28. 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.
13. 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.
25. 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 10 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
4. 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 10 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
27. 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, Goblin 60 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
30. 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 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 25 Remove Traps 20 Pick Pockets 30 Move Silently 25 Climb Walls 80 Hide 10 Listen 30 Encumbrance Light load: 60 Heavy Load: 150 Equipment: 85lbs 2 Daggers 1d4 Shortsword 1d6
10. 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 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
23. 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 10 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. Halflings are quick- witted, thus adding +1 to Initiative die rolls. Outdoors in their preferred 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, in dungeons or in non-preferred terrain they are able to hide such that there is only a 30% chance of detection. Note that a Halfling Thief will roll only once, using either the Thief ability or the Halfling ability, whichever is better. 10 GP Leather Armor 13 AC Longsword 1d8 Shortbow 1d6 30 Arrows 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: 50 Heavy Load: 100 Equipment: 75lbs
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 10 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
6. 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 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 25 Remove Traps 20 Pick Pockets 30 Move Silently 25 Climb Walls 80 Hide 10 Listen 30 Encumbrance Light load: 60 Heavy Load: 150 Equipment: 85lbs 2 Daggers 1d4 Shortsword 1d6
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 60 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
15. 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 25 Remove Traps 20 Pick Pockets 30 Move Silently 25 Climb Walls 80 Hide 10 Listen 30 Encumbrance Light load: 60 Heavy Load: 150 Equipment: 85lbs 2 Daggers 1d4 Shortsword 1d6
8. 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 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
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 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. 10 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. 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. Halflings are quick- witted, thus adding +1 to Initiative die rolls. Outdoors in their preferred 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, in dungeons or in non-preferred terrain they are able to hide such that there is only a 30% chance of detection. Note that a Halfling Thief will roll only once, using either the Thief ability or the Halfling ability, whichever is better. 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 25 Remove Traps 20 Pick Pockets 30 Move Silently 25 Climb Walls 80 Hide 10 Listen 30 Encumbrance Light load: 50 Heavy Load: 100 Equipment: 85lbs 2 Daggers 1d4 Shortsword 1d6
22. +0 30 Cleric-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 11 9 11 10 16 8 11 Charisma Strength Death / Poison Magic Wands Paralysis / Petrify Dragon Breath Spells ________________ Leather Armor Shield 3 +1 -1 0 Move 0 0 0 0 +2 Roll Mod Saving Throws 11 12 14 16 15 Constitution Initiative Mod Age Human _________ _________ _________ _________ _________ Wounds ____________ Condition 13 30/20 +1
24. +0 30 Fighter-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 15 11 14 9 10 11 8 Charisma Strength Death / Poison Magic Wands Paralysis / Petrify Dragon Breath Spells ________________ Chain Mail Armor Shield 7 +1 0 -1 Move +1 0 +1 0 0 Roll Mod Saving Throws 13 14 15 16 18 Constitution Initiative Mod Age Human _________ _________ _________ _________ _________ Wounds ____________ Condition 15 20/10 +1
26. +0 45 Magic User-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 9 11 11 14 10 9 11 Charisma Strength Death / Poison Magic Wands Paralysis / Petrify Dragon Breath Spells ________________ No Armor Shield 2 +1 0 0 Move 0 0 0 +1 0 Roll Mod Saving Throws 13 14 13 16 15 Constitution Initiative Mod Age Human _________ _________ _________ _________ _________ Wounds ____________ Condition 11 40/30 No
29. +0 20 Thief-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 9 11 13 10 8 15 11 Charisma Strength Death / Poison Magic Wands Paralysis / Petrify Dragon Breath Spells ________________ Leather Armor Shield 3 +1 +4 +1 0 Move 0 0 +1 0 -1 Roll Mod Saving Throws 13 14 13 16 15 Constitution Initiative Mod Age Human _________ _________ _________ _________ _________ Wounds ____________ Condition 13 30/20 No
11. +0 120 Magic User-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 8 11 11 16 10 12 11 Charisma Strength Death / Poison Magic Wands Paralysis / Petrify Dragon Breath Spells ________________ No Armor Shield 2 +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
14. +0 101 Thief-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 10 15 11 12 9 11 11 Charisma Strength Death / Poison Magic Wands Paralysis / Petrify Dragon Breath Spells ________________ Leather Armor Shield 2 +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-1 +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 11 11 10 16 11 7 Charisma Strength Death / Poison Magic Wands Paralysis / Petrify Dragon Breath Spells ________________ Leather Armor Shield 3 +1 +4 +4 +3 +4 0 0 Move 1 0 0 0 2 Roll Mod Saving Throws 11 12 14 16 15 Constitution Initiative Mod Age Dwarf _________ _________ _________ _________ _________ Wounds ____________ Condition 13 30/20 +1
18. +0 28 Fighter-1 +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 9 12 11 10 10 11 11 Charisma Strength Death / Poison Magic Wands Paralysis / Petrify Dragon Breath Spells ________________ Armor Shield 5 +1 +4 +4 +3 +3 0 0 Move 0 0 0 0 0 Roll Mod Saving Throws 13 14 15 16 18 Constitution Initiative Mod Age Halfling _________ _________ _________ _________ _________ Wounds ____________ Condition 13 20/10 Leather
3. +0 75 Fighter-1 +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 12 11 9 10 9 11 Charisma Strength Death / Poison Magic Wands Paralysis / Petrify Dragon Breath Spells ________________ Chain Mail Armor Shield 5 +1 +4 +4 +3 +4 0 0 Move 0 0 0 0 0 Roll Mod Saving Throws 13 14 15 16 18 Constitution Initiative Mod Age Dwarf _________ _________ _________ _________ _________ Wounds ____________ Condition 15 20/10 +1
5. +0 30 Thief-1 +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 13 9 10 9 11 11 Charisma Strength Death / Poison Magic Wands Paralysis / Petrify Dragon Breath Spells ________________ Leather Armor Shield 2 +1 +4 +4 +3 +4 0 0 Move 0 1 0 0 0 Roll Mod Saving Throws 13 14 13 16 15 Constitution Initiative Mod Age Dwarf _________ _________ _________ _________ _________ Wounds ____________ Condition 14 30/20 No
7. 0 100 Cleric-1 +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 9 11 11 10 14 11 11 Charisma Strength Death / Poison Magic Wands Paralysis / Petrify Dragon Breath Spells ________________ Leather Armor Shield 3 1 +2 +1 +0 +0 0 0 Move 0 0 0 0 1 Roll Mod Saving Throws 11 12 14 16 15 Constitution Initiative Mod Age Elf _________ _________ _________ _________ _________ Wounds ____________ Condition 13 30/20 +1
9. +0 92 Fighter-1 +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 11 12 11 10 11 12 Charisma Strength Death / Poison Magic Wands Paralysis / Petrify Dragon Breath Spells ________________ Chain Mail Armor Shield 5 +1 +2 +1 +1 +1 0 0 Move 0 0 0 0 0 Roll Mod Saving Throws 13 14 15 16 18 Constitution Initiative Mod Age Elf _________ _________ _________ _________ _________ Wounds ____________ Condition 15 20/10 +1
16. +1 25 Cleric-1 +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 3 +1 +4 +4 +3 +4 0 0 Move -1 0 0 0 1 Roll Mod Saving Throws 11 12 14 16 15 Constitution Initiative Mod Age Halfling _________ _________ _________ _________ _________ Wounds ____________ Condition 13 30/20 +1
20. +0 23 Thief-1 +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 10 12 11 12 8 14 11 Charisma Strength Death / Poison Magic Wands Paralysis / Petrify Dragon Breath Spells ________________ Leather Armor Shield 2 1 +4 +4 +3 +4 +1 0 Move 0 0 0 0 -1 Roll Mod Saving Throws 13 14 13 16 15 Constitution Initiative Mod Age Halfling _________ _________ _________ _________ _________ Wounds ____________ Condition 13 30/20 No