard

  • Races: Human, Elf
  • HP: 4
  • CS: d6-2, melee and ranged (staff of magic missiles / robes)
  • Brains: Reroll any task involving intelligence, take the best result.
  • Combat Magic: In combat, may cast 2 spells per encounter from the Magic Spell List (may cast two different spells or the same spell twice). Casting a spell in combat is a combat action.
  • Free Form Magic: Out of combat, may attempt to cast 2 Free Form Spells per session.

    Expending a Heroic Reroll allows casting 1 additional spell, in or out of combat.

Combat Magic

  • Aid from Beyond: Other characters in the party receive a Heroic Reroll for use only during the current encounter.
  • Arcane Armor: Target of spell makes all Defense Actions at CS d6 for the duration of the encounter, roll twice and take the best result.
  • Confusion: Roll d6-3, minimum of 1, reroll and take the best result, for that amount of combat rounds, an enemy may not move or take Attack Actions, though it may still take Defense Actions.
  • Dark Bolt: CS d6 ranged Attack Action that may explode, roll twice and take the best result.
  • Rain of Fire: Up to 4 targets in close proximity to each other (PM discretion) are attacked with a CS d6-1 ranged Attack Action, roll twice and take the best result.
  • Summon Monster: Roll d6-2, minimum of 2, for the amount of combat rounds (including the round the spell is cast) that a monster is summoned under the caster's control, and then vanishes at the end of its last combat round. The monster will not harm itself and can only be directed to attack targets decided by the caster. The monster is summoned adjacent to the caster and may move and attack the following round on the caster's initiative. Controlling the monster does not take up the caster's combat action. Roll a d6:
    • 1-4: chose a Goblin or Giant Centipede.
    • 5-6: add Orc, Skeleton, Wolf, or Giant Spider to the choices of monster summoned.
    • 6: Reroll, on another 6, may add Minotaur, Ogre, or Troll to the choices of monster summoned.

Free-Form Magic

Free Form Magic may only be used when out of combat and is accomplished by task resolution as decided by the PM based on complexity, duration and scope of the created spell. Failure results in the spell attempt being lost. Free Form Magic examples could be to conjure food, create a boat, create a rope, create a bridge to pass over lava, levitate to atop a tower, speak with animals, detect secret doors, send a telepathic message, breathe underwater, etc. Conjured items last for 24 hours. The possibilities are up to the creativity, situation and need of the caster. Free Form Magic is a spell, not an intelligence task, and may only be rerolled by using a Heroic Reroll.

Equipment

Starting Equipment

  • Backpack
  • Bedroll
  • Dry Rations, 1 week worth (dried meat, hard bread, etc.)
  • Flint & Steel
  • Rope, 50-ft.
  • Torches, 6 (lasts 1 hour)
  • Water Skin, gallon

Optional Starting Equipment

Dice Roller