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Initiative Cards v3.

0 (Fantasy)
by JD Wiker

Editing: Keri Wiker


Design Review: Marc Schmalz, Stan!, Rich Redman, & Keri Wiker
Layout and Typesetting: Keri Wiker

Initiative Cards v3.0 2003 The Game Mechanics, Inc. All rights reserved.
For more information about The Game Mechanics and our products:

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P.O. Box 1125, Renton WA 98057
www.thegamemechanics.com

Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Publishing, LLC. See http://paizo.com/pathfinderRPG for
more information on the Pathfinder Roleplaying Game. Paizo Publishing, LLC does not guarantee compatibility, and does not endorse this product.

Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder Roleplaying Game and the Pathfinder Roleplaying Game Compatibility Logo are
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for more information on the compatibility license.

For information on the designation of Open Game Content and Product Identity in this publication, refer to the Appendix.
The Game Mechanics and The Game Mechanics logo are trademarks of The Game Mechanics, Inc. All rights reserved.
This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is
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This product is a work of fiction. Any similarity to actual people, organizations, places, or events is purely coincidental.
Made in the U.S.A.

... ... (order #10638714)


Initiative Cards v3.0 (Fantasy)
The Game Mechanics, Inc.

Introduction an action, turn that Initiative Card sideways, with


Keeping track of initiative in the Pathfinder Role- the Delay/Ready box showing. If a character or
playing Game can get complicated. Every GM has a creature falls unconscious, simply turn the card
method that he or she favors, but those can some- sideways facing the other direction, with the word
times lacks in versatility or utility. Initiative Cards Unconscious visible.
provide GMs both with an easy way to keep track of
initiative, and a handy reference for all the sorts of Monster Cards
information a GM sometimes needs during a game Use monster cards for monsters and animal com-
session. panions.
There are two different types of Initiative Cards: NAME: This is the monsters name. You can use
character cards, and monster cards. Character cards one card to represent multiple monsters of the same
contain information about the player characters and type (using one card to track the initiative and hit
the occasional non-player character. You can use points of three ogres, for example), or you can use
these cards for familiars as well. Monster cards con- individual cards for individual monsters.
tain information about monsters. You can also use ALIGN/RACE: This is the monsters alignment
monster cards for animal companions. and type. Knowing the monsters alignment could
be important for spells that key off of alignment,
such as protection from evil. If youre using the mon-
NUTS AND BOLTS: Erasing
Because there are a couple of places on Initiative Cards where youll be ster card to represent an animal companion, list the
doing frequent writing, erasing, and rewriting, you should consider putting animals species (cat, hawk, weasel, etc.) as its race.
a piece of transparent matte tape (such as Scotch Magic Tape) over those
parts of the card, so that you can erase old data without damaging the card.
INIT: Leave this space blank at first. When combat
begins, use it to record the characters initiative roll.
Delay or Ready: Turn the card so this space is
Initiative Cards in Play showing to indicate the character is delaying or has
Before beginning play, print and fill out as many readied an action.
character cards as you need for the player characters, AC: This is the monsters armor class, including
and print as many monster cards as you need for the base AC, AC for touch attacks (TCH)attacks that
monsters. disregard armorand AC for
When combat begins, ask the attacks when the character is flat-
NAME CLASS/LEVEL
DELAY or READY

players to roll initiative while footed (FLT). There is also a box


BASE TCH FLT TMP INIT ALIGN RACE

AC
you roll initiative for any oppo- STR INT FORT
in which you can mark any tem- SPEED

nents and non-player characters. DEX WIS REF


porary changes to the monsters CMB CMD

Set aside any cards for characters AC (TMP) that occur during the CR XP
CON CHA WILL
or creatures that are surprised. SKILLS course of the game.
One by one, go around the table CLASS/LEVEL: Record any
and ask each player for his or her classes and levels the monster
characters initiative result. Write ATTACK (#) BONUS
might have. If the monster has
TYPE DAMAGE

their initiative numbers down in several classes, you might want


the space marked INIT on the to use abbreviations: Brb for Bar-
cards. Then do the same for all barian, Clr for Cleric, or Wiz for
the initiative rolls you make. Use Wizard, for example.
AMMO
HP

a pencilyoull be erasing and FORT, REF, and WILL: This is


rewriting these numbers fairly where you can find the monsters
often. Fortitude, Reflex, and Will saving
SPECIAL/NOTES

Then simply begin at throws.


UNCONSCIOUS

the top of the stack, moving SPEED: The monsters base


each card to the bottom when movement is indicated here.

that character or creature has Alternate movement modes, such


20032011 The Game Mechanics, Inc. The Game mechanics and The Game Mechanics Logo are trademarks of The Game Mechanics, Inc.

concluded its turn. When you The Monster Card as flying speed or swimming
once again reach the first card in the initiative order, speed, are recorded here as well.
if anyone has not yet rolled initiative, ask them to CMB: The monsters Combat Maneuver Bonus
roll for initiative now. Then jot down their initiative appears here.
numbers, and place their cards in the proper place in CMD: The monsters Combat Maneuver Defense
the initiative order. appears here.
If a character or creature delays, or readies CR: The monsters Challenge Rating appears here. 2

... ... (order #10638714)


Initiative Cards v3.0 (Fantasy)
The Game Mechanics, Inc.

XP: The monsters Experience Point value appears box in which you can mark any temporary changes
here. to the characters AC (TMP) that occur during the
Skills: The monsters skills and total skill modi- course of the game.
fiers (skill rank + ability modifier + miscellaneous CLASS/LEVEL: Record the characters classes and
modifiers) are listed here. Unlike Character Cards, levels here. If the character has several classes, you
the skills listed here vary from monster to monster. might want to use abbreviations: Brb for Barbarian,
Attacks: The monsters attacks appear here. The Clr for Cleric, or Wiz for Wizard, for example.
information listed includes Attack (#) (the method of DELAY or READY: Turning the card so this space
attack, such as Bite, Claw (2), or Sword); Bo- is showing indicates the character is delaying or has
nus (the attack modifier; for clarity, you can also add readied an action.
an m for melee attacks, or r for ranged attacks); STR, DEX, CON, INT, WIS, and CHA: Record the
Type (P for piercing, B for bludgeoning, and S characters ability scores and ability modifiers here.
for slashing); and Damage (the damage caused by FORT, REF, and WILL: Record the characters
the attack). Fortitude, Reflex, and Will saving throws here.
AMMO: If the monsters attacks use ammo, use SPEED: Record the characters base movement
these boxes to keep track of it. (You can also use here.
these boxes to keep track of charges on magic items.) CMB: The character's Combat Maneuver Bonus
HP: Use this space to keep track of the monsters appears here.
hit points. If the monster has Damage Reduction, CMD: The character's Combat Maneuver Defense
this is usually the best place to note that, as well. appears here.
Special/Notes: Use this space to record any tem- Senses: This area notes any special vision modes
porary effects on the monster, such as spells or the the character might have, such as low-light vi-
special attacks of other monsters, and to keep track sion, darkvision, or blindsight, as well as the vision
of the duration of such effects. Any special sense modes range, if applicable. If the vision mode has a
the character might havesuch as low-light vision, range, make sure you note that, such as Dark 60.
darkvision, or blindsight NAME Skills: Record the total skill
CLASS/LEVEL

should go here. If the sense has a modifiers (skill rank + ability


DELAY or READY

BASE TCH FLT TMP INIT ALIGN RACE

range, make sure you note that, AC modifier + miscellaneous modi-


such as Dark 60. fiers) here. This area lists only
SPEED

STR INT FORT

Unconscious: Turning the card those skills for which the GM CMB CMD

DEX WIS REF


so this space is showing indicates CON CHA WILL
might want to make skill checks

the character is unconscious. SKILLS on the players behalf.


Bluff
Special/Notes: Use this space
Perception Sense Motive

Character Cards
SENSES

Diplomacy
SPECIAL/NOTES to record any temporary effects Stealth

Use character cards for player on the character, such as spells or


characters, non-player characters, the special attacks of monsters,
familiars, and monsters that have and to keep track of the duration
classes and levels. of such effects.
NAME: Record the characters Languages: Record the lan-
name here. guages the character knows here.
ALIGN/RACE: Record the This could come in handy when

characters alignment and race the characters encounter speech


here. The former may be use- or writing in a language other
UNCONSCIOUS

ful for spells that work off of a than Common. (You can check
characters alignment; the latter is which of the characters might
LANGUAGES

useful for spells, effects, and situ- understand without having to


20032011 The Game Mechanics, Inc. The Game mechanics and The Game Mechanics Logo are trademarks of The Game Mechanics, Inc.

ations that take the characters The Character Card ask the players which languages
race into consideration. If youre using the character each character knows.)
card to represent a familiar, record the animals spe- Unconscious: Turn the card so this space is show-
cies (cat, hawk, weasel, etc.) here. ing to indicate the character is unconscious.
INIT: Leave this space blank at first. When combat
begins, use it to record the characters initiative roll.
AC: Record the characters base armor class here,
including AC for touch attacks (TCH) and for attacks
when the character is flatfooted (FLT). There is also a 3

... ... (order #10638714)


Initiative Cards v3.0 (Fantasy)
The Game Mechanics, Inc.

actions. Then he puts it at the bottom of the stack,


Example of Play after Zugg. (Although theyre technically no longer
A combat begins in JDs gamethe characters acting on the same initiative, JD decides that, in the
encounter a group of five orcs led by an ogre, who next round, the three orcs in melee will simply delay
also has a grizzly bear for a pet. JD tells the players until the other two orcs act, thus putting them back
to roll initiative for their characters, while he rolls on the same initiative.)
for the monsters. Since JD has already printed out Next, Cromagh attacks the bear, and deals 12
the monster cards for the orcs, ogre, and bear in points of damage. JD records this on the bears card,
advance, all he has to do is pull out the cards, check under Hit Points. Then Tindel acts, casting a spell,
the initiative modifiers, and roll 1d20 each for each. and the two orcs use their readied actions to fire
For convenience, JD is using a single initiative roll arrows at her. JD moves the orcs card back up front,
for all five orcs. This also lets him track them us- on top of Tindels card. After theyre done with their
ing just one card. The orcs get a total of 14, the ogre
gets a 19, and the bear gets only a 2. JD puts these in NUTS AND BOLTS: Skills and Hit Points
order, from highest to lowest: the ogre, the orcs, and The only skills listed on the character cards are those that the Gamemaster
might need to roll for the player; the player should roll all of his other skill
the bear. checks, and the Gamemaster doesnt need to track those skill modifiers.
The players tell JD what they rolled for initiative: For the same reason, the character cards do not provide a space to record
character hit points. In most cases, players keep track of that themselves.
Keri, playing Tindel, gets a 9; Jolene, playing Zugg,
gets a 23; Jamus, playing Pembrose, gets a 24; and
Mike, playing Cromagh, gets a 13. As the players attacks, he moves them to the back of the stack, fac-
tell JD their initiatives, he puts them in place, so the ing the right way up again. This is their new place in
final initiative order looks like this: Pembrose (24), the initiative order. Then Tindel resolves her action,
Zugg (23), the ogre (19), the orcs (14), Cromagh (13), and goes to the back of the stack.
Tindel (9), and finally the NAME CLASS/LEVEL
Now Jamus decides that Pem-
bear (2). Bear, Grizzly brose will act, and so JD moves
DELAY or READY

Pembrose, the cleric, AC 16 10 15 +1


BASE TCH FLT TMP INIT ALIGN

N
RACE
Pembroses card back up to the
isnt prepared to charge SPEED front. Pembrose runs to where the
STR 21 INT 2 FORT +8 40 ft.
into the midst of the CMB CMD
two orc archers are standing and
enemy, so he delays. JD DEX 13 WIS 12 REF +5 +9 (+13 grpl) 20 (24 vs. trip)
uses his sword to inflict a stun-
turns Pembroses card 90 ning 14 points of damage! This is
CR XP
CON 19 CHA 6 WILL +2 4 1,200
degrees to the right, leav- SKILLS
5 more hit
+6
ing the Delay or Ready Perception
UNCONSCIOUS points than
+5

indicator showing. He then Survival this particular


CMD

20032011 The Game Mechanics, Inc. The Game mechanics and The Game Mechanics Logo are trademarks of The Game Mechanics, Inc.

+14
moves Pembroses card to Swim
ATTACK (#)
orc has, so JD
SPEED

BONUS TYPE DAMAGE

the back, behind the card just puts an X


RACE

Claw (2) +7 S 1d6+5 plus grab


Sense Motive

for the bear. Bite +7 P 1d6+5


through that
Stealth
CMB
ALIGN

Next up is Zugg, the orcs hit point


CLASS/LEVEL

rogue, who attacks with AMMO column on the


INIT

42
HP
her crossbow, but misses. card.

SENSES

30
FORT

REF

WILL

JD moves her card to the Then the


TMP

Perception

back of the stack, after bear attacks,


FLT

SPECIAL/NOTES

Pembroses. Then comes Endurance


Run
savaging
INT

WIS

CHA

the ogre, who charges Cro- Skill Focus (Survival) Zugg with
TCH

UNCONSCIOUS

magh, the barbarian. Since 30 points


BASE

SPECIAL/NOTES

Cromagh hasnt acted yet, of damage.


LANGUAGES
NAME

AC

STR

DEX

CON


Diplomacy

the ogre only needs to beat Zugg only has


SKILLS

Bluff

DELAY or READY
20032011 The Game Mechanics, Inc. The Game mechanics and The Game Mechanics Logo are trademarks of The Game Mechanics, Inc.

his flat-footed AC. 25 hits points,


The orcs attack next, and so shes at 5
JD decides that the three in front wade into battle, hit points. JD turns Zuggs card 90 degrees to the
while the two in the back ready actions to fire ar- left, showing the part of the card that reads Un-
rows at anyone who starts casting spells. Since JD is conscious. Since the bear was the last to act, and
only using one card for all of the orcs, he resolves the Pembroses card has moved again, the next card
attacks for the three who entered melee, then pencils up is Zugg. Since shes unconscious, Zugg has to
in 2 readied: bows on their card, and turns it to the check to see if she stabilizes. Once thats done, JD
rightindicating that two of the orcs have readied proceeds to the ogres next action. 4

... ... (order #10638714)


Initiative Cards v3.0 (Fantasy)
The Game Mechanics, Inc.

Appendix: Open Game License


Designation of Product Identity. : The Game Mechanics, Inc. (TGM) company names and logos; the Initiative Cards v3.0 (Fantasy). name and logo; all artwork, back-
grounds, and logos; all trade dress, and graphic design elements.

Designation of Open Game Content. All game mechanics, proper names of classes, prestige classes, archetypes, feats, skills, spells, magic items, monsters, rituals,
artifacts AND OR the names of abilities presented within this book are Open Game Content as described in Section 1(d) of the License.

OPEN GAME LICENSE Version 1.0a

The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (Wizards). All Rights Reserved.

1. Definitions: (a)Contributors means the copyright and/or trademark owners who have contributed Open Game Content; (b)Derivative Material means copyrighted material
including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compi-
lation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) Distribute means to reproduce, license, rent, lease, sell, broadcast,
publicly display, transmit or otherwise distribute; (d)Open Game Content means the game mechanic and includes the methods, procedures, processes and routines to the
extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content
by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity.
(e) Product Identity means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots,
thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and
other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places,
locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trade-
mark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) Trademark means the logos,
names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the
Contributor (g) Use, Used or Using means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h)
You or Your means the licensee in terms of this agreement.

2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this
License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the
License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License.

3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License.

4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the
exact terms of this License to Use, the Open Game Content.

5. Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation
and/or You have sufficient rights to grant the rights conveyed by this License.

6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game
Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holders name to the COPYRIGHT NOTICE of any
original Open Game Content you Distribute.

7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agree-
ment with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in
conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered
Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product
Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity.

8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content.

9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and
distribute any Open Game Content originally distributed under any version of this License.

10. Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute.

11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the
Contributor to do so.

12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial
order, or governmental regulation then You may not Use any Open Game Material so affected.

13. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach.
All sublicenses shall survive the termination of this License.

14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable.

15. COPYRIGHT NOTICE

Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.

System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave
Arneson.

Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.

The Book of Experimental Might. Copyright 2008, Monte J. Cook. All rights reserved.

Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: Scott Greene, with Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawver-
male, Travis Hawvermale, Patrick Lawinger, and Bill Webb; Based on original content from TSR.

d20 PFSRD.com. Copyright 2011. All Rights Reserved.

Initiative Cards v3.0 (Fantasy). Copyright 2011, The Game Mechanics, Inc.. Authors: JD Wiker

... ... (order #10638714)


CHARACTER CARDS
NAME ALIGN/RACE INIT NAME ALIGN/RACE INIT

DELAY or READY

DELAY or READY
BASE TCH FLT TMP CLASS/LEVEL BASE TCH FLT TMP CLASS/LEVEL
AC AC
SPEED SPEED
STR INT FORT STR INT FORT
CMB CMD CMB CMD
DEX WIS REF DEX WIS REF
TM TM

CON CHA WILL CON CHA WILL


SKILLS SKILLS

Bluff Perception Sense Motive Bluff Perception Sense Motive


SENSES SENSES

Diplomacy Stealth Diplomacy Stealth


SPECIAL/NOTES SPECIAL/NOTES

UNCONSCIOUS

UNCONSCIOUS
LANGUAGES LANGUAGES

20032011 The Game Mechanics, Inc. The Game Mechanics and The Game Mechanics Logo are trademarks of The Game Mechanics, Inc. 20032011 The Game Mechanics, Inc. The Game Mechanics and The Game Mechanics Logo are trademarks of The Game Mechanics, Inc.

NAME ALIGN/RACE INIT NAME ALIGN/RACE INIT


DELAY or READY

DELAY or READY

BASE TCH FLT TMP CLASS/LEVEL BASE TCH FLT TMP CLASS/LEVEL
AC AC
SPEED SPEED
STR INT FORT STR INT FORT
CMB CMD CMB CMD
DEX WIS REF DEX WIS REF
TM TM

CON CHA WILL CON CHA WILL


SKILLS SKILLS

Bluff Perception Sense Motive Bluff Perception Sense Motive


SENSES SENSES

Diplomacy Stealth Diplomacy Stealth


SPECIAL/NOTES SPECIAL/NOTES
Original found at http://www.thegamemechanics.com/
Permission granted to photocopy for personal use.


UNCONSCIOUS

UNCONSCIOUS

LANGUAGES LANGUAGES

20032011 The Game Mechanics, Inc. The Game Mechanics and The Game Mechanics Logo are trademarks of The Game Mechanics, Inc. 20032011 The Game Mechanics, Inc. The Game Mechanics and The Game Mechanics Logo are trademarks of The Game Mechanics, Inc.

... ... (order #10638714)


CHARACTER CARDS
NAME ALIGN/RACE INIT NAME ALIGN/RACE INIT

DELAY or READY

DELAY or READY
BASE TCH FLT TMP CLASS/LEVEL BASE TCH FLT TMP CLASS/LEVEL
AC AC
SPEED SPEED
STR INT FORT STR INT FORT
CMB CMD CMB CMD
DEX WIS REF DEX WIS REF
TM TM

CON CHA WILL CON CHA WILL


SKILLS SKILLS

Bluff Perception Sense Motive Bluff Perception Sense Motive


SENSES SENSES

Diplomacy Stealth Diplomacy Stealth


SPECIAL/NOTES SPECIAL/NOTES

UNCONSCIOUS

UNCONSCIOUS
LANGUAGES LANGUAGES

20032011 The Game Mechanics, Inc. The Game Mechanics and The Game Mechanics Logo are trademarks of The Game Mechanics, Inc. 20032011 The Game Mechanics, Inc. The Game Mechanics and The Game Mechanics Logo are trademarks of The Game Mechanics, Inc.

NAME ALIGN/RACE INIT NAME ALIGN/RACE INIT


DELAY or READY

DELAY or READY

BASE TCH FLT TMP CLASS/LEVEL BASE TCH FLT TMP CLASS/LEVEL
AC AC
SPEED SPEED
STR INT FORT STR INT FORT
CMB CMD CMB CMD
DEX WIS REF DEX WIS REF
TM TM

CON CHA WILL CON CHA WILL


SKILLS SKILLS

Bluff Perception Sense Motive Bluff Perception Sense Motive


SENSES SENSES

Diplomacy Stealth Diplomacy Stealth


SPECIAL/NOTES SPECIAL/NOTES
Original found at http://www.thegamemechanics.com/
Permission granted to photocopy for personal use.


UNCONSCIOUS

UNCONSCIOUS

LANGUAGES LANGUAGES

20032011 The Game Mechanics, Inc. The Game Mechanics and The Game Mechanics Logo are trademarks of The Game Mechanics, Inc. 20032011 The Game Mechanics, Inc. The Game Mechanics and The Game Mechanics Logo are trademarks of The Game Mechanics, Inc.

... ... (order #10638714)


MONSTER CARDS
NAME ALIGN/RACE INIT NAME ALIGN/RACE INIT

DELAY or READY

DELAY or READY
BASE TCH FLT TMP CLASS/LEVEL BASE TCH FLT TMP CLASS/LEVEL
AC AC
SPEED SPEED
STR INT FORT STR INT FORT
CMB CMD CMB CMD
DEX WIS REF DEX WIS REF
CR XP CR XP
CON CHA WILL CON CHA WILL
SKILLS SKILLS

ATTACK BONUS TYPE DAMAGE ATTACK BONUS TYPE DAMAGE

AMMO AMMO
HP HP
TM TM

SPECIAL/NOTES SPECIAL/NOTES

UNCONSCIOUS

UNCONSCIOUS

20032011 The Game Mechanics, Inc. The Game Mechanics and The Game Mechanics Logo are trademarks of The Game Mechanics, Inc. 20032011 The Game Mechanics, Inc. The Game Mechanics and The Game Mechanics Logo are trademarks of The Game Mechanics, Inc.

NAME ALIGN/RACE INIT NAME ALIGN/RACE INIT


DELAY or READY

DELAY or READY

BASE TCH FLT TMP CLASS/LEVEL BASE TCH FLT TMP CLASS/LEVEL
AC AC
SPEED SPEED
STR INT FORT STR INT FORT
CMB CMD CMB CMD
DEX WIS REF DEX WIS REF
CR XP CR XP
CON CHA WILL CON CHA WILL
SKILLS SKILLS

ATTACK BONUS TYPE DAMAGE ATTACK BONUS TYPE DAMAGE

AMMO AMMO
Original found at http://www.thegamemechanics.com/

HP HP
Permission granted to photocopy for personal use.

TM TM

SPECIAL/NOTES SPECIAL/NOTES
UNCONSCIOUS

UNCONSCIOUS

20032011 The Game Mechanics, Inc. The Game Mechanics and The Game Mechanics Logo are trademarks of The Game Mechanics, Inc. 20032011 The Game Mechanics, Inc. The Game Mechanics and The Game Mechanics Logo are trademarks of The Game Mechanics, Inc.

... ... (order #10638714)


MONSTER CARDS
NAME ALIGN/RACE INIT NAME ALIGN/RACE INIT

DELAY or READY

DELAY or READY
BASE TCH FLT TMP CLASS/LEVEL BASE TCH FLT TMP CLASS/LEVEL
AC AC
SPEED SPEED
STR INT FORT STR INT FORT
CMB CMD CMB CMD
DEX WIS REF DEX WIS REF
CR XP CR XP
CON CHA WILL CON CHA WILL
SKILLS SKILLS

ATTACK BONUS TYPE DAMAGE ATTACK BONUS TYPE DAMAGE

AMMO AMMO
HP HP
TM TM

SPECIAL/NOTES SPECIAL/NOTES

UNCONSCIOUS

UNCONSCIOUS

20032011 The Game Mechanics, Inc. The Game Mechanics and The Game Mechanics Logo are trademarks of The Game Mechanics, Inc. 20032011 The Game Mechanics, Inc. The Game Mechanics and The Game Mechanics Logo are trademarks of The Game Mechanics, Inc.

NAME ALIGN/RACE INIT NAME ALIGN/RACE INIT


DELAY or READY

DELAY or READY

BASE TCH FLT TMP CLASS/LEVEL BASE TCH FLT TMP CLASS/LEVEL
AC AC
SPEED SPEED
STR INT FORT STR INT FORT
CMB CMD CMB CMD
DEX WIS REF DEX WIS REF
CR XP CR XP
CON CHA WILL CON CHA WILL
SKILLS SKILLS

ATTACK BONUS TYPE DAMAGE ATTACK BONUS TYPE DAMAGE

AMMO AMMO
Original found at http://www.thegamemechanics.com/

HP HP
Permission granted to photocopy for personal use.

TM TM

SPECIAL/NOTES SPECIAL/NOTES
UNCONSCIOUS

UNCONSCIOUS

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