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Character name: Gender:

DUNGEONS & DRAGONS Alignment:


Race:
Level:
Class:
XP:

Ability Modifier reference Character Sheet Language known:


1: -5 2–3: -4 4–5: -3 6–7: -2 8–9: -1 10–11: 0
12–13: +1 14–15: +2 16–17: +3 18–19: +4 20–21: +5 22–23: +6
24–25: +7 26–27: +8 28–29: +9 30–31: +10 32–33: +11

Strength Modifier Initiative: Hitpoints Surge Value Character notes


Use this space to record whatever information about your character,
Athletics Trained? Initiative is calculated by adding 1/2 level (rounded Hitpoints value depands on your class and your level. items, inventory and such. You may even draw a picture of your character!
down) + dexterity modifier. The higher the initiative, Refer to class hit die to calculate hps. Surge value is 1/4
the faster you may take your turn in combats. your health (rounded down).
Constitution Modifier
Speed: Current Hitpoints Bloodied

Endurance Trained? Speed is calculated my minusing the racial speed with You are bloodied when your current hitpoints are less
armor penalty. Speed is the number of squares you can than the bloodied value, which is 1/2 your max hitpoints
travel in your movement phase. (rounded down).
Dexterity Modifier
Healing surges Surge used
Acrobatics Trained? Armor Class (AC)
Stealth Trained? The number of healing surges available equals to class
Thievery Trained? surges number + your constitution modifier
How hard it is to physicaly harm you. AC = 10 + 1/2 level
(rounded down) + armor (shield) bonus. Wearing light Second wind used
armor or none may add inteligence or dexterity
Inteligence Modifier modifier to the result.

Arcana Trained? Fortitude


History Trained? Death saving failures
Religion Trained? Your toughness and resilience. Fortitude = 10 + 1/2 level
(rounded down) + Str modifier (or End if it is highter).
When reduced to 0 hit points but still more than negative
Wisdom Modifier Reflex bloodied value, roll a d20 each turn. 1-9 is a death saving
failure. 10-19 marks no change. 20 allows spending a
healing surge starts at 0 hit points.
Dungeoneering Trained? Your agility upon upcoming attacks. Reflex = 10 + 1/2
level (rounded down) + Dex modifier (or Int if it is
Heal Trained? highter) + Shield bonus. Combat notes
Insight Trained?
Nature Trained? Will Combat notes could be written here, such as combat
bonuses or on-going conditions.
Perception Trained?
Your strength of will and devotion. Will = 10 + 1/2 level
Charisma Modifier (rounded down) + Dex modifier (or Int if it is highter)

Bluff Trained?
Diplomancy Trained? Action points
Intimidate Trained?
Streetwise Trained? Each extended rest restore action points count to 1.
Every milestone an action point is granted by 1.
Skill check value equals to 1/2 level (rounded down) + 5
trained bonus (if trained) + the corresponding ability
modifier

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