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22. Race Features & Languages Class Features Equipment & Magic Items Wealth, Notes, & Miscellaneous Weapons, Armor, and Combat Notes Experience _____________________________ ________________________ Next Level Revision 20191230i by W.A. Hawkes-Robinson (c) 2019 Humans learn unusually quickly, gaining a bonus of 10% to all experience points earned. Common 100 GP Chainmail 15 AC Shield +1 AC Longsword 1d8 Backpack: Torches (6); Tinderbox, flint and steel; Waterskin; Winter Blanket; Rations, Dry, one week; Sack,Large; Sacks, small (2), Chalk, small bag of pieces; Grappling hook; Rope, hemp(2x50'); Lantern, hooded; Oil (3 flasks); Tent, Small (one man) Fighters can wear any armor and use any weapon. Encumbrance Light load: 60 Heavy Load: 150 Equipment: 99lbs

3. Spells Cure Light Wounds* Cleric 1 Range: touch Duration: instantaneous With this spell the caster heals 1d6+1 hit points of damage by laying his or her hand upon the injured creature. The reverse form of this spell, cause light wounds , causes 1d6+1 damage to the creature affected by it. A successful attack roll is required in this case. Undead are affected by this spell and its reverse in opposite fashion; they are injured by cure light wounds and healed by cause light wounds . Protection from Evil* Cleric 1, Magic-User 1 Range: touch Duration: 1 turn/level This spell wards a creature from attacks by evil creatures, from mental control, and from summoned creatures. It creates a magical barrier around the subject at a distance of 1 foot. The barrier moves with the subject and has three major effects. First, the subject gains a +2 bonus to AC and a +2 bonus on saves. Both these bonuses apply against attacks made or effects created by evil creatures. Note that the definition of “evil” is left to the individual GM to decide. Second, the barrier blocks any attempt to possess the warded creature (by a magic jar attack, for example) or to exercise mental control over the creature (including charm spells or effects). The protection does not prevent such effects from targeting the protected creature, but it suppresses the effect for the duration of the protection from evil effect. If the protection from evil effect ends before the effect granting control does, the would-be controller would then be able to command the controlled creature. Likewise, the barrier keeps out a possessing life force but does not expel one if it is in place before the spell is cast. Third, the spell prevents bodily contact by summoned creatures (regardless of whether they are “evil” or not). This causes the natural weapon attacks of such creatures to fail and the creatures to recoil if such attacks require touching the warded creature. The protection against contact by summoned creatures ends if the warded creature makes an attack against or tries to force the barrier against the blocked creature. Reversed, this spell becomes protection from good . It functions in all ways as described above, save that “good” creatures are kept away, rather than “evil” creatures.

10. Spells Cure Light Wounds* Cleric 1 Range: touch Duration: instantaneous With this spell the caster heals 1d6+1 hit points of damage by laying his or her hand upon the injured creature. The reverse form of this spell, cause light wounds , causes 1d6+1 damage to the creature affected by it. A successful attack roll is required in this case. Undead are affected by this spell and its reverse in opposite fashion; they are injured by cure light wounds and healed by cause light wounds . Protection from Evil* Cleric 1, Magic-User 1 Range: touch Duration: 1 turn/level This spell wards a creature from attacks by evil creatures, from mental control, and from summoned creatures. It creates a magical barrier around the subject at a distance of 1 foot. The barrier moves with the subject and has three major effects. First, the subject gains a +2 bonus to AC and a +2 bonus on saves. Both these bonuses apply against attacks made or effects created by evil creatures. Note that the definition of “evil” is left to the individual GM to decide. Second, the barrier blocks any attempt to possess the warded creature (by a magic jar attack, for example) or to exercise mental control over the creature (including charm spells or effects). The protection does not prevent such effects from targeting the protected creature, but it suppresses the effect for the duration of the protection from evil effect. If the protection from evil effect ends before the effect granting control does, the would-be controller would then be able to command the controlled creature. Likewise, the barrier keeps out a possessing life force but does not expel one if it is in place before the spell is cast. Third, the spell prevents bodily contact by summoned creatures (regardless of whether they are “evil” or not). This causes the natural weapon attacks of such creatures to fail and the creatures to recoil if such attacks require touching the warded creature. The protection against contact by summoned creatures ends if the warded creature makes an attack against or tries to force the barrier against the blocked creature. Reversed, this spell becomes protection from good . It functions in all ways as described above, save that “good” creatures are kept away, rather than “evil” creatures.

20. Spells Cure Light Wounds* Cleric 1 Range: touch Duration: instantaneous With this spell the caster heals 1d6+1 hit points of damage by laying his or her hand upon the injured creature. The reverse form of this spell, cause light wounds , causes 1d6+1 damage to the creature affected by it. A successful attack roll is required in this case. Undead are affected by this spell and its reverse in opposite fashion; they are injured by cure light wounds and healed by cause light wounds . Protection from Evil* Cleric 1, Magic-User 1 Range: touch Duration: 1 turn/level This spell wards a creature from attacks by evil creatures, from mental control, and from summoned creatures. It creates a magical barrier around the subject at a distance of 1 foot. The barrier moves with the subject and has three major effects. First, the subject gains a +2 bonus to AC and a +2 bonus on saves. Both these bonuses apply against attacks made or effects created by evil creatures. Note that the definition of “evil” is left to the individual GM to decide. Second, the barrier blocks any attempt to possess the warded creature (by a magic jar attack, for example) or to exercise mental control over the creature (including charm spells or effects). The protection does not prevent such effects from targeting the protected creature, but it suppresses the effect for the duration of the protection from evil effect. If the protection from evil effect ends before the effect granting control does, the would-be controller would then be able to command the controlled creature. Likewise, the barrier keeps out a possessing life force but does not expel one if it is in place before the spell is cast. Third, the spell prevents bodily contact by summoned creatures (regardless of whether they are “evil” or not). This causes the natural weapon attacks of such creatures to fail and the creatures to recoil if such attacks require touching the warded creature. The protection against contact by summoned creatures ends if the warded creature makes an attack against or tries to force the barrier against the blocked creature. Reversed, this spell becomes protection from good . It functions in all ways as described above, save that “good” creatures are kept away, rather than “evil” creatures.

15. Spells Sleep Range: 90' Magic-User 1 Duration: 5 rounds/level This spell puts several creatures of 3 or fewer hit dice into a magical slumber. Creatures of 4 or more hit dice are not affected. The caster chooses a point of origin for the spell (within the given range, of course), and those creatures within 30' of the chosen point may be affected. Each creature in the area of effect is allowed a save vs. Spells to resist the effect. Sleeping creatures are helpless. Slapping or wounding awakens an affected creature, but normal noise does not. Sleep does not affect unconscious creatures, constructs, or undead creatures, and such creatures in the area of effect are ignored. When the duration elapses, the sleeping creatures normally wake up immediately; however, if they are made very comfortable and the surroundings are quiet, the affected creatures may continue sleeping normally, at the GM's option. Magic Missile Range : 100'+10'/level Magic-User 1 Duration: instantaneous This spell causes a missile of magical energy to dart forth from the caster's fingertip and strike its target, which must be at least partially visible to the caster, dealing 1d6+1 points of damage. The missile strikes unerringly. Specific parts of a creature can’t be singled out. Inanimate objects are not damaged by the spell. For every three caster levels beyond 1st, an additional missile is fired – two at 4th level, three at 7th, four at 10th, and the maximum of five missiles at 13th level or higher. If the caster fires multiple missiles, he or she can target a single creature or several creatures. A single missile can strike only one creature. Targets must be designated before damage is rolled. Phantasmal Force Range: 180' Magic-User 2 Duration: concentration This spell creates the visual illusion of an object, creature (or small group of creatures), or other effect, as visualized by the caster up to a maximum size of 20'x20'x20'. The illusion does not create sound, smell, texture, or temperature. The caster can animate the image within the limits of the area of effect. The image persists so long as the caster concentrates upon it. If used to create the illusion of one or more creatures, they will have an Armor Class of 11 and will disappear if hit in combat. Damage done by monsters, spells, etc. simulated by this spell is not real; those “killed” or otherwise apparently disabled will wake up uninjured (at least from this spell) after 2d8 rounds. The illusory damage done will be equivalent to the normal damage for any attack form simulated. Attempting to animate more creatures than the caster's level grants viewing creatures with at least average Intelligence an immediate save vs. Spells to recognize the creatures as illusions; those making the save will be unaffected by any actions taken by the illusions from that point on. A similar save may be granted by the GM any time he or she feels the illusion is likely to be seen through, especially if the player describes an illusion which seems improbable or otherwise poorly conceived.

5. Race Features & Languages Class Features Equipment & Magic Items Wealth, Notes, & Miscellaneous Weapons, Armor, and Combat Notes Experience _____________________________ ________________________ Next Level Revision 20191230i by W.A. Hawkes-Robinson (c) 2019 All Dwarves have Darkvision with a 60' range, and are able to detect slanting passages, traps, shifting walls and new construction on a roll of 1-2 on 1d6; a search must be performed before this roll may be made. May not employ Large weapons more than four feet in length (specifically, two-handed swords, polearms, and longbows) Common Dwarven 100 GP Chainmail 15 AC Shield +1 AC Longsword 1d8 Backpack: Torches (6); Tinderbox, flint and steel; Waterskin; Winter Blanket; Rations, Dry, one week; Sack,Large; Sacks, small (2), Chalk, small bag of pieces; Grappling hook; Rope, hemp(2x50'); Lantern, hooded; Oil (3 flasks); Tent, Small (one man) Fighters can wear any armor and use any weapon. Encumbrance Light load: 60 Heavy Load: 150 Equipment: 99lbs

12. Race Features & Languages Class Features Equipment & Magic Items Wealth, Notes, & Miscellaneous Weapons, Armor, and Combat Notes Experience _____________________________ ________________________ Next Level Revision 20191230i by W.A. Hawkes-Robinson (c) 2019 All Elves have Darkvision with a 60' range. They are able to find secret doors more often than normal (1-2 on 1d6 rather than the usual 1 on 1d6). An Elf is so observant that one has a 1 on 1d6 chance to find a secret door with a cursory look. Elves are immune to the paralyzing attack of ghouls. Also, they are less likely to be surprised in combat, reducing the chance of surprise by 1 in 1d6. Elven Common 100 GP Chainmail 15 AC Shield +1 AC Longsword 1d8 Backpack: Torches (6); Tinderbox, flint and steel; Waterskin; Winter Blanket; Rations, Dry, one week; Sack,Large; Sacks, small (2), Chalk, small bag of pieces; Grappling hook; Rope, hemp(2x50'); Lantern, hooded; Oil (3 flasks); Tent, Small (one man) Fighters can wear any armor and use any weapon. Encumbrance Light load: 60 Heavy Load: 150 Equipment: 99lbs

2. Race Features & Languages Class Features Equipment & Magic Items Wealth, Notes, & Miscellaneous Weapons, Armor, and Combat Notes Experience _____________________________ ________________________ Next Level Revision 20191230i by W.A. Hawkes-Robinson (c) 2019 All Dwarves have Darkvision with a 60'range, and are able to detect slanting passages, traps,shifting walls and new construction on a roll of 1-2 on 1d6;a search must be performed before this roll may be made. Dwarven Common 100 GP Leather Armor 13 AC Shield +1 AC Mace (1d8 Bludgeoning) Sling (1d4 Bullets or 1d3 Stones) Backpack; Torches (6); Tinderbox, flint and steel; Waterskin; Winter Blanket; Rations, Dry, one week; Sack,Large; Sacks, small (2), Chalk, small bag of pieces; Grappling hook; Rope, hemp(2x50'); Lantern, hooded; Oil (3 flasks); Tent, Small (one man) Glass bottle; Iron Spikes, 12; Pole, 10' wooden; Map case; Mirror, small metal Holy Symbol 1 vial Holy Water Clerics can cast spells of divine nature starting at 2nd level, and they have the power to Turn the Undead, that is, to drive away undead monsters by means of faith alone (see the Encounter Page 50 section for details). They may wear any armor, but may only use blunt weapons. Encumbrance Light load: 60 Heavy Load: 150 Equipment: 99lbs

7. Race Features & Languages Class Features Equipment & Magic Items Wealth, Notes, & Miscellaneous Weapons, Armor, and Combat Notes Experience _____________________________ ________________________ Next Level Revision 20191230i by W.A. Hawkes-Robinson (c) 2019 All Dwarves have Darkvision with a 60' range, and are able to detect slanting passages, traps, shifting walls and new construction on a roll of 1-2 on 1d6; a search must be performed before this roll may be made. May not employ Large weapons more than four feet in length (specifically, two-handed swords, polearms, and longbows) Common Dwarven 100 GP Backpack: Torches (6); Tinderbox, flint and steel; Waterskin; Winter Blanket; Rations, Dry, one week; Sack,Large; Sacks, small (2), Chalk, small bag of pieces; Grappling hook; Rope, hemp(2x50'); Lantern, hooded; Oil (3 flasks); Tent, Small (one man) Glass bottle; Iron Spikes, 12; Pole, 10' wooden; scroll case; Mirror, small metal; Thieves' picks and tools; Rope, silk (50') Open Locks 35 Remove Traps 30 Pick Pockets 40 Move Silently 35 Climb Walls 82 Hide 20 Listen 38 Encumbrance Light load: 60 Heavy Load: 150 Equipment: 85lbs 2 Daggers 1d4 Shortsword 1d6

14. Race Features & Languages Class Features Equipment & Magic Items Wealth, Notes, & Miscellaneous Weapons, Armor, and Combat Notes Experience _____________________________ ________________________ Next Level Revision 20191230i by W.A. Hawkes-Robinson (c) 2019 All Elves have Darkvision with a 60' range. They are able to find secret doors more often than normal (1-2 on 1d6 rather than the usual 1 on 1d6). An Elf is so observant that one has a 1 on 1d6 chance to find a secret door with a cursory look. Elves are immune to the paralyzing attack of ghouls. Also, they are less likely to be surprised in combat, reducing the chance of surprise by 1 in 1d6. Elven Common 600 GP Backpack: Torches (6); Tinderbox, flint and steel; Waterskin; Winter Blanket; Rations, Dry, one week; Sack,Large; Sacks, small (2), Chalk, small bag of pieces; Grappling hook; Rope, hemp(2x50'); Lantern, hooded; Oil (3 flasks); Tent, Small (one man) Glass bottle; Iron Spikes, 12; Pole, 10' wooden; scroll case; Mirror, small metal Proficient with are the dagger and the walking staff (or cudgel). May not wear armor of any sort nor use a shield as such things interfere with spellcasting. A first level Magic-User begins play knowing read magic and one other spell of first level. These spells are written in a spellbook provided by his or her master. The GM determines the first spell. Encumbrance Light load: 60 Heavy Load: 150 Equipment: 62lbs 2 Daggers 1d4

17. Race Features & Languages Class Features Equipment & Magic Items Wealth, Notes, & Miscellaneous Weapons, Armor, and Combat Notes Experience _____________________________ ________________________ Next Level Revision 20191230i by W.A. Hawkes-Robinson (c) 2019 All Elves have Darkvision with a 60' range. They are able to find secret doors more often than normal (1-2 on 1d6 rather than the usual 1 on 1d6). An Elf is so observant that one has a 1 on 1d6 chance to find a secret door with a cursory look. Elves are immune to the paralyzing attack of ghouls. Also, they are less likely to be surprised in combat, reducing the chance of surprise by 1 in 1d6. Elven Common 10 GP Backpack: Torches (6); Tinderbox, flint and steel; Waterskin; Winter Blanket; Rations, Dry, one week; Sack,Large; Sacks, small (2), Chalk, small bag of pieces; Grappling hook; Rope, hemp(2x50'); Lantern, hooded; Oil (3 flasks); Tent, Small (one man) Glass bottle; Iron Spikes, 12; Pole, 10' wooden; scroll case; Mirror, small metal; Thieves' picks and tools; Rope, silk (50') Open Locks 35 Remove Traps 30 Pick Pockets 40 Move Silently 35 Climb Walls 82 Hide 20 Listen 38 Encumbrance Light load: 60 Heavy Load: 150 Equipment: 85lbs 2 Daggers 1d4 Shortsword 1d6

9. Race Features & Languages Class Features Equipment & Magic Items Wealth, Notes, & Miscellaneous Weapons, Armor, and Combat Notes Experience _____________________________ ________________________ Next Level Revision 20191230i by W.A. Hawkes-Robinson (c) 2019 All Elves have Darkvision with a 60' range. They are able to find secret doors more often than normal (1-2 on 1d6 rather than the usual 1 on 1d6). An Elf is so observant that one has a 1 on 1d6 chance to find a secret door with a cursory look. Elves are immune to the paralyzing attack of ghouls. Also, they are less likely to be surprised in combat, reducing the chance of surprise by 1 in 1d6. Elven Common 100 GP Leather Armor 13 AC Shield +1 AC Mace (1d8 Bludgeoning) Sling (1d4 Bullets or 1d3 Stones) Backpack; Torches (6); Tinderbox, flint and steel; Waterskin; Winter Blanket; Rations, Dry, one week; Sack,Large; Sacks, small (2), Chalk, small bag of pieces; Grappling hook; Rope, hemp(2x50'); Lantern, hooded; Oil (3 flasks); Tent, Small (one man) Glass bottle; Iron Spikes, 12; Pole, 10' wooden; Map case; Mirror, small metal Holy Symbol 1 vial Holy Water Clerics can cast spells of divine nature starting at 2nd level, and they have the power to Turn the Undead, that is, to drive away undead monsters by means of faith alone (see the Encounter Page 50 section for details). They may wear any armor, but may only use blunt weapons. Encumbrance Light load: 60 Heavy Load: 150 Equipment: 99lbs

19. Race Features & Languages Class Features Equipment & Magic Items Wealth, Notes, & Miscellaneous Weapons, Armor, and Combat Notes Experience _____________________________ ________________________ Next Level Revision 20191230i by W.A. Hawkes-Robinson (c) 2019 Halflings gain a+1 attack bonus Ranged weapons. When attacked in melee by creatures larger than man-sized, Halflings gain a +2 bonus to their Armor Class. +1 to Initiative die rolls. Outdoors in forest terrain, they are able to hide very effectively; so long as they remain still there is only a 10% chance they will be detected. Even indoors they are able to hide such that there is only a 30% chance of detection. Halflings may not use Large weapons, and must wield Medium weapons with both hands. 100 GP Leather Armor 13 AC Shield +1 AC Warhammer (1d6 Bludgeoning) Sling (1d4 Bullets or 1d3 Stones) Backpack; Torches (6); Tinderbox, flint and steel; Waterskin; Winter Blanket; Rations, Dry, one week; Sack,Large; Sacks, small (2), Chalk, small bag of pieces; Grappling hook; Rope, hemp(2x50'); Lantern, hooded; Oil (3 flasks); Tent, Small (one man) Glass bottle; Iron Spikes, 12; Pole, 10' wooden; Map case; Mirror, small metal Holy Symbol 1 vial Holy Water Clerics can cast spells of divine nature starting at 2nd level, and they have the power to Turn the Undead, that is, to drive away undead monsters by means of faith alone (see the Encounter Page 50 section for details). They may wear any armor, but may only use blunt weapons. Encumbrance Light load: 50 Heavy Load: 100 Equipment: 99lbs

21. +0 30 Fighter-3 Sketch or Symbol Roll Mod Campaign Revision 20191230i by W.A. Hawkes-Robinson (c) 2019 Appearance Player’s Name Character’s Name Race & Sex Class & Level Attack Bonus Armor Class Hit Points Dexterity Intelligence Wisdom 15 11 14 9 10 11 8 Charisma Strength Death / Poison Magic Wands Paralysis / Petrify Dragon Breath Spells ________________ Chain Mail Armor Shield 23 +2 0 -1 Move +1 0 +1 0 0 Roll Mod Saving Throws 11 12 14 15 16 Constitution Initiative Mod Age Human _________ _________ _________ _________ _________ Wounds ____________ Condition 15 20/10 +1

13. +0 120 Magic User-3 Sketch or Symbol Roll Mod Campaign Revision 20191230i by W.A. Hawkes-Robinson (c) 2019 Appearance Player’s Name Character’s Name Race & Sex Class & Level Attack Bonus Armor Class Hit Points Dexterity Intelligence Wisdom 8 11 11 16 10 12 11 Charisma Strength Death / Poison Magic Wands Paralysis / Petrify Dragon Breath Spells ________________ No Armor Shield 6 +1 +2 +1 0 0 Move -1 0 0 +2 0 Roll Mod Saving Throws 13 14 13 16 15 Constitution Initiative Mod Age Elf _________ _________ _________ _________ _________ Wounds ____________ Condition 11 40/30 No

16. +0 101 Thief-3 Sketch or Symbol Roll Mod Campaign Revision 20191230i by W.A. Hawkes-Robinson (c) 2019 Appearance Player’s Name Character’s Name Race & Sex Class & Level Attack Bonus Armor Class Hit Points Dexterity Intelligence Wisdom 10 15 11 12 9 11 11 Charisma Strength Death / Poison Magic Wands Paralysis / Petrify Dragon Breath Spells ________________ Leather Armor Shield 6 +1 +2 +1 0 0 Move 0 +1 0 0 0 Roll Mod Saving Throws 13 14 13 16 15 Constitution Initiative Mod Age Elf _________ _________ _________ _________ _________ Wounds ____________ Condition 15 30/20 No

1. 0 72 Cleric-3 +4 Sketch or Symbol Roll Mod Campaign Revision 20191230i by W.A. Hawkes-Robinson (c) 2019 Appearance Player’s Name Character’s Name Race & Sex Class & Level Attack Bonus Armor Class Hit Points Dexterity Intelligence Wisdom 13 9 11 10 16 11 7 Charisma Strength Death / Poison Magic Wands Paralysis / Petrify Dragon Breath Spells ________________ Leather Armor Shield 9 +2 +4 +4 +3 +4 0 0 Move 1 0 0 0 2 Roll Mod Saving Throws 10 11 13 15 14 Constitution Initiative Mod Age Dwarf _________ _________ _________ _________ _________ Wounds ____________ Condition 13 30/20 +1

4. +0 75 Fighter-3 +4 Sketch or Symbol Roll Mod Campaign Revision 20191230i by W.A. Hawkes-Robinson (c) 2019 Appearance Player’s Name Character’s Name Race & Sex Class & Level Attack Bonus Armor Class Hit Points Dexterity Intelligence Wisdom 12 9 17 9 12 9 11 Charisma Strength Death / Poison Magic Wands Paralysis / Petrify Dragon Breath Spells ________________ Chain Mail Armor Shield 21 +2 +4 +4 +3 +4 0 0 Move 0 0 +2 0 0 Roll Mod Saving Throws 11 12 14 15 16 Constitution Initiative Mod Age Dwarf _________ _________ _________ _________ _________ Wounds ____________ Condition 15 20/10 +1

6. +0 30 Thief-3 +4 Sketch or Symbol Roll Mod Campaign Revision 20191230i by W.A. Hawkes-Robinson (c) 2019 Appearance Player’s Name Character’s Name Race & Sex Class & Level Attack Bonus Armor Class Hit Points Dexterity Intelligence Wisdom 11 16 9 8 9 11 11 Charisma Strength Death / Poison Magic Wands Paralysis / Petrify Dragon Breath Spells ________________ Leather Armor Shield 7 +2 +4 +4 +3 +4 0 0 Move 0 +2 0 -1 0 Roll Mod Saving Throws 12 14 12 15 14 Constitution Initiative Mod Age Dwarf _________ _________ _________ _________ _________ Wounds ____________ Condition 16 30/20 No

8. 0 100 Cleric-3 +0 Sketch or Symbol Roll Mod Campaign Revision 20191230i by W.A. Hawkes-Robinson (c) 2019 Appearance Player’s Name Character’s Name Race & Sex Class & Level Attack Bonus Armor Class Hit Points Dexterity Intelligence Wisdom 8 11 9 10 16 11 11 Charisma Strength Death / Poison Magic Wands Paralysis / Petrify Dragon Breath Spells ________________ Leather Armor Shield 9 +2 +2 +1 +0 +0 0 0 Move -1 0 0 0 +2 Roll Mod Saving Throws 10 11 13 15 14 Constitution Initiative Mod Age Elf _________ _________ _________ _________ _________ Wounds ____________ Condition 13 30/20 +1

11. +0 92 Fighter-3 +1 Sketch or Symbol Roll Mod Campaign Revision 20191230i by W.A. Hawkes-Robinson (c) 2019 Appearance Player’s Name Character’s Name Race & Sex Class & Level Attack Bonus Armor Class Hit Points Dexterity Intelligence Wisdom 12 16 12 11 9 11 12 Charisma Strength Death / Poison Magic Wands Paralysis / Petrify Dragon Breath Spells ________________ Chain Mail Armor Shield 15 +1 +2 +1 +1 +1 0 0 Move 0 +2 0 0 0 Roll Mod Saving Throws 11 12 14 15 16 Constitution Initiative Mod Age Elf _________ _________ _________ _________ _________ Wounds ____________ Condition 17 20/10 +1

18. +1 25 Cleric-3 +4 Sketch or Symbol Roll Mod Campaign Revision 20191230i by W.A. Hawkes-Robinson (c) 2019 Appearance Player’s Name Character’s Name Race & Sex Class & Level Attack Bonus Armor Class Hit Points Dexterity Intelligence Wisdom 8 11 12 10 14 11 11 Charisma Strength Death / Poison Magic Wands Paralysis / Petrify Dragon Breath Spells ________________ Leather Armor Shield 9 +2 +4 +4 +3 +4 0 0 Move -1 0 0 0 1 Roll Mod Saving Throws 10 11 13 15 14 Constitution Initiative Mod Age Halfling _________ _________ _________ _________ _________ Wounds ____________ Condition 13 30/20 +1

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