PLAYER NAMECAMPAIGN

Player Character Record#DATE CHARACTER BEGAN

CHARACTER SKETCH OR SYMBOLCHARACTER NAME

CLASS: _______________________________LEVEL: _______________________________

RACE: ________________________________

EXPERIENCE POINTS: __________________PATRON DEITY: _______________________ALIGNMENT: __________________________PLACE OF ORIGIN: _____________________RELIGION: ____________________________

ARMOR CLASSABILITIES
Original

Current

Modifier

LesserDamageBonus Athletics Feat

SAVING THROWSGreaterFeat Maximum

Paralyzation/
Poison/Death Magic

STR
AC
Original

Added
Illusion
Read
Modifier Languages Immunity Languages Maximum

Current

INT
Original

Shield Carried: _______ Dex. Mod.: _______

Modifier

Current

Petrification/
Polymorph

Armor Worn: __________________________

MagicalDefense

Spell
Perception Immunity

MaximumRod, Staff,or Wand

DEFENSE BONUS

WIS
Original

Current

BreathWeaponInitiative

Modifier

Larceny

Maximum

DBDEX
Original

Modifier

Current

SystemShock

Resurrection
Survival Maximum

Hit Dice: ________________ + _________

LoyaltyBase

Reaction
Adjustment Maximum

CHA

HP

Armor Proficiencies: ________________________________________________________________

COMBAT

Weapon Proficiencies: ______________________________________________________________

Attack Bonus: + ____ +WeaponRate

Initiative

AttackAssassin

LEVEL______

CLASS
Sorcery

6Damage

TypeSize

Wieldiness

DICE

PROGRESSIONSCLASSCURRENT HIT POINTS, CONDITIONS, STATE

Con. Mod.: ____ × # of HD: ____ = ______

Modifier Henchmen

Current

SpellsHIT POINTS

Reorx
Bonus

CON
Original

DB = 8 – AC

LEVEL______

Mystic______

Thaumaturgy______

Thievery______

Wizardry______________________________________

d4
d8
d10 x 10
d12

d6

Range

ROLLS

d10

d20

Distance

Initiative Roll=d10+

Initiative Modifier

Attack Roll=d20+Attack Bonus

Defense Roll=d20+

Defense Bonus

Power Roll=d20±

Bonus or Penalty

Saving Throw=d20±

Bonus or Penalty

Damage Roll

=Damage Dice

+Damage Bonus

CHARACTER NAME

PLAYER NAME

THIEF ABILITIESPick Pockets

Open Locks

Find Traps

Remove Traps

Move Silently

Hide inShadows

Hear Noise

Climb Walls

Read
Languages

ChanceSPELLCASTINGSPELLS PER LEVEL

1ST

TURNING
2ND

3RD

4TH

5TH

6TH

7TH

8TH

9TH

TYPE
SKELETON

Sorcery

ZOMBIE
GHOUL

Thaumaturgy

SHADOW
WIGHT

Wizardry

GHAST

SPELLS & POWERSDESCRIPTION#______________________________________________________TYPE
WRAITH
MUMMY
SPECTREVAMPIRE
GHOST
LICH#______________________________________________________FEATURES & SPECIAL ABILITIESSHADOW

EQUIPMENT & TREASURE

AGE:

SEX:
HEIGHT:
WEIGHT:
HAIR:
EYES:

DEGENERATIONMISERABLEWISDOM: ________NOTESWEALTH
Copper (cp)Silver (sp)Electrum (ep)Gold (gp)
Platinum (pp)GEMS & JEWELRYCHARACTER NAME

PLAYER NAMESORCERYSPELLS PER LEVEL

1ST

2ND

TOTAL

3RD

4TH

5TH

1ST

2ND

3RD

4TH

5TH

#2#3#4#5SPELL SLOTS USED=BASE

MYSTIC ARCANA#1+BONUS

SPELLS KNOWN
1ST LEVEL SPELLS

2ND LEVEL SPELLS

3RD LEVEL SPELLS

4TH LEVEL SPELLS

5TH LEVEL SPELLSMYSTIC ARCANACHARACTER NAME

PLAYER NAMETURNINGTHAUMATURGY
SPELLS PER LEVEL

1ST

2ND

3RD

4TH

5TH

6TH

7TH

TYPE
SKELETON

TOTAL
=BASE

ZOMBIEGHOULSHADOW#____________________________________TYPE
WRAITHMUMMYSPECTRE
VAMPIRE#____________________________________+WIGHT

BONUS

GHAST

__________________SPELLS PREPARED
1ST LEVEL SPELLS⃝⃝⃝⃝⃝⃝

2ND LEVEL SPELLS⃝⃝⃝⃝⃝⃝

3RD LEVEL SPELLS⃝⃝⃝⃝⃝⃝

4TH LEVEL SPELLS⃝⃝⃝⃝⃝⃝

5TH LEVEL SPELLS⃝⃝⃝⃝⃝⃝

6TH LEVEL SPELLS⃝⃝⃝⃝⃝⃝

7TH LEVEL SPELLS⃝⃝⃝MIRACLES
⃝⃝
⃝

GHOST
LICH

__________________

CHARACTER NAME

PLAYER NAMETURNINGTHAUMATURGY
SPELLS PER LEVEL

1ST

2ND

3RD

4TH

5TH

6TH

7TH

TYPE
SKELETONTOTALZOMBIE=GHOULBASE

SHADOW#____________________________________TYPE
WRAITH
MUMMY
SPECTREVAMPIRE#____________________________________+WIGHT

BONUS

GHAST

__________________

GHOST
LICH

__________________SPELLS PREPARED
1ST LEVEL SPELLS⃝⃝⃝⃝⃝⃝

2ND LEVEL SPELLS⃝⃝⃝⃝⃝⃝

3RD LEVEL SPELLS
⃝⃝
⃝
⃝⃝⃝

4TH LEVEL SPELLS⃝⃝⃝⃝⃝⃝

5TH LEVEL SPELLS⃝⃝⃝⃝⃝⃝

6TH LEVEL SPELLS⃝⃝⃝⃝⃝⃝

7TH LEVEL SPELLS⃝⃝⃝⃝⃝⃝MIRACLES⃝⃝⃝⃝⃝⃝GRANTED POWERS
⃝⃝⃝
⃝⃝
⃝

CHARACTER NAME

PLAYER NAMEWIZARDRY
SPELLS PER LEVEL

1ST

2ND

3RD

4TH

5TH

6TH

7TH

8TH

9TH

CHARGED MAGIC ITEMSITEMCHARGESTOTAL=BASE+BONUS

SPELLS PREPARED
1ST LEVEL SPELLS⃝⃝⃝⃝⃝⃝

2ND LEVEL SPELLS⃝⃝⃝⃝⃝⃝

3RD LEVEL SPELLS⃝⃝⃝⃝⃝⃝

4TH LEVEL SPELLS⃝⃝⃝⃝⃝⃝

5TH LEVEL SPELLS⃝⃝⃝⃝⃝⃝

6TH LEVEL SPELLS⃝⃝⃝⃝⃝⃝

7TH LEVEL SPELLS⃝⃝⃝⃝⃝⃝

8TH LEVEL SPELLS⃝⃝⃝⃝⃝⃝

9TH LEVEL SPELLS⃝⃝⃝⃝⃝⃝

CHARACTER NAME

PLAYER NAME

SPELLBOOK
Description:

1ST LEVEL SPELLS

2ND LEVEL SPELLS

3RD LEVEL SPELLS

4TH LEVEL SPELLS

5TH LEVEL SPELLS

6TH LEVEL SPELLS

7TH LEVEL SPELLS

8TH LEVEL SPELLS

9TH LEVEL SPELLSCHARACTER NAME

PLAYER NAME

SPELLBOOK
Description:___ LEVEL SPELLS___ LEVEL SPELLS___ LEVEL SPELLS___ LEVEL SPELLS___ LEVEL SPELLS___ LEVEL SPELLS___ LEVEL SPELLS___ LEVEL SPELLS___ LEVEL SPELLSCHARACTER NAME

PLAYER NAME

THIEF ABILITIESPick Pockets

Open Locks

Find Traps

Remove Traps

Move Silently

Dex

DexWisDex

Dex

Hide inShadows

Hear Noise

Climb Walls

Read
Languages

Wis

StrIntTotal=Base+

Ability

Dex+Race+Armor

BACKSTABUSE SCROLLS

Attack Bonus: +_____

10th Level ?

Damage Multiplier: ×_____

Failure Chance: 25 %ASSASSIN ABILITIESNOTES (Guild, Superior, Special Tools, etc.)

Assassination Table
Level or Hit Dice of Intended Victim

01234567891011121314151617Chance
PoisonCost/DoseOnset Time

Damage If Save

Damage If No Save

Unarmed Damage

Weapon Damage BonusNOTES (Guild, Superior, Special Tools, Extra Languages, Disguises, etc.)

MYSTIC ABILITIESUnarmored AC

SPECIAL ABILITIESMove

Unarmed Attacks / RoundCHARACTER NAME

PLAYER NAMEPOSSESSIONSLEFT SIDEITEMLOCATIONCENTER OR BACKWEIGHTITEM

LOCATIONRIGHT SIDEWEIGHT

ITEM

Total Weight Carried

MAGIC ITEMSWEALTHEXPERIENCE POINTSCOPPER -GEMS -NEXT LEVEL GOAL -SILVER -JEWELS -CURRENT EXPERIENCE POINTS -ELECTRUM -MISCELLANEOUS -SPENT EXPERIENCE POINTS -GOLD -TOTAL EARNED EXPERIENCE POINTS -PLATINUM -EARNED XP BONUS/PENALTY -LOCATIONWEIGHTCHARACTER NAME

PLAYER NAMEMELEE COMBATOPTION #1

ARMOR CLASS DEFENSE BONUS

ACDBCOMBAT ADJUSTMENTS

BASE ATTACK BONUS: ___________________ _________________________________ _________________________________ _________________________________ ____________________________

+/–

+/–

Armor Worn: __________________________
Shield Carried: _______ Dex. Mod.: _______

Melee Weapon or Shield

Rate

CONDITION
Initiative

AttackDamageCONDITION
Type

Size

Wieldiness

DOMINANT HAND
OFF HANDOPTION #2

ARMOR CLASS DEFENSE BONUS

AC

DB

COMBAT ADJUSTMENTS

BASE ATTACK BONUS: ___________________ _________________________________ _________________________________ _________________________________ ____________________________

+/–

+/–

Armor Worn: __________________________
Shield Carried: _______ Dex. Mod.: _______

Melee Weapon or Shield

Rate

CONDITION
Initiative

AttackDamageCONDITION
Type

Size

Wieldiness

DOMINANT HAND
OFF HANDOPTION #3

ARMOR CLASS DEFENSE BONUS

AC

DB

COMBAT ADJUSTMENTS

BASE ATTACK BONUS: ___________________ _________________________________ _________________________________ _________________________________ ____________________________

+/–

+/–

Armor Worn: __________________________
Shield Carried: _______ Dex. Mod.: _______

Melee Weapon or Shield

Rate

CONDITION
Initiative

AttackDamageCONDITION
Type

Size

Wieldiness

DOMINANT HAND
OFF HANDOPTION #4

ARMOR CLASS DEFENSE BONUS

AC

DB

COMBAT ADJUSTMENTS

BASE ATTACK BONUS: ___________________ _________________________________ _________________________________ _________________________________ ____________________________

+/–

+/–

Armor Worn: __________________________
Shield Carried: _______ Dex. Mod.: _______

Melee Weapon or Shield
DOMINANT HAND

OFF HAND

Rate

CONDITION
Initiative

AttackDamageCONDITION
TypeSize

Wieldiness

CHARACTER NAME

PLAYER NAMERANGED COMBATOPTION #1

ARMOR CLASS DEFENSE BONUSAC

DB

COMBAT ADJUSTMENTS

BASE ATTACK BONUS: ___________________ _________________________________ _________________________________ _________________________________ ____________________________

+/–

+/–

Armor Worn: __________________________
Shield Carried: _______ Dex. Mod.: _______

Ranged Weapon

OPTION #2

Rate

ARMOR CLASS DEFENSE BONUS

ACDB

CONDITION
Initiative

AttackDamageCONDITION
TypeDistance

Range

COMBAT ADJUSTMENTS

BASE ATTACK BONUS: ___________________ _________________________________ _________________________________ _________________________________ ____________________________

+/–

+/–

Armor Worn: __________________________
Shield Carried: _______ Dex. Mod.: _______

Ranged Weapon

OPTION #3

Rate

ARMOR CLASS DEFENSE BONUS

ACDB

CONDITION
InitiativeAttack

DamageCONDITION
TypeDistance

Range

COMBAT ADJUSTMENTS

BASE ATTACK BONUS: ___________________ _________________________________ _________________________________ _________________________________ ____________________________

+/–

+/–

Armor Worn: __________________________
Shield Carried: _______ Dex. Mod.: _______

Ranged Weapon

OPTION #4

Rate

ARMOR CLASS DEFENSE BONUS

ACDB

CONDITIONInitiative

AttackDamageCONDITION
TypeDistance

Range

COMBAT ADJUSTMENTS

BASE ATTACK BONUS: ___________________ _________________________________ _________________________________ _________________________________ ____________________________

+/–

+/–

Armor Worn: __________________________
Shield Carried: _______ Dex. Mod.: _______

Ranged Weapon

Rate

CONDITION
Initiative

AttackDamageCONDITIONTypeDistanceRange

CHARACTER NAME

PLAYER NAMEADVANCEMENTLEVEL

ATTACK

HD / HP

ARMOR

WEAPONS

SAVES

#1

#2

#3

1

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5////////

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7////////

8////////

9////////

10////////

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18////////19////////20////////

PTS

XP
0

NOTES:INSTRUCTIONS: Use this worksheet to keep track of your character’s advancement. Put the actual
value, hit dice, hit points, number of weapon proficiencies, etc. to the left of the solidus and the point
cost to the right. Add up the point costs for all traits and enter this total into the PTS column. A 1stlevel character gets 30 points. Next, fill in what the character will get from attaining the next level andtotal those points. From there, multiply the total point cost for the next level by current level
multiplier, add this number to the current level’s XP total, and then enter this new sum into the nextlevel’s XP box. This XP amount shows the total amount of experience points the character needs forthe next experience level.
For example, if a 1st level character starts with a 1d10 hit die (10 pts), an attack bonus of +1 (6 pts),
proficiency in all armors up to plate mail (7 pts), proficiency in five weapons (5 pts), and one saving
throw proficiency (2 pts), this adds up to 30 points. For 2nd level, the character will gain another1d10 hit die (10 pts) and a +1 to attack bonus (6 pts). This totals 16. Multiplying 16 by 125 XP
gives 2,000 XP. This is added to the XP amount entered for 1st level (which is zero) and thenentered into the XP total for 2nd level. This character needs 2,000 XP to reach 2nd level.

LEVEL

MULTIPLIER

1125 XP2125 XP

3250 XP

4500 XP

51,000 XP62,000 XP

73,812 ½ XP

87,812 ½ XP

9+15,625 XP