How to Fill Out the Valen Character Sheet
1. Write your basics. Fill in:
Name
Class
Level (start at 1)
Player
Main Stat (Rites) (your class tells you which one)
2. Roll your 6 main stats
You’ll roll six numbers, then choose where to place them.
Roll 4d6. drop the lowest roll out of the 4. Write down the number. Repeat 5 times
Assign results as you wish in the Ability Scores boxes
3. Fill in your modifiers
Use:
Modifier = (Score − 10) ÷ 2 rounded down.
Write that number in the modifier boxes next to each stat.
4. Add your Saving Throws
Each class should have 2 trained saves. You get +2 on rolls with those saves.
Example:
Barbarian: STR + CON
Rogue: DEX + INT
Chosen: CHA + WIS
Write +2 in the corresponding box. (Use your class page for the official list.)
5. Speed
The default movement speed 30ft for all classes. Armor decreases movement speed:
Light/No Armor: 30ft
Medium: 25ft
Heavy: 20ft
Write your final number in Speed.
6. Armor Class (AC)
Write:
the armor type you bought at the store (light/medium/heavy)
whether you have a shield
your final AC
If you want a simple formula:
No armor: 10 + DEX
Light: 11–12 + DEX
Medium: 13–15 + up to +2 DEX
Heavy: 16+ (no DEX bonus)
Shield: +2 AC
Quick rule for checks
When you try something risky:
Main Stat Check
Roll:
d20 + the relevant stat modifier (+ training)
Examples:
Forcing a door → STR
Sneaking past guards → DEX
Enduring cold/poison → CON
Puzzle/arcane theory → INT
Spotting danger → WIS
Inspiring or persuading → CHA
What saves to roll (simple list)
Use these when something specifically threatens you:
STR Save: shove, crush, forced movement
DEX Save: traps, explosions, sudden hazards
CON Save: poison, disease, exhaustion
INT Save: illusions, mind puzzles, arcane overload
WIS Save: fear, charm resistance, awareness checks
CHA Save: spiritual pressure, will vs domination
7. Hit Points (HP)
At level 1:
Start with your class base HP, plus level 1 hit die roll
Then fill:
Max HP
Current HP
Temp HP (if any)
8. Weapons
List your weapons you bought:
Name
Type (simple/martial)
Damage
Range
Notes
9. Rites
Write:
Level 1 Uses: 5
Level 3 Uses: 3
Fill in the Rites you choose
Level 1
Start with 2 Level 1 Rites. Your Starting Feature / Rite. Then pick one from the Rite list.
You learn 1 new Rite each level
At level 3 you unlock Level 3 Rites
10. Passive Perception
What is it?
It’s your character’s default “noticing things” score when you aren’t actively searching.
Use:
Passive Perception = 10 + WIS modifier (+ training)
This helps discover:
hidden traps
stealthy enemies
subtle details
11. Common Activities (your skill area)
This is your “what I’m good at” space. These will be provided
See below the Character Sheet and pick 5 activities you are good at.
12. Equipment & Notes
Add any items you are carrying or have bought at the shop or any notes you may want to remember.
Common Activities
Common Activities are your character’s personal skill tags. Choose 5.
When an Activity applies, roll d20 + the linked stat modifier and add +2. If no Activity fits, roll a normal stat check. Saving throws are used to resist threats; Common Activities are used when you take deliberate actions.
DEX Activities
Tinkering (DEX)
Lockwork (DEX)
Sleight (DEX)
Stealth (DEX)
INT Activities
Arcane Lore (INT)
Engineering (INT)
Alchemy (INT)
History (INT)
WIS Activities
Tracking (WIS)
Medicine (WIS)
Navigation (WIS)
Insight (WIS)
STR Activities
Athletics (STR)
Labor / Hauling (STR)
Breaking (STR)
CHA Activities
Performance (CHA)
Negotiation (CHA)
Leadership (CHA)
CON Activities
Endurance (CON)
Resilience (CON)
If there is another activity your character is good at and want to add, let the DM know.