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Carn Lanin

Human Rogue Elf Wizard


Starting Character Sheet Starting Character Sheet
Initiative 1 You go first in the round Initiative 2 You go second in the round
Speed 6 squares You can move 6 squares Speed 6 squares You can move 6 squares

Attack Roll d20 Add another 2 if Flanking Attack Roll d20 & subtract 1 Add another 2 if Flanking
Damage Roll d6 Add d6 when Flanking Damage Roll d6 & subtract 1 (to a minimum of 1 damage)

Ranged Attack Roll d20 & add 3 Armour Class 15 What Monsters need to hit you
Damage Roll d6 Hit Points 11 Current Hit Points

Sneak Attacks If you are Flanking or if you attack a monster before it has acted on Saving Throws
the first round of combat, you add d6 to your damage rolls. Fortitude Roll d20 To resist poison
Reflex Roll d20 & add 4 To avoid traps or dragon breath
Armour Class 16 What Monsters need to hit you
Will Roll d20 & add 3 To resist mental attacks
Hit Points 9 Current Hit Points
Ability Checks
Saving Throws
Strength Roll d20 & subtract 1 To test your physical strength
Fortitude Roll d20 To resist poison
Dexterity Roll d20 & add 4 To test your agility
Reflex Roll d20 & add 5 To avoid traps or dragon breath
Constitution Roll d20 To test your health
Will Roll d20 & add 1 To resist mental attacks
Intelligence Roll d20 & add 1 To test how smart you are
Ability Checks Wisdom Roll d20 & add 1 To test how observant you are
Strength Roll d20 To test your physical strength Charisma Roll d20 To test how infuential you are
Dexterity Roll d20 & add 3 To test your agility
Skill Checks
Constitution Roll d20 To test your health
Knowledge Roll d20 & add 5 To gain insight into secrets
Intelligence Roll d20 To test how smart you are
Search Roll d20 & add 3 To find hidden treasure
Wisdom Roll d20 & add 1 To test how observant you are
Spot Roll d20 & add 3 To notice hidden opponents
Charisma Roll d20 & add 2 To test how infuential you are
Spells
Skill Checks
(See page 7 of the Wizard Character Book for details)
Balance Roll d20 & add 7 To walk normally across dangerous surfaces
Daze ❏ ❏ (You can cast this spell twice during an adventure.)
Diplomacy Roll d20 & add 6 To change attitudes
Flare ❏ (You can cast this spell once during an adventure.)
Disable Device Roll d20 & add 4 To disarm traps
Mage Armour (You can only cast this from a scroll.)
Open Lock Roll d20 & add 7 To unlock locked doors
Magic Missile ❏ (You can cast this spell once during an adventure.)
Search Roll d20 & add 4 To find traps or treasure
Shocking Grasp ❏ (You can cast this spell once during an adventure.)
Spot Roll d20 & add 5 To notice hidden opponents

Starting Treasure Starting Treasure


1 Healing Potion Counter 1 Healing Potion Counter, 1 Mage Armour counter
Regdar Dothal
Human Fighter Dwarf Cleric
Starting Character Sheet Starting Character Sheet
Initiative 3 You go third in the round Initiative 4 You go fourth in the round
Speed 4 squares You can move 4 squares Speed 4 squares You can move 4 squares

Attack Roll d20 & add 3 Add another 2 if Flanking Attack Roll d20 & add 1 Add another 2 if Flanking
Damage Roll d8 & add 2 Damage Roll d8 & add 1

Armour Class 17 What Monsters need to hit you Armour Class 15 What Monsters need to hit you
Hit Points 12 Current Hit Points Hit Points 11 Current Hit Points

Saving Throws Saving Throws


Fortitude Roll d20 & add 4 To resist poison Fortitude Roll d20 & add 7 To resist poison
Reflex Roll d20 & add 1 To avoid traps or dragon breath Reflex Roll d20 & subtract 1 To avoid traps or dragon breath
Will Roll d20 & subtract 1 To resist mental attacks Will Roll d20 & add 4 To resist mental attacks

Ability Checks Ability Checks


Strength Roll d20 & add 2 To test your physical strength Strength Roll d20 & add 1 To test your physical strength
Dexterity Roll d20 & add 1 To test your agility Dexterity Roll d20 & subtract 1 To test your agility
Constitution Roll d20 & add 2 To test your health Constitution Roll d20 & add 3 To test your health
Intelligence Roll d20 To test how smart you are Intelligence Roll d20 & add 1 To test how smart you are
Wisdom Roll d20 & subtract 1 To test how observant you are Wisdom Roll d20 & add 2 To test how observant you are
Charisma Roll d20 & add 1 To test how likeable you are Charisma Roll d20 & subtract 1 To test how infuential you are

Skill Checks Skill Checks


Listen Roll d20 & add 1 To hear unseen dangers Diplomacy Roll d20 & add 3 To change a monster’s attitude
Search Roll d20 & add 2 To find hidden treasure Knowledge Roll d20 & add 5 To gain insight into secrets
Spot Roll d20 & add 1 To notice hidden opponents Search Roll d20 & add 3 To find hidden treasure

Starting Treasure Spells


1 Healing Potion Counter (See page 7 of the Cleric Character Book for details)
Bane ❏ (You can cast this spell once during an adventure.)
Bless ❏ (You can cast this spell once during an adventure.)
Cure Light Wounds ❏ (You can cast this spell once during an adventure.)
Divine Favour (You can only cast this from a scroll.)
Guidance ❏ ❏ ❏ (You can cast this spell three times during an adventure.)

Starting Treasure
1 Healing Potion Counter, 1 Cure Light Wounds counter

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