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Level Character: Player:

Class: Origin: Alignment:


Height: Weight: Sex: Age:
Hair: Eyes: Marks:

CHARACTERISTICS SAVING THROWS MOVEMENT ABILITIES


Score Modifiers D20 to beat Modifiers Base In combat Running Encumbered Base In 1d6
To melee attacks/damage 1-2 Surprise
Strength and tear down doors Poison or Death
1
Elves: 40m / 13m / 80m / 20m Hear noises
Dwarves & Halflings: 20m / 7m / 40m / 10m
AC and
1-2 Tear down doors
Dexterity ranged attacks Rod, Staff or Wand
Humans: 30m / 10m / 60m / 15m
Sp Detect secret doors
E QUIPMENT 1 Detect traps and pits
Constitution To hit points
Petrification or Paralysis Sp Track in wilderness
Sp Track in interiors
Intelligence To read and
write languages Sp Hide
Breath Weapon
To ST against
Wisdom magical attacks
Spell and Magic Weapons Open locks
To reactions and Find and disarm traps
Charisma morale of the followers
Steal
Move silently
ARMOR CLASS HIT POINTS AND WOUNDS Climb walls
Base / Armor AC Wounds
Hit Points
Hiding in the shadows
Comprehend languages
Shield AC Use scrolls
Die
Surprised AC Others modifiers AC SPECIAL ABILITIES
Without Dexterity
or Shield

AC

W EAPONS AND C OMBAT


Strength
Total STR/DEX Magic Base Modifier Magic Special
Weapon Attack Damage

Weapon Attack Damage Max load: Total


Elves & Halflings: 30 kg
Humans: 40 kg
Weapon Attack Damage Dwarves: 50 kg

Weapon Attack Damage


Treasure
Weapon Attack Damage Gems Platinum:

Gold:

INITIATIVE AMMO OR MUNITIONS SPELLS Electro:

Silver:
XP NEC
Dex Misc
Total Copper:

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