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Page 1 of 6
(Primary Stats)
C
l
a
s
s

S
k
i
l
l
Skills
U
n
t
r
a
i
n
e
d
K
e
y

A
b
i
l
i
t
y
Total A
b
i
l
i
t
y
M
o
d
.
R
a
n
k
s
M
i
s
c
.
T
e
m
p
.
Skill
Appraise Int
Autohypnosis Wis
Balance Dex
Bluff Cha
Climb Str
Concentration
Craft Int
Craft Int
Decipher Script Int
Diplomacy Cha
Disable Device Int
Disguise Cha
Escape Artist Dex
Forgery Int
Gather Information Cha
Handle Animal Cha
Heal Wis
Hide Dex
Intimidate Cha
Jump Str
Knowledge Int
Knowledge Int
Knowledge Int
Knowledge Int
Listen Wis
Move Silently Dex
Open Lock Dex
Perform Cha
Perform Cha
Perform Cha
Profession Wis
Profession Wis
Psicraft Int
Ride Dex
Search Int
Sense Motive Wis
Sleight of Hand Dex
Spellcraft Int
Spot Wis
Survival Wis
Swim Str
Tumble Dex
Use Magic Device Cha
Use Psionic Device Cha
Use Rope Dex
Armor Check Penalty if any applies ( double penalty for Swim.)
These skills are detailed in the Expanded Psionics Handbook.
PHB / XPH
Ch. 4 / 35-39
Max. Ranks
(Class/Cross-Class) /
E
q
u
i
p
p
e
d
I
n

O
f
f

H
a
n
d
Weapons & Ammunition
Weapon
Modified
Attacks
A
t
t
a
c
k
B
o
n
u
s
F
i
n
e
s
s
e
Damage Critical T
y
p
e

*
L
i
g
h
t
,
1
H
,
o
r

2
H
R
a
n
g
e
d
I
n
c
r
e
m
e
n
t
(
F
t
.)
W
e
i
g
h
t
(
L
b
s
.)
1st 2nd 3rd 4th 5th
/ / / /
/ / / /
/ / / /
/ / / /
/ / / /
/ / / /
/ / / /
/ / / /
E
q
u
i
p
p
e
d
Ammunition A
t
t
a
c
k
B
o
n
u
s
Damage Quantity W
e
i
g
h
t
E
a
c
h
(
L
b
s
.)
Key Notes
* If a weapon is of two types; all damage it deals is of both types.
PHB
112-122, 160
Deals Lethal
Damage
Unarmed Strike
Combat
PHB
Ch. 8
Initiative
Dex.
Mod.
Misc.
Temp.
Base
Attack Bonus
1st 2nd 3rd 4th 5th
/ / / /
Attacks
A
b
i
l
i
t
y
M
o
d
.
S
i
z
e
M
o
d
.
M
i
s
c
.
T
e
m
p
.
1st 2nd 3rd 4th 5th
Melee
(Str) / / / /
Ranged
(Dex) / / / /
Grapple
(Str) / / / /
Powerful
Build
Modifiers
Load
Total Carried
Load (LBS.)
Max.
Dex
Check
Penalty
MOd.
Speed
Max.
Run
Armor Class
Based on what is currently equipped.
Applies while unarmored and at Light Load.
* Armor & Shield details in the
Worn Items & Clothing section (pg 3).
PHB
122-126
Uncanny
Dodge
D
e
x

M
o
d
.
S
i
z
e

M
o
d
.
A
r
m
o
r

B
o
n
u
s

*
N
a
t
u
r
a
l

A
r
m
o
r
D
e
f
l
e
c
t
.
B
o
n
u
s
D
o
d
g
e

B
o
n
u
s
O
t
h
e
r
Including
Shield
No
Shield
Monk AC
Bonus
Wis
Mod.
Flat-
Footed
Touch
Saves
F
o
r
t
i
t
u
d
e
(
C
o
n
)
R
e
f
l
e
x

*
(
D
e
x
)
W
i
l
l
(
W
i
s
)
Total
Ability
Mod.
Base Save
Bonus
Misc.
Temp.
Rolling a 1 is an automatic
failure, 20 is a success.
PHB
136
* Evasion
Improved
Evasion
Spell
Resist.
Power
Resist.
Health
Damage Reduction/
Energy Resistance Conditions
* If Nonlethal matches or exceeds
Current HP, youre uncouncious.
PHB
145-146
Max.
Temp.
Max
HP
Hit Points
Current
Nonlethal
Damage *
Abilities
A
b
i
l
i
t
y
S
c
o
r
e
A
b
i
l
i
t
y
M
o
d
.
T
e
m
p
.
S
c
o
r
e
T
e
m
p
.
M
o
d
.
Str
Strength
Dex
Dexterity
Con
Constitution
Int
Intelligence
Wis
Wisdom
Cha
Charisma
PHB
Ch. 1
Character
Portrait/Sketch
Character Name Char. Lvl. Player Gender
Character Class 1 LVL. Character Class 2 Lvl. Character Class 3 Lvl.
Race H.D. L.A. Size Category Alignment Religion / Patron Deity
Character Class 4 LVL. Character Class 5 Lvl. Character Class 6 Lvl.


0.0
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Con






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Created by: Shawn S. Altorio (pasus@ssa-x2.com) Dungeons & Dragons is a registered trademerk of Wizards of the Coast, Inc.
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Page 2 of 6
(Secondary Stats)
Special Abilities Descriptions
Make note of the Source Book and Page for easy reference.
PHB
Ch. 2, 3 & 5
Feats
Feat
Source
Book P
a
g
e
You may also wish to record Traits & Flaws here.
PHB
Ch. 5
Proficiencies
Armor (Light)
Armor (Medium)
Armor (Heavy)
Shield
Tower Shield
Simple Weapons
Martial Weapons
PHB
Ch. 5
Languages
Literate
PHB
82
Carried Load
Total Carried Load
Weight of Weapons & Ammunition
(see page 1)
Weight of Worn Clothing and Equipment
(See page 3)
Weight of Carried Equipment
(see Page 3)
Weight of Carried Wealth
(see page 3)
All Weight values are in Pounds (lbs.)
Carrying Capacity
* Movement requires a Full-Round Action.
PHB
161-162
Carried
Weight Range
(Lbs.) C
h
e
c
k
P
e
n
a
l
t
y
M
a
x
.
D
e
x
.
S
p
e
e
d
(
F
t
./
R
d
.)
M
a
x
.
R
u
n
Light 0 -
Normal
Medium
-
Heavy
-
Capacity
Weight
(Lbs.) S
p
e
e
d
(
F
t
./
R
d
.)
M
a
x
.
R
u
n
Lift Off Ground 2 Max. 5 * 5 *
Push or Drag 5 Max. 5 * 5 *
Quadruped
Movement
* Requires a Full-Round Action.
All Speeds are in Feet Per Round unless otherwise noted.
PHB
162-164
M
u
l
t
i
p
l
i
e
r
1

R
o
u
n
d
(
F
e
e
t
)
1

M
i
n
u
t
e
(
F
e
e
t
)
1

H
o
u
r
(
M
i
l
e
s
)
1

D
a
y
(
M
i
l
e
s
)
Walk
(Normal)
1
Hustle * 2
Run * 3
Run *
Modified
(Current)
Speed
Total
Speed
Base
Speed
Class
Mod. Misc. Temp.
Dwarven
Movement
4
4
-3 3 4
-6 1 3
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Special Abilities Descriptions... Contd
Make note of the Source Book and Page for easy reference.
PHB
Ch. 2, 3 & 5
Rich *
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Page 3 of 6
(Equipment & Wealth)
Wealth
Valuables Quantity
Estimated
Value Each
(GP) W
e
i
g
h
t
E
a
c
h
Estimated Net Wealth
(GP)
Carried T
o
t
a
l

W
e
i
g
h
t
Banked
CP (Copper)
SP (Silver)
GP (Gold)
PP (Platinum)
PHB
112
Stored Equipment
Q
u
a
n
t
i
t
y
Item
Place of
Storage W
e
i
g
h
t
E
a
c
h
Q
u
a
n
t
i
t
y
Item
Place of
Storage W
e
i
g
h
t
E
a
c
h
Carried Equipment
Q
u
a
n
t
i
t
y
Item
Carried
Location W
e
i
g
h
t
E
a
c
h
PHB
Ch. 7
All Weight values are in Pounds (lbs.)
Item Details
PHB / DMG
134 - 136 / 214
Worn Clothing and Equipment
Illustration by A. Swekel. 1995-2007 Wizards of the Coast, Inc.
Head
(Circlets, crowns, hats, headbands,
helmets, phylacteries) Weight
Face / Eyes
(Goggles, lenses, masks, spectacles,
third eyes) Weight
Neck
(Amulets, badges, brooches, collars,
medals, medallions, pendants, periapts,
scarabs, scarfs, torcs) Weight
Shoulders
(Capes, cloaks, mantles, shawls) Weight
Torso
(Shirts, tunics, vests, vestments) Weight
Waist
(Belts, girdles, sashes) Weight
Fingers
(Rings) Left
(Rings) Right
Feet
(Boots, sandals, shoes, slippers) Weight
Hands
(Gauntlets, gloves) Weight
Arms / Wrists
(Armbands, bracelets, bracers) Weight
Shield Weight
Type
A
C
B
o
n
u
s
M
a
x
.
D
e
x
C
h
e
c
k

P
e
n
a
l
t
y
S
p
e
l
l
F
a
i
l
u
r
e

(
%
)
Equipped
Armor / Body
(Armor, robes) Weight
Type
A
C
B
o
n
u
s
M
a
x
.
D
e
x
C
h
e
c
k

P
e
n
a
l
t
y
S
p
e
l
l
F
a
i
l
u
r
e

(
%
)
S
p
e
e
d
(
F
t
.)
Equipped
Total Carried Load

Shield
Rich *
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(Item Details...)
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Rich *
Created by: Shawn S. Altorio (pasus@ssa-x2.com) Dungeons & Dragons is a registered trademerk of Wizards of the Coast, Inc.
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Page 4 of 6
(Magic & Psionics)
Psionics
Discipline Discipline
Power
Level P
o
w
e
r
S
a
v
e

D
C
P
o
w
e
r
P
o
i
n
t
C
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s
t
P
o
w
e
r
s

K
n
o
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n
Power
Level P
o
w
e
r
S
a
v
e

D
C
P
o
w
e
r
P
o
i
n
t
C
o
s
t
P
o
w
e
r
s

K
n
o
w
n
Power
Level P
o
w
e
r
S
a
v
e

D
C
P
o
w
e
r
P
o
i
n
t
C
o
s
t
P
o
w
e
r
s

K
n
o
w
n
Power
Level P
o
w
e
r
S
a
v
e

D
C
P
o
w
e
r
P
o
i
n
t
C
o
s
t
P
o
w
e
r
s

K
n
o
w
n
1st 1 6th 11 1st 1 6th 11
2nd 3 7th 13 2nd 3 7th 13
3rd 5 8th 15 3rd 5 8th 15
4th 7 9th 17 4th 7 9th 17
5th 9 5th 9
* The maximum number of Power Points you can spend on a power is equal to your Manifester Level for the powers class.
Psionic Class A Psionic Class
XPH
Ch. 4
Power
Save DC
Power DC
Key Ability P
o
w
e
r
D
C

M
o
d
.
A
b
i
l
i
t
y

M
o
d
.
M
i
s
c
.
T
e
m
p
.
10+
Power Points
Per Day *
Max.
C
u
r
r
e
n
t
Temp.
Max.
Power
Save DC
Power DC
Key Ability P
o
w
e
r
D
C

M
o
d
.
A
b
i
l
i
t
y

M
o
d
.
M
i
s
c
.
T
e
m
p
.
10+
Notes
Turn Undead
Turning Check
Result
Most Powerful Undead Affected
(Maximum Hit Dice) *
0 or Lower Cleric Level - 4
1 3 Cleric Level - 3
4 6 Cleric Level - 2
7 9 Cleric Level - 1
10 12 Cleric Level
13 15 Cleric Level + 1
16 18 Cleric Level + 2
19 21 Cleric Level + 3
22 or Higher Cleric Level + 4
* A paladins effective Cleric Level is equal to
his Paladin Level - 3.
PHB
159-160
Times Per Day
Cha.
Mod.
3+ Misc.
Temp.
Turn Check
Modifier
Cha.
Mod.
Misc.
Temp.
Total Hit Dice of
Undead Affected
C
h
a
M
o
d
.
M
i
s
c
.
T
e
m
p
.
+
Cleric
Level
+
Magic
Domains / Schools Domains / Schools
Prohibited Schools Prohibited Schools
Spell
Level S
p
e
l
l
S
a
v
e

D
C
T
o
t
a
l

S
p
e
l
l
s
/
D
a
y
Q
u
a
n
t
i
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y
C
a
s
t

*
C
l
a
s
s
S
p
e
l
l
s
/
D
a
y
B
o
n
u
s
S
p
e
l
l
s
/
D
a
y
M
i
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c
.
S
p
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l
s
/
D
a
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D
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a
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/
S
c
h
o
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l
S
p
e
l
l
s
/
D
a
y
S
p
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l
s
K
n
o
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n

*
Spell
Level S
p
e
l
l
s
S
a
v
e

D
C
T
o
t
a
l

S
p
e
l
l
s
/
D
a
y
Q
u
a
n
t
i
t
y
C
a
s
t

*
C
l
a
s
s
S
p
e
l
l
s
/
D
a
y
B
o
n
u
s
S
p
e
l
l
s
/
D
a
y
M
i
s
c
.
S
p
e
l
l
s
/
D
a
y
D
o
m
a
i
n
/
S
c
h
o
o
l
S
p
e
l
l
s
/
D
a
y
S
p
e
l
l
s
K
n
o
w
n

*
0 0
1st 1st
2nd 2nd
3rd 3rd
4th 4th
5th 5th
6th 6th
7th 7th
8th 8th
9th 9th
10th 10th
* Only applies to classes which arent required to prepare spells ahead of time.
Magic Class A Magic Class B
PHB
Ch. 10
Spell
Save DC
Spell DC
Key Ability S
p
e
l
l
D
C
M
o
d
.
A
b
i
l
i
t
y

M
o
d
.
M
i
s
c
.
T
e
m
p
.
10+
Spell
Save DC
Spell DC
Key Ability S
p
e
l
l
D
C
M
o
d
.
A
b
i
l
i
t
y

M
o
d
.
M
i
s
c
.
T
e
m
p
.
10+
Calculate Bonus Spells/Day
(Class A)


Calculate Bonus Spells/Day
(Class B)



Enable

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Page 5 of 6
(Known Powers)
Known Powers
P
s
i
o
n
i
c
C
l
a
s
s
P
o
w
e
r

L
e
v
e
l
Power P
o
w
e
r
P
o
i
n
t
s
Discipline Display
Manifest.
Time Range
Aim
(Target/Area/Effect) Duration Save P
o
w
e
r
R
e
s
i
s
t
a
n
c
e
Description A
u
g
m
e
n
t
CLOSE = 25 ft. + 5 ft./2 Caster Levels, MEDIUM = 100 ft. + 10 ft./Caster Level, LONG = 400 ft. + 40 ft./Caster Level * Effect is centered on you.
Concentration Duration is Limited. Lasts Duration or until Discharged/Triggered, whichever comes first. ~ Effect lingers after Concentration is released.
XPH
Ch. 4 & 5
Calculate
Power Points

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XPH
Ch. 5
Rich *
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XPH
Ch. 5
Rich *
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This document is licensed under a Creative Commons Attribution-Noncommercial-No Derivative Works 2.5 Canada License. www.ssa-x2.com SDME RIGHTS RESERVED
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XPH
Ch. 5
Rich *
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Page 6 of 6
(Character Details)
Notes Experience
Total Experience
Multiclass Penalty %
Required For Next Level
You cannot spend so much Experience on a Spell or Power
that you lose a level.
Date Character Created Date Last Updated
Campaign
PHB
22, 58-60
Background
PHB
110
PHB
110 Character Description & Personality
Height Weight (Lbs.) Skin Color Eye Color Hair Color
Pref. Hand Age Birthdate Hometown
Rich *

Rich *
Rich *
Calculate Experience
Required for Next Level
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