BACKGROUND
Secondary Skills Languages Other Notes (religion, homeland, clan, etc.):
astonishing Swordsmen & Sorcerers OF Hyperborea
Player Character Sheet
Name Race Class Alignment Level
ATTRIBUTES APPEARANCE
Age Gender Height Weight Eyes Hair Distinguishing Features:
PORTRAIT / SYMBOL
MONEY
Platinum Pieces (pp) Gold Pieces (gp) Electrum Pieces (ep) Silver Pieces (sp) Copper Pieces (cp) Gems and Jewellery:
STR DEX CON INT WIS CHA
To Hit mod. (melee) To Hit mod. (missile) hp adj. Pois. adj. Bonus languages Willpower adj. React. / Loyalty adj.
Damage adj. Defence adj. % Trauma survival Bonus spells* Bonus spells** Max. henchmen
d6 str test d6 dex test d6 con test
% % % % Learn % Learn Turn Undead adj.**
str feat dex feat con feat new spell* new spell**
* magicians, et al; ** clerics, et al
SAVING THROW (SV)
SAVING THROW (target number based on level) Saving Throw Modifiers DEATH (death magic, death ray, paralysis, poison, radiation) TRANSFORMATION (petrifaction, polymorph) DEVICE (magical rings, rods, staves, wands) AVOIDANCE (breath weapons, ray guns, some traps) SORCERY (spells, scroll spells, supernatural / spell-like abilities) Other Saving Throw Modifiers (abilities, attributes*, items, etc.):
HIT DICE (HD)
Hit Die Type d Hit Points (hp):
ARMOUR CLASS (AC)
Armour and Shield: Damage Reduction (DR) AC (vs. melee) AC (vs. missile) AC (shieldless) AC (unarmoured) Other AC Modifiers:
POSSESSIONS
GEAR (weapons, armour, supplies, equipment, etc.) MAGIC ITEMS
Injury Notes:
* dex modifies all avoidance saves, con modifies poison / radiation saves, wis modifies willpower (mind control) saves
MOVEMENT (MV)
Standard MV Run / Charge MV
COMBAT
Fighting Ability (FA) Unskilled Weapon To Hit Penalty
COMBAT MATRIX
Target AC Modified d20 To Hit Roll 9 8 7 6 5 4 3 2 1 0 1 2 3 4 5 6 7 8 9
WEAPON COMBAT (some weapons can be listed in both melee and missile categories: dagger, hand axe, etc.)
AMMUNITION (arrows, bolts, bullets, darts, etc.) HENCHMEN / ANIMAL COMPANIONS
Name, Class, Species, etc.: Abilities, Weapons, Equipment, etc.: Name, Class, Species, etc.: Abilities, Weapons, Equipment, etc.: Name, Class, Species, etc.: Abilities, Weapons, Equipment, etc.: MV DX AC Lvl. / HD hp FA # Att. Damage SV ML
SUPPLIES (each checked box assumes 1 days worth) Water / Wine Rations Animal Feed
Melee Weapon Skill
Weapon Class
# of Attacks
To Hit Modifier
Damage
Other Notes (two-handed damage, special modifiers, etc.)
MV
DX
AC
Lvl. / HD
hp
FA
# Att.
Damage
SV
ML
Missile Weapon Skill
Range* (S/M/L)
# of Attacks
To Hit Modifier
Damage
Other Notes (special modifiers, etc.)
MV
DX
AC
Lvl. / HD
hp
FA
# Att.
Damage
SV
ML * All missile weapons 2 to hit at Medium (M) range and 5 to hit at Long (L) range
CLASS ABILITIES (also includes newly acquired weapon skills)
Ability Name Brief Description of Ability, Success Chance, Saving Throw, etc.
SPELLS KNOWN
Spell Name Level* Range Duration Pages** Other Notes (area of effect, damage, saving throw, etc.)
EXPERIENCE POINTS (XP)
Experience Points: Prime Attribute(s) +10% Bonus XP? (Yes or No) XP Needed for Next Level:
SORCERY
CASTING ABILITY (CA) Spell Books (# of pages, etc.) Chance to Learn New Spell (int for magicians et al; wis for clerics et al) %
* If a character casts from multiple spell categories, note here; e.g., a bard might note D1 for a level 1 druid spell ** Spells occupy 1d4 pages, + 1 page per spell level (applies to magicians and subclasses that require spell books)
SPELLS CAST
Spell Level 1 2 3 4 5 6
PER
DAY
Bonus Spells Cast per Day (Magician**) Total # of Spells Cast per Day (Magician*) Base # of Spells Cast per Day (Cleric*) Bonus Spells Cast per Day (Cleric**) Total # of Spells Cast per Day (Cleric*)
Base # of Spells Cast per Day (Magician*)
SPELLS MEMORIZED
Level 1 Level 2 Level 3 Level 4 Level 5 Level 6
* Magician category includes illusionist, necromancer, pyromancer, and witch spell lists; cleric category includes druid spell list ** See int for magicians (et al) and wis for clerics (et al); not all spell casters are eligible for bonus spells