0% found this document useful (0 votes)
28 views6 pages

Character Sheet for RPG Classes

The document appears to be a character sheet for a role-playing game, detailing attributes, gear, and abilities for a Ranger/Fighter class. It includes sections for personal information, combat statistics, and class-specific abilities. Additionally, it outlines various equipment categories and combat maneuvers relevant to gameplay.

Uploaded by

Marko Helm
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
28 views6 pages

Character Sheet for RPG Classes

The document appears to be a character sheet for a role-playing game, detailing attributes, gear, and abilities for a Ranger/Fighter class. It includes sections for personal information, combat statistics, and class-specific abilities. Additionally, it outlines various equipment categories and combat maneuvers relevant to gameplay.

Uploaded by

Marko Helm
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

Age Gender

Eye Color Hair Color

Height Weight

Race Class

Entitlement

Scars or other Distinguishing Marks

e
Clothing Style
Name
PEOPLE OF INTEREST NAMES OF:

fil
ITEM QUANTITY REMAINING

e
EXPENDABLE

Food
Bolts
Arrows
pl
PRIMARY GEAR
Armor, Weapons, Scrolls, Spell Components, Holy Items, Totems, Thieves’ Tools & Other Class Equipment
SECONDARY GEAR
Clothing, Rations, Drink, Camping Gear, Packs, Tools, & Other General Equipment
EV EV
m
Sa

ITEM LOCATION EV ITEM LOCATION EV

2006 Troll Lord Games ALL RIGHTS RESERVED. Castles & Crusades is a registered trademark of Troll Lord Games.
Ranger/Fighter STRENGTH
CHARACTER SHEET
>
ATTRIBUTE CHECK: d20 + Mod + level CC

ATTRIBUTES MOD SAVING THROWS

STRENGTH Paralysis & Constriction

Holy Symbol DEXTERITY Breath Weapons & Traps

Experience Points CONSTITUTION Disease, Energy Drain & Poison


INTELLIGENCE Arcane Magic & Illusion
Needed for Next Level
Confusion, Divine Magic, Gaze Attack

e
WISDOM Pertrification, Polymorph

CHARISMA Death Attack, Charm & Fear

MOVE:
Base - EV Penalty + Miscellaneous

fil
MOVE
AC:

COMBAT
10+
Armor + Shield + Attribute Mod + Miscellaneous
TO
HORSE / ANIMAL COMPANION / FAMILIAR HIT: d20+
Attribute Mod + Level Bonus + Miscellaneous
AC
Type Name HD AC

Move Attacks Damage Saves


Special Qualities/Abilities
HP HP

WEAPON / TYPE / NAME BONUS TO HIT BONUS TO DAMAGE WEAPON DAMAGE NOTES / SPECIAL

e
pl
m
CHARACTER CLASS ABILITITES

RANGER FIGHTER
Sa

COMBAT MANUEVERS

1st level +1 damage against Humanoids per level. 1st level: Choose 1 weapon to specialize in. Charge: x2 or x4 move, -4 AC, +2 Damage
1st level Conceal themselves in wilderness area (dexterity). Every 4 levels: Gain 1 attack against 1 HD monsters. Dodge: +2 AC vrs 3 opponent, no other action
1st level Natural remedies for poison (wisdom). 10th level: Gain 1 extra attack per round. Disengage from Combat:
Fighting withdrawal: -1/2 move;
1st level Move silently in wilderness area (dexterity).
Hasty withdrawal: -2
1st level Scale surface natural surface (dexterity). Full withdrawal: Opponent gets free swing

1st level Detect and build simple traps (dexterity). Disarm: Must hit AC 18+level+HD of opponent
1st level Provide simple shelters in wilderness areas (wisdom). Evade: +4 AC vrs 1 opponent, no other action
1st level Track any creature (wisdom). Flank Attack: +1 to hit
3rd level Track can discern characteristics. Rear Attack: +2 to hit
5th level Identify specific types (wisdom). Two Weapon Fighting: -3 primary hand; -6 off
hand, modified by dex
6th level +2 to Hit/AC/Tracking against one creature.

2006 Troll Lord Games All Rights Reserved. Castles & Crusades is a registered trademark of Troll Lord Games.
Age Gender

Eye Color Hair Color

Height Weight

Race Class

Entitlement

Scars or other Distinguishing Marks

e
Clothing Style
Name
PEOPLE OF INTEREST NAMES OF:

fil
ITEM QUANTITY REMAINING

e
EXPENDABLE

Food
Bolts
Arrows
pl
PRIMARY GEAR
Armor, Weapons, Scrolls, Spell Components, Holy Items, Totems, Thieves’ Tools & Other Class Equipment
SECONDARY GEAR
Clothing, Rations, Drink, Camping Gear, Packs, Tools, & Other General Equipment
EV EV
m
Sa

ITEM LOCATION EV ITEM LOCATION EV

2006 Troll Lord Games ALL RIGHTS RESERVED. Castles & Crusades is a registered trademark of Troll Lord Games.
Ranger/Fighter STRENGTH
CHARACTER SHEET
>
ATTRIBUTE CHECK: d20 + Mod + level CC

ATTRIBUTES MOD SAVING THROWS

STRENGTH Paralysis & Constriction

Holy Symbol DEXTERITY Breath Weapons & Traps

Experience Points CONSTITUTION Disease, Energy Drain & Poison


INTELLIGENCE Arcane Magic & Illusion
Needed for Next Level
Confusion, Divine Magic, Gaze Attack

e
WISDOM Pertrification, Polymorph

CHARISMA Death Attack, Charm & Fear

MOVE:
Base - EV Penalty + Miscellaneous

fil
MOVE
AC:

COMBAT
10+
Armor + Shield + Attribute Mod + Miscellaneous
TO
HORSE / ANIMAL COMPANION / FAMILIAR HIT: d20+
Attribute Mod + Level Bonus + Miscellaneous
AC
Type Name HD AC

Move Attacks Damage Saves


Special Qualities/Abilities
HP HP

WEAPON / TYPE / NAME BONUS TO HIT BONUS TO DAMAGE WEAPON DAMAGE NOTES / SPECIAL

e
pl
m
CHARACTER CLASS ABILITITES

RANGER FIGHTER
Sa

COMBAT MANUEVERS

1st level +1 damage against Humanoids per level. 1st level: Choose 1 weapon to specialize in. Charge: x2 or x4 move, -4 AC, +2 Damage
1st level Conceal themselves in wilderness area (dexterity). Every 4 levels: Gain 1 attack against 1 HD monsters. Dodge: +2 AC vrs 3 opponent, no other action
1st level Natural remedies for poison (wisdom). 10th level: Gain 1 extra attack per round. Disengage from Combat:
Fighting withdrawal: -1/2 move;
1st level Move silently in wilderness area (dexterity).
Hasty withdrawal: -2
1st level Scale surface natural surface (dexterity). Full withdrawal: Opponent gets free swing

1st level Detect and build simple traps (dexterity). Disarm: Must hit AC 18+level+HD of opponent
1st level Provide simple shelters in wilderness areas (wisdom). Evade: +4 AC vrs 1 opponent, no other action
1st level Track any creature (wisdom). Flank Attack: +1 to hit
3rd level Track can discern characteristics. Rear Attack: +2 to hit
5th level Identify specific types (wisdom). Two Weapon Fighting: -3 primary hand; -6 off
hand, modified by dex
6th level +2 to Hit/AC/Tracking against one creature.

2006 Troll Lord Games All Rights Reserved. Castles & Crusades is a registered trademark of Troll Lord Games.
Age Gender

Eye Color Hair Color

Height Weight

Race Class

Entitlement

Scars or other Distinguishing Marks

e
Clothing Style
Name
PEOPLE OF INTEREST NAMES OF:

fil
ITEM QUANTITY REMAINING

e
EXPENDABLE

Food
Bolts
Arrows
pl
PRIMARY GEAR
Armor, Weapons, Scrolls, Spell Components, Holy Items, Totems, Thieves’ Tools & Other Class Equipment
SECONDARY GEAR
Clothing, Rations, Drink, Camping Gear, Packs, Tools, & Other General Equipment
EV EV
m
Sa

ITEM LOCATION EV ITEM LOCATION EV

2006 Troll Lord Games ALL RIGHTS RESERVED. Castles & Crusades is a registered trademark of Troll Lord Games.
Ranger/Fighter STRENGTH
CHARACTER SHEET
>
ATTRIBUTE CHECK: d20 + Mod + level CC

ATTRIBUTES MOD SAVING THROWS

STRENGTH Paralysis & Constriction

Holy Symbol DEXTERITY Breath Weapons & Traps

Experience Points CONSTITUTION Disease, Energy Drain & Poison


INTELLIGENCE Arcane Magic & Illusion
Needed for Next Level
Confusion, Divine Magic, Gaze Attack

e
WISDOM Pertrification, Polymorph

CHARISMA Death Attack, Charm & Fear

MOVE:
Base - EV Penalty + Miscellaneous

fil
MOVE
AC:

COMBAT
10+
Armor + Shield + Attribute Mod + Miscellaneous
TO
HORSE / ANIMAL COMPANION / FAMILIAR HIT: d20+
Attribute Mod + Level Bonus + Miscellaneous
AC
Type Name HD AC

Move Attacks Damage Saves


Special Qualities/Abilities
HP HP

WEAPON / TYPE / NAME BONUS TO HIT BONUS TO DAMAGE WEAPON DAMAGE NOTES / SPECIAL

e
pl
m
CHARACTER CLASS ABILITITES

RANGER FIGHTER
Sa

COMBAT MANUEVERS

1st level +1 damage against Humanoids per level. 1st level: Choose 1 weapon to specialize in. Charge: x2 or x4 move, -4 AC, +2 Damage
1st level Conceal themselves in wilderness area (dexterity). Every 4 levels: Gain 1 attack against 1 HD monsters. Dodge: +2 AC vrs 3 opponent, no other action
1st level Natural remedies for poison (wisdom). 10th level: Gain 1 extra attack per round. Disengage from Combat:
Fighting withdrawal: -1/2 move;
1st level Move silently in wilderness area (dexterity).
Hasty withdrawal: -2
1st level Scale surface natural surface (dexterity). Full withdrawal: Opponent gets free swing

1st level Detect and build simple traps (dexterity). Disarm: Must hit AC 18+level+HD of opponent
1st level Provide simple shelters in wilderness areas (wisdom). Evade: +4 AC vrs 1 opponent, no other action
1st level Track any creature (wisdom). Flank Attack: +1 to hit
3rd level Track can discern characteristics. Rear Attack: +2 to hit
5th level Identify specific types (wisdom). Two Weapon Fighting: -3 primary hand; -6 off
hand, modified by dex
6th level +2 to Hit/AC/Tracking against one creature.

2006 Troll Lord Games All Rights Reserved. Castles & Crusades is a registered trademark of Troll Lord Games.

You might also like