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Rod, Staff,
or Wand 11
DEX: 7 Reaction
Adjustment 0
Missile
Adjustment 0
Defensive
Adjustment 0
Breath
COMBAT
HIT POINTS ARMOR CLASS MOVEMENT
Normal: 12" V. Heavy Gear: 6"
Armor Type AC Magic Condition Shield Type Magic Condition
4 Base Adj.
+ =
+/-
Adj.
+/- +/-
Heavy Gear: 9"
Weapons of Proficiency
Encumbered: 3"
10 + + = 10 + 0 = + = 10
AC Magic Other Dexterity Shield
Base Adj. Magic Adj. Adj.
Rear AC Shieldless MAXIMUM
Adj.
Temp. AC AC
Rear AC + Shield Adj. = Charge AC Per round
SURPRISE THAC0
AC 10 9 8 7 6 5 4 3 2 1 0 -1 -2 -3 -4 -5 -6 -7 -8 -9 -10
Surprised on:
Opponents
1-2
20 To hit
10 11 12 13 14 15 16 17 18 19 20 20 20 20 20 20 20 20 20 20 20
1-2
surprised on:
Magic User 1 Ranges
Mag. Str Space Atks per Damage vs. Damg. Mag. Dex/ Rate of Damage vs.
Hand Held Weapons Adj. Adj. Required Speed Round S-M/L Adj. Ranged Weapons Adj. Adj. Fire S M L S-M/L
-3 -5
-3 -5
-3 -5
-3 -5
OTHER ABILITIES
LANGUAGES SENSES SPELLS USABLE PER DAY TURNING UNEAD
Infravision 60
Common, Elvish, Halfling Vision: Type 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
Range Skeleton Zombie Ghoul
Goblin + Hobgoblin Magic User 3
Hearing:
Range
Orcish, Troll, Gnoll Shadow Wight Ghast
Gnome, Dwarven
DETECTIONS THIEVING SKILLS Wraith Mummy Spectre
Undercommon, Draconic Finding secret doors (Passive) 10 1 in 6
Lizardmen Finding secret doors (Active) 10 1-3 in 6 Pick Open Remove/ Move Hide in Hear Climb Read Vampire Ghost
Pockets Locks* Find Traps* Silently Shadows Noise Walls Languages
Lich Special
% % % % % % % %
Type Range Chance
SPECIAL ABILITIES
EQUIPMENT CARRIED MAGIC ITEMS Spell Components
Qnt. Item Location Weight Item Weight Qnt. Item
Cantrips
Backpack + Sack 20 Spell Book
Firefinger, Warm, Chill, Tie, Shine, Dry, Clean
WEALTH
Stored Carried GEMS
Platinum
Gold 20
Electrum
Silver
Copper JEWELRY
COMPANIONS Apparent
Age:
Eye
Color: Green
Name Class Race Level, THAC0, Damage, etc. Come-
Sex: Male 10
lieness:
Patron/Matron
Church/Guild/Order/School
Tutor