Settings Character Record Sheet Monster Sheet
THIS AREA IS A WORK IN PROGRESS
 
CHARACTER RECORD SHEET

Player’s Name
 

Dungeon Master
 

Character’s Name
 
Alignment
 
Class
 
Title
 
Level
 
Prime Requisite
 
XP Bonus
 
XP
 
Needed for Next Level
 
 
 
Armor Class
 
 
Hit Points
 
 

Max HP
 
HP Die
 
ABILITIES:
SAVING THROWS:
 
STRENGTH
To Hit, Damage, Open doors
INTELLIGENCE
Additional Languages
WISDOM
Magic Saving Throws
DEXTERITY
AC, Ranged attacks, Initiative
CONSTITUTION
Hit Points
CHARISMA
Morale
Reactions
POISON or DEATH RAY
MAGIC WAND      
TURN TO STONE or PARALYSIS
DRAGON BREATH      
SPELLS or MAGIC STAFF
 
+/-
 
Against
 

AC :
9
8
7
6
5
4
3
2
1
0
“TO HIT” ROLL NEEDED

ATTACKS
 
 
 
Weapon
Magic Bonus
Total Hit Bonus
 
Damage Die
Total Damage Bonus
 
 
 
 
 
 
 
 
 
 
 
 
 
Ammo
Weapon
Range (S/M/L)
Range to Target
Magic Bonus
Total Hit Bonus
Damage Die
Total Damage Bonus
 

CLASS ABILITIES
 
 
Deity
 
 
 
  • Prime Requisite : Wisdom
  • Hit Points : 1d6 per level
  • Weapons : Weapons without an edge
  • Armor : Any, Shields
  • Special Abilities :
    • Cast Spells : Can cast spells starting from Level 2
    • Turn Undead : Can cause various undead monsters to flee
 
SPELLS
Number of Spells by Level
1st   2nd   3rd   4th   5th   6th   7th   8th   9th   10th
 
 
Lvl
Spell Name
Rng
Dur.
Spell Effect
Prepared
(feet)
(turns)
 
 
 
  • Prime Requisite : Strength
  • Hit Points : 1d8 per level
  • Weapons : Any of Normal or Small size, but not Long Bows or Two-handed Swords
  • Armor : Any, Shields
  • Stats : Minimum CON of 9
  • Max Level : 12th
  • Languages : Common, Dwarvish, Alignment, Gnomish, Kobold, Goblish
  • Special Abilities :
    • Infravision : Can see 60' in the dark
    • Stonecraft : Able to find slanting passages, traps, shifting walls, and new construction when looking for them
 
 
 
  • Prime Requisite : Strength and Intelligence
  • Hit Points : 1d6 per level
  • Weapons : Any
  • Armor : Any, Shields
  • Stats : Minimum INT of 9
  • Max Level : 10th
  • Languages : Common, Elvish, Alignment, Orcish, Hobgoblin, Gnoll
  • Special Abilities :
    • Infravision : Can see 60' in the dark
    • Detect Secret Doors : Elves can find secret doors one-third of the time when looking
    • Paralyze : Cannot be paralyzed by ghouls
 
SPELLS
Number of Spells by Level
1st   2nd   3rd   4th   5th   6th   7th   8th   9th   10th
 
 
Lvl
Spell Name
Rng
Dur.
Spell Effect
Prepared
(feet)
(turns)
 
 
 
  • Prime Requisite : Strength
  • Hit Points : 1d8 per level
  • Weapons : Any
  • Armor : Any, Shields
 
 
 
 
 
  • Prime Requisite : Strength and Dexterity
  • Hit Points : 1d6 per level
  • Weapons : Any that have been cut down to size
  • Armor : Any, Shields that have been cut down to size
  • Stats : Minimum DEX and CON of 9
  • Max Level : 8th
  • Languages : Common, Halfling, Dwarvish, Alignment, Gnomish, Kobold, Goblish
  • Special Abilities :
    • Accurate : +1 to missile attacks, in addition to DEX
    • Small Size : -2 to AC when attacked by creatures larger than man-sized
    • [Optional] Quick : +1 to Initiative, in addition to DEX
    • Easily Hidden : Outdoors, they can disappear in underbrush or woods - only 10% chance to detect; In dungeons, there is only one-third chance they will not be seen in normal light if hidden in cover (like shadows) and remain quiet and still.
 
 
 
  • Prime Requisite : Intelligence
  • Hit Points : 1d4 per level
  • Weapons : Dagger
  • Armor : No Armor, No Shield
  • Special Abilities :
    • Cast Spells : Able to cast spells starting at level 1
 
SPELLS
Number of Spells by Level
1st   2nd   3rd   4th   5th   6th   7th   8th   9th   10th
 
 
Lvl
Spell Name
Rng
Dur.
Spell Effect
Prepared
(feet)
(turns)
 
 
 
 
 
%
 
%
%
 
%
 
%
%
 
1d20+ + +
Damage ++
 
  • Prime Requisite : Dexterity
  • Hit Points : 1d4 per level
  • Weapons : Any
  • Armor : Leather, No Shield
  • Special Abilities :
    • Backstab : +4 bonus to hit and double damage when striking unnoticed from behind
    • Open Locks : May only be tried once per lock. Thief may not attempt lock again until another level of experience is gained.
    • Find/Remove Traps : Either attempt only tried once per trap
    • Pick Pocket : Attempt is seen if DM rolls a number greater than twice the chance for success. DM will determine reaction of any NPC who sees failed attempt.
    • Move Silently : Will always seem successful to Thief. Only DM will know for sure.
    • Climb Sheer Surfaces : Rolled once per every 100' climbed. Failure results in a fall taking 1d6 damage per 10' fallen.
    • Hide in Shadows : Cannot be done unless Thief remains perfectly still (not moving or attacking). Only DM knows if successful for sure.
    • Hear noise : May apply to listening at doors or from a certain direction. Must tell DM that you are being quiet and trying to hear noise. Cannot be used during combat.

 ENCUMBRANCE
MOVEMENT
coins
ft/turn
ft/round
ft/round
 
Normal
Combat
Running

EQUIPMENT CARRIED

MAGIC ITEMS
Qty
Name
 
Wgt (in Coins)
NORMAL ITEMS
Qty
Name
 
Wgt (in Coins)

MONEY and TREASURE
 
CP
SP
EP
GP
PP
Total Weight of Coin Carried
 
Treasure

OTHER NOTES including places explored, people & monsters met
 
MONSTER SHEET
 

RANDOM ENCOUNTERS
 
Random Encounters
 
Random Encounter Distance
 

MONSTER INFO
 

Monster Name
 

Hit Points
 / 

Max HP
 

Monster Type
 

Armor Class
 

# Hit Dice

HD Bonus
 

Movement
 

No. Appearing
 

Monster Morale
 
 
Monster Surprise
 
Alignment
 

Treasure Type
 

Monster XP Value
 

MONSTER SAVING THROWS
 

Monster Save
 
POISON or DEATH RAY
MAGIC WAND
TURN TO STONE or PARALYSIS
DRAGON BREATH
SPELLS or MAGIC STAFF
 
 
+/-
 
Against
 
 
 
 

AC :
9
8
7
6
5
4
3
2
1
0
MONSTER "TO HIT" ROLL

MONSTER ATTACKS
 
Monster Initiative

Bonus
 
 
 
Monster Attacks

 
  1d20+
Damage:  D +
 

MONSTER ABILITIES
 
 

MONSTER SPELLS
Number of Spells by Level
1st   2nd   3rd   4th   5th   6th   7th   8th   9th   10th
 
 
Lvl
Spell Name
Rng
Dur.
Spell Effect
Prepared
(feet)
(turns)
 

MONSTER NOTES
 
{{title}}
{{name}}
{{#attack}}
Hits :   AC
{{attack}}
{{#^rollWasFumble() attack}} {{#damage}}
Damage :
{{damage}}
{{/damage}} {{/^rollWasFumble() attack}} {{#rollWasCrit() attack}}
 
AN AUTOMATIC HIT !
{{/rollWasCrit() attack}} {{#rollWasFumble() attack}}
 
A TERRIBLE MISS !
{{/rollWasFumble() attack}} {{/attack}} {{#rangedattack}}
Hits :   AC
{{rangedattack}}
{{#^rollWasFumble() rangedattack}} {{#damage}}
Damage :
{{damage}}
{{/damage}} {{/^rollWasFumble() rangedattack}} {{#rollWasCrit() rangedattack}}
 
AN AUTOMATIC HIT !
{{/rollWasCrit() rangedattack}} {{#rollWasFumble() rangedattack}}
 
A TERRIBLE MISS !
{{/rollWasFumble() rangedattack}} {{/rangedattack}} {{#INIT}}
Initiative :
{{INIT}}
{{/INIT}} {{#HD}}
HP gained :
{{HD}}
{{/HD}} {{#MonsterHD}}
Starting HP :
{{MonsterHD}}
{{/MonsterHD}} {{#strskill}}
Chance :
{{chance}}
in 6
 
Roll :
{{strskill}}
{{#rollGreater() strskill chance}}
 
FAILURE !
{{/rollGreater() strskill chance}} {{#rollBetween() strskill 1 chance}}
 
SUCCESS !
{{/rollBetween() strskill 1 chance}} {{/strskill}} {{#chaskill}}
Check :
{{chaskill}}
{{/chaskill}} {{#ability}}
Need :
{{stattype}}
or less
 
Roll :
{{ability}}
{{#rollGreater() ability stattype}}
 
FAILURE !
{{/rollGreater() ability stattype}} {{#rollBetween() ability 1 stattype}}
 
SUCCESS !
{{/rollBetween() ability 1 stattype}} {{/ability}} {{#savingthrow}}
Need :
{{savetype}}
or more
 
Save :
{{savingthrow}}
{{#rollLess() savingthrow savetype}}
 
FAILURE !
{{/rollLess() savingthrow savetype}} {{#rollBetween() savingthrow savetype 100}}
 
SUCCESS !
{{/rollBetween() savingthrow savetype 100}} {{/savingthrow}} {{#classability}}
Chance :
{{chance}}
in 6
 
Roll :
{{classability}}
{{#rollGreater() classability chance}}
 
FAILURE !
{{/rollGreater() classability chance}} {{#rollBetween() classability 1 chance}}
 
SUCCESS !
{{/rollBetween() classability 1 chance}} {{/classability}} {{#moralecheck}}
Need :
{{chance}}
or less
 
Roll :
{{moralecheck}}
{{#rollGreater() moralecheck chance}}
 
FAILURE !
{{/rollGreater() moralecheck chance}} {{#rollBetween() moralecheck 1 chance}}
 
SUCCESS !
{{/rollBetween() moralecheck 1 chance}} {{/moralecheck}} {{#turnundead}}
{{flavortext}}
{{deity}}
 
Chance to Turn :
{{turnundead}}
 
Number Turned :
{{numberturned}}
{{/turnundead}} {{#surprise}}
Roll :
{{surprise}}
{{#rollGreater() surprise chance}}
 
NOT SURPRISED !
{{/rollGreater() surprise chance}} {{#rollBetween() surprise -100 chance}}
 
SURPRISE !!!
{{/rollBetween() surprise -100 chance}} {{/surprise}} {{#thiefpercentability}}
Need :
{{chance}}
or less
 
Roll :
{{thiefpercentability}}
%
{{#rollWasCrit() thiefpercentability}}
 
GREAT SUCCESS !
{{/rollWasCrit() thiefpercentability}} {{#rollGreater() thiefpercentability chance}}
 
FAILURE !
{{/rollGreater() thiefpercentability chance}} {{#rollBetween() thiefpercentability 2 chance}}
 
SUCCESS !
{{/rollBetween() thiefpercentability 2 chance}} {{/thiefpercentability}} {{#randomencounter}}
Roll :
{{randomencounter}}
{{#rollWasCrit() randomencounter}}
 
MONSTER FOUND
{{/rollWasCrit() randomencounter}} {{#rollGreater() randomencounter chance}}
 
NO MONSTER FOUND
{{/rollGreater() randomencounter chance}} {{#rollBetween() randomencounter 2 chance}}
 
POSSIBLE MONSTER ENCOUNTER (DM Choice)
{{/rollBetween() randomencounter 2 chance}} {{/randomencounter}} {{#randomdistance}}
{{randomdistance}}
ft from Party
{{/randomdistance}} {{#Monsterability}}
{{Monsterability}}
{{/Monsterability}} {{#spellcasting}}
{{#spellshowinfoblock}}
Spell Level:
{{spelllevel}}
 
Range (in feet):
{{spellrange}}
 
Duration (in turns):
{{spellduration}}
 
{{/spellshowinfoblock}} {{#spellshowdesc}}
Spell Description
{{spellshowdesc}}
{{/spellshowdesc}} {{/spellcasting}}