ABCDEFGHIJKLMNOPQRSTUVWXYZAAAB
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PLAYERPLAYERPLAYERPLAYER
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PC NAMEPC NAMEPC NAMEPC NAME
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PRONOUNPRONOUNPRONOUNPRONOUN
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AGEAGEAGEAGE
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ALIGNMENTNeutralALIGNMENTNeutralALIGNMENTNeutralALIGNMENTNeutral
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CLASSLVXPCLASSLVXPCLASSLVXPCLASSLVXP
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Halfling10/ 2000Elf10/ 4000Fighter10/ 2000Magic-User10/ 2500
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ABILITY SCORES+/-SAVING THROWSABILITY SCORES+/-SAVING THROWSABILITY SCORES+/-SAVING THROWSABILITY SCORES+/-SAVING THROWS
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STR00Death/Poison0STR00Death/Poison0STR00Death/Poison0STR00Death/Poison0
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INT00Wands0INT00Wands0INT00Wands0INT00Wands0
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WIS00Paralysis
0WIS00Paralysis
0WIS00Paralysis
0WIS00Paralysis
0
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DEX00Breath0DEX00Breath0DEX00Breath0DEX00Breath0
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CON00Spells0CON00Spells12CON00Spells0CON00Spells0
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CHA00WIS Modifier +/-0CHA00WIS Modifier +/-0CHA00WIS Modifier +/-0CHA00WIS Modifier +/-0
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EXPLORATIONCOMBATEXPLORATIONCOMBATEXPLORATIONCOMBATEXPLORATIONCOMBAT
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LISTEN1-in-6HP/MAX0/0LISTEN1-in-6HP/MAX16/16LISTEN1-in-6HP/MAX16/16LISTEN1-in-6HP/MAX16/16
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OPEN1-in-6AC10OPEN1-in-6AC10OPEN1-in-6AC10OPEN1-in-6AC10
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SECRET DOOR1-in-6MELEE +/-0SECRET DOOR1-in-6MELEE +/-0SECRET DOOR1-in-6MELEE +/-0SECRET DOOR1-in-6MELEE +/-0
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FIND TRAP1-in-6MISSILE +/-1FIND TRAP1-in-6MISSILE +/-0FIND TRAP1-in-6MISSILE +/-0FIND TRAP1-in-6MISSILE +/-0
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MOVEMENT120/40ATK BONUS0MOVEMENT120/40ATK BONUS0MOVEMENT120/40ATK BONUS0MOVEMENT120/40ATK BONUS0
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ARMORARMORARMORARMOR
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Worn ArmorUnarmoredShieldWorn ArmorUnarmoredShieldWorn ArmorUnarmoredShieldWorn ArmorUnarmoredShield
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WEAPONSDMGNOTESWEAPONSDMGNOTESWEAPONSDMGNOTESWEAPONSDMGNOTES
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d4d6d8d10
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‎ ‎‎ ‎‎ ‎‎ ‎
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‎ ‎‎ ‎‎ ‎‎ ‎
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‎ ‎‎ ‎‎ ‎‎ ‎
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CLASS FEATURESCLASS FEATURESCLASS FEATURESCLASS FEATURES
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-Defensive Bonus: Due to their small size, halflings gain a +2 bonus to AC when attacked by large opponents (greater than human-sized).
-Hiding: Can hide with 90% chance of success in woods or undergrowth. In Dungeons, they have a 2-in-6 chance of hiding. Must be motionless
-Listening at Doors: Halflings have a 2-in-6 chance of hearing noises.
-Missile Attack Bonus: Halfling’s keen coordination grants them +1 on any missile attacks. (Already factored)
-Spell casting: Elves carry spell books containing the formulae for arcane spells. The level progression table (opposite) shows both the number of spells in the elf’s spell book and the number they may memorize, determined by the character’s experience level. Thus, a 1st level elf has one spell in their spell book, selected by the referee (who may allow the player to choose). The list of spells available to elves is provided in Cleric and Magic-User Spells (elves have the same spell selection as magic-users).
-Using magic items: As spell casters, elves are able to use magic scrolls of spells on their spell list. They can also use items that may only be used by arcane spell casters (e.g. magic wands).
- Detect Secret Doors: Has a 2-in-6 chance, when actively searching, to detect hidden and secret doors.
-Immunity to Ghoul Paralysis: Completely unaffected by the paralysis that ghouls can inflict.
-Infravision: Has infravision up to 60’.
-Listening at Doors: Has a 2-in-6 chance of hearing noises.
-Magical research: An elf of any level may spend time and money on magical research. This allows them to add new spells to their spell book and to research other magical effects. When an elf reaches 9th level, they are also able to create magic items.
-Fighters can use all types of weapons and armor.-Spell casting: Magic-users carry spell books containing the formulae for arcane spells. The level progression table (opposite) shows both the number of spells in the magic-user’s spell book and the number they may memorize, determined by the character’s experience level. Thus, a 1st level magic-user has one spell in their spell book, selected by the referee (who may allow the player to choose). The list of spells available to magic-users is provided in Cleric and Magic-User Spells.
-Using magic items: As spell casters, magic-users are able to use magic scrolls of spells on their spell list. They can also use items that may only be used by arcane spell casters (e.g. magic wands).
-Magical research: A magic-user of any level may spend time and money on magical research. This allows them to add new spells to their spell book and to research other magical effects. When a magic-user reaches 9th level, they are also able to create magic items.
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ETC.ETC.ETC.ETC.
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LANGUAGESCommon, AlignmentLANGUAGESCommon, AlignmentLANGUAGESCommon, AlignmentLANGUAGESCommon, Alignment
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WEAPONAny appropriate to sizeWEAPONAnyWEAPONAnyWEAPONDagger, Staff, Sling
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ARMORAny appropriate to size, including shieldsARMORAny, including shieldsARMORAny, including shieldsARMORNone
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COINCOINCOINCOIN
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PPGPEPSPCPPPGPEPSPCPPPGPEPSPCPPPGPEPSPCP
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00000149103288819000
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EQUIPMENTEQUIPMENTEQUIPMENTEQUIPMENT
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TREASURETREASURETREASURENOTES
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Carrying Treasure?Weight in CoinCarrying Treasure?Weight in CoinCarrying Treasure?Weight in CoinCarrying Treasure?Weight in Coin
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TREASURE & NOTESTREASURE & NOTESTREASURE & NOTESTREASURE & NOTES
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Prerequisite XP Bonus: Prerequisite XP Bonus: Prerequisite XP Bonus: Prerequisite XP Bonus:
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