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PLAYER NAME Raiu REFEREE NAME

Character Name
Class
Race
Vígmadr The Passionate
Berserker
Viking
HYPERBOREA PLAYER CHARACTER RECORD
®

Alignment Chaotic Evil Level Hit Dice (HD) Hit Points (hp)
Common, Old Norse, Hellenic TOTAL CURRENT
Languages 3 d 12 32 32

Religion
Secondary Skills Minstrel/Musician/Skald Gender Male Age 37 Height 5'10" Weight 204

Eye Colour Hair Colour Complexion / Other Traits


Place of Origin New Vinland
Dark Blue Dark Blond Fair, The Wolf Pelt Stays On
Attributes

ST 16
(ST) Attack Mod. (melee)
(ST) Damage Adj.
+1
+1
(ST) Test of Strength
(ST) Ex. Feat of Strength
3
24 %
/6
SV 15
Saving
Throw
STRENGTH BASE SAVE

Saving Throw Modifiers


DX 11
(DX) Attack Mod. (missile)
(DX) Defence Adj.
0
0
(DX) Test of Dexterity
(DX) Ex. Feat of Dexterity
2
4
/6
% DEATH
DEXTERITY

(CN) Hit Point Adj. (CN) Test of Constitution /6 TRANSFORMATION


CN
+1 3
16 (CN) Poison/Radiation Adj. +1 (CN) Ex. Feat of Constitution 16 % DEVICE
CONSTITUTION
(CN) Trauma Survival 85 % AVOIDANCE
(IN) Bonus Spells (magicians et al.)
IN 15 (IN) Languages +1 Lvl 1 ☐ Lvl 2 ☐ Lvl 3 ☐ Lvl 4 ☐ SORCERY
INTELLIGENCE
(IN) Learn New Spell % Other Saving Throw Modifiers
(WS) Willpower Adj. +0
(attribute modifiers, spec. abilities, etc.)
WS 12 (WS) Bonus Spells (clerics et al.) (WS) Learn New Spell %
+2 to Saving Throws (Hardy)
WISDOM Lvl 1 ☐ Lvl 2 ☐ Lvl 3 ☐ Lvl 4 ☐

CH 12 (CH) Reaction/Loyalty Adj. +0


(CH) Maximum Henchmen
(CH) Undead Turning Adj.
CHARISMA

Fighting Ability Armour Class Armour and Shield Large Shield +2 Damage Movement
Unskilled AC Reduction MV
Weapon Attack Studded Leather +3

3 Penalty 16 Other AC Modifiers Thick Skin (1) +1 0 40


DR
FA
Weapon Combat
Weapon Attack Attack
Melee Weapon Skill Damage Other Notes (e.g., two-handed damage, special modifiers)
Class Rate Modifier
Long Sword 2 / +1 1d8/1d10+1
Broad Sword 2 / +1 1d8/1d10+1
Javelin 2 / 1d4/d6 +1 20/40/80
War Hammer 2 / 1d8/d10 +1
Hand Axe 1 / 1d6+1 15/30/45
/
Range Attack Attack
Missile Weapon Skill Damage Other Notes (e.g., point blank range, special modifiers)
(S/M/L) Rate Modifier
/ / /
/ / /
/ / /

Combat Matrix
Target AC 9 8 7 6 5 4 3 2 1 0 −1 −2 −3 −4 −5 −6 −7 −8 −9
Modified d20
Attack Roll
10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28
(Apply weapon’s “Attack Modifier” to d20 attack roll.) © 2022 North Wind Adventures, LLC
Class Abilities
Ability Name (may include chance of success, saving throw information, and other notes)
Berserker Rage (42)
Climb (43)
Extraordinary Strength (43)
Hardy (43)
Leap (43)
Thick Skin (43)
Weapon Master: Long/Broad Sword

u Character Portrait / Symbol


u
Undead Type 0 1 2 3 4 5 6 7 8 9 10 11 12 13
Turn
Undead
TA
TURNING ABILITY
Chance to
Turn Undead
(clerics et al.) (15+ CH improves chance-in-twelve of success)

Equipment
Weapons, Armour, Gear Magic Items
Studded Leather (6) Hand Axe (wood cutting) Pole, 12 Fishing Hooks, Fishing String
2 Large Shield 3 Bars of Soap 10 Paint, Body
Long Sword (left hip) 2-Person Tent Wagon (Cloth) [Share w/ Abelarda]
Broad Sword (right hip) 20 Iron Spikes Small Hammer (iron)
5 Javelins (hunting) 3 Torches 2 Draught Horses [1 is Abelarda's]
Backpack Bees Wax Block 10 sacks of Horse Grains
5 Bottles 2 Writing Stick 80 oz Lantern Oil
2 Crampons 2 Waterskins 140 Nails
100 ft Hemp Rope 1 Blank Book (raiding/skaldic poetry) 400 ft Sinew Cord
Tinderbox 2 gauze bandage rolls
2 Small Sack 4 stakes & wood mallet
4 Drinking Horn Silver Mirror
1 Large Sack Hunting Horn
War Hammer Hooded Lantern

Henchmen / Hirelings; Familiar; Animal/Undead Companions


Name, Class, Species, etc. Abilities (AL; SZ; MV; DX; AC; HD; hp; #A; D; SV; ML; Special; Gear)

Monetary Treasure Ammunition (arrows, bolts, bullets, darts, etc.) Supplies (per day: water, wine, rations, feed, etc.)
Copper 1 cp ☐☐☐☐☐☐☐☐☐☐☐☐☐☐☐☐☐☐☐☐☐☐☐☐ ☐☐☐☐☐☐☐☐☐☐☐☐☐☐

Silver 1 sp ☐☐☐☐☐☐☐☐☐☐☐☐☐☐☐☐☐☐☐☐☐☐☐☐ ☐☐☐☐☐☐☐☐☐☐☐☐☐☐

Electrum ep ☐☐☐☐☐☐☐☐☐☐☐☐☐☐☐☐☐☐☐☐☐☐☐☐ ☐☐☐☐☐☐☐☐☐☐☐☐☐☐

Gold 1111 gp
Experience Points (XP) 10% XP Bonus?
Platinum pp Yes ☐ No ☐

Gems and Jewellery XP Needed


for Next Level

(50 cp = 1 gp, 10 sp = 1 gp, 2 ep = 1 gp, 5 gp = 1 pp)


Chance to Learn New Spell

HYPERBOREA
PLAYER CHARACTER SPELL TRACKER
®
Casting
Ability
CA
% IN (magicians, et al.)

(magicians, clerics et al.) % WS (clerics, et al.)


Spell Caster’s Name
School(s) of Sorcery
Thaumaturgical schools of sorcery include magician, cryomancer, illusionist, necromancer, pyromancer, and witch.
Ecclesiastical schools of sorcery include cleric and druid.

Spells Cast Per Day Spell and Prayer Books


Thaumaturgical Spells (magicians, et al.) Ecclesiastical Spells (clerics, et al.) Name of Book Pages
Spell Base No. Total No. Base No. Total No.
Level Bonus Bonus
of Spells of Spells of Spells of Spells
Spells* Spells*
Cast per Day Cast per Day Cast per Day Cast per Day
1
2
3
4
5
6

* Bonus spells may come from high IN (magicians et al.) and/or high WS (clerics et al.), but not all sorcerer
classes gain bonus spells; also, magicians can gain bonus spells through familiars.

Prepared Spells (check box if spell has been cast) Spell Scrolls
Level 1 Level 2 Level 3
☐ ☐ ☐
☐ ☐ ☐
☐ ☐ ☐
☐ ☐ ☐
☐ ☐ ☐
☐ ☐ ☐
☐ ☐ ☐
☐ ☐ ☐

Level 4 Level 5 Level 6


☐ ☐ ☐
☐ ☐ ☐
☐ ☐ ☐
☐ ☐ ☐
☐ ☐ ☐
☐ ☐ ☐
☐ ☐ ☐

Spell and Scroll Research Notes


Known Spells
Level 1 Notes Level 2 Notes

Level 3 Notes Level 4 Notes

Level 5 Notes Level 6 Notes

If a sorcerer casts from multiple spell schools, it should be noted; e.g., a bard might note (D) for druid spells and (I) for illusionist spells.
Notes also might include range, duration, area of effect, saving throw information, etc.

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