ADVANCED DUNGEONS & DRAGONS Linear Design Character Sheet (Version 2.1) Double dashed lines indicate a character sheet supplement or major topic sepearator. Single dashed lines indicate a minor topic/section separator. Entry headings (numbers) are arranged topically by section. Entry labels (names) are descriptive in nature. Entry labels not followed by a colon Ò:Ó require no entry. Some entry labels are followed by information in parenthesis. The information in the parenthesis is meant to assist you in completing the entry. Making entries on the linear character sheet. Single entries: Place each entry beneath the appropriate entry label on a separate line (When possible). Multiple entries. i.e. lists. All such lists are indicated on the linear character sheet by the word ÒlistÓ in parenthesis just after the main entry label heading. List entries should be made such that each entry label in the list is separated by a vertical bar Ò|Ó. Multiple entries, lists, should be entered directly beneath the main entry label heading for that list. *Notes* The notes within parenthesis, which follow the entries on the character sheet, should be removed after entering the appropriate data. This will result in a much cleaner, and easier to read character sheet. These notes are provided to help the player fill out the character sheet. Any questions not answered by the notes should be addressed to the DM. If an entry calls for a check mark enter a lower case ÒXÓ. ====================================================================== 1-1 Basic character information 1-1.a Character Number: (The Basic Fuck-Me number. Assigned by DM) 1-1.b Character Name: 1-1.c Player Name: ---------------------------------------------------------------------- 1-2 Identifying Characteristics 1-2.a Race: (Character may select from the races presented by the DM as acceptable races) 1-2.b Sex: 1-2.c Age: (See PHB pg 33, table 11) 1-2.d Height: (See PHB pg 33, table 13) 1-2.e Weight: (See PHB pg 33, table 13) 1-2.f Hair color: 1-2.g Eye color: 1-2.h Other distinguishing physical characteristics: 1-2.i Handedness: (Roll 1d20 & 1d10. d20 represents right hand. d10 represents left hand. High roll indicates handedness. Tie indicates natural ambidexterity) ---------------------------------------------------------------------- 1-3 Societal/Familial Characteristics 1-3.a Homeland (Country/City): (Usually provided by the DM. May be selected by player if determined in conjunction with an appropriate background, and approved by DM) 1-3.b Tribe or Clan: (Typically reserved for Dwarves, Trolls, Orcs, Berserkers', Barbarians, etc) 1-3.c Birthrank/Siblings: (Whether or not a character has brothers/ sisters is generally left up to the Player) 1-3.d Social Standing: (Social ranks are sometimes dependent on a characters background, or Class. See S&P pg 65, table 40) 1-3.e Renown: (See House Rules/DM for determining Renown) 1-3.f Base of opÕs (Country/City): (Base of Operations will be Sembia/Willip) 1-3.g Mentor/Sponsor: (A Mentor/Sponsor; if applicable, will be revealed through adventuring/role-playing) 1-3.h Trainer(s): (A Trainer; when applicable, will be revealed through adventuring/role-playing, and must be contracted by the character) 1-3.i Character Background: (Under most circumstances a player may concoct a background for the character. The DM may approve, disprove, or supply a character background. A listing/table of background events can be found in S&P, pgÕs 9-11) ====================================================================== 2-1 Profession (A characters Profession/Class, etc may be selected from those viable options presented/permitted by the DM. Currently only the basic archetypes from The PHB are permitted. i.e. Fighter, Cleric, Thief, Mage. Other classes, subclasses, and kits from the Complete Series of Handbooks are not to be used. Do not use S&P to build tailored Classes/Professions) 2-1.a Basic Type(s): (Four Basic types: Warrior, Wizard, Priest, Rogue. Psionicists are not currently permitted within the campaign) 2-1.b Class(es): (Examples: Cleric, Specialty Priest, Druid, Fighter, Ranger, Paladin, Illusionist, Necromancer, Thief, Bard. See 2-1 above for acceptable classes) 2-1.c Subclass(es)/Specialty(ies): (Examples: Arctic Druid, Plains Druid, Sea Ranger, Brute (Barbarian), Chevalier (Paladin), Undead Master (Necromancer), Loremaster (Bard). See 2-1 above for acceptable subclasses/specialists.) 2-1.d Kit(s): (Examples: Beastfriend (Druid), Pacifist Priest, Gladiator (Warrior), Expatriate (Paladin) See 2-1 above for acceptable kits.) 2-1.e Profession/Class/Subclass/Kit abilities: (Record general/ specific notes relative to the characters class. i.e. May Perform tracking. Has ability to turn undead. See PHB, Complete Series of Handbooks or S&P as needed.) ====================================================================== 3-1 Ability Scores (The Subabilities from S&P are used, in addition to the standard ability scores. See S&P pgÕs 13-21 for all information regarding ability/subability scores) 3-1.1 STRENGTH/STR: 3-1.1.a STAMINA/STA: 3-1.1.a.a Weight allowance: 3-1.1.a.b Fatigue Modifier: 3-1.1.b MUSCLE/MUS: 3-1.1.b.a Melee to hit adjustment: 3-1.1.b.b Damage adjustment: 3-1.1.b.c Maximum press: 3-1.1.b.d Open doors: 3-1.1.b.e Bend bars/lift gates: 3-1.2 DEXTERITY/DEX: 3-1.2.a AIM/AIM: (A character with thieving abilities modifies certain thieving abilities based on their DEX/AIM score. See house rules) 3-1.2.a.a Missile to hit adjustment: 3-1.2.a.b Pick pockets: 3-1.2.a.c Open locks: 3-1.2.a.d Find and remove traps: 3-1.2.a.e Escape bonds: 3-1.2.a.f Forge documents: 3-1.2.a.g Tunneling: 3-1.2.b BALANCE/BAL: (A character with thieving abilities modifies certain thieving abilities based on their DEX/BAL score. See house rules) 3-1.2.b.a Reaction adjustment: 3-1.2.b.b Defensive Adjustment: (Applies to AC, and saving throws vs attack forms which may be dodged) 3-1.2.b.c Move silently: 3-1.2.b.d Hide in shadows: 3-1.2.b.e Climb walls: 3-1.3 CONSTITUTION/CON: 3-1.3.a HEALTH/HEA: 3-1.3.a.a System shock: 3-1.3.a.b Poison save: 3-1.3.b FITNESS/FIT: 3-1.3.b.a Hit point adjustment: 3-1.3.b.b Resurrection chance: 3-1.4 INTELLIGENCE/INT: 3-1.4.a REASON/REA: 3-1.4.a.a Highest spell level: 3-1.4.a.b Maximum number of spells: 3-1-4.a.c Spell immunities: 3-1.4.b KNOWLEDGE/KNO: 3-1.4.b.a Bonus number of proficiencies: 3-1.4.b.b % chance to learn spells: 3-1.5 WISDOM/WIS: 3-1.5.a INTUITION/INU: 3-1.5.a.a Bonus priest spells: 3-1.5.a.b % chance of spell failure: 3-1.5.b WILLPOWER/WIL: 3-1.5.b.a Magic defensive adjustment: 3-1.5.b.b Specific spell immunities: 3-1.6 CHARISMA/CHA: 3-1.6.a LEADERSHIP/LEA: 3-1.6.a.a Henchmen loyalty base: 3-1.6.a.b Number of henchmen: 3-1.6.b APPEARANCE/APP: 3-1.6.b.a NPC reaction adjustment: 3-2 Racial adjustment to ability scores: (The racial and age adjustments to ability scores should be factored into the appropriate ability scores, but also listed here) 3-3 The specific spells the character is immune to are: ====================================================================== 4-1 Points and Armor Class 4-1.a Base fatigue points: (Characters receive base hit die fatigue points. i.e. Warriors receive 10, wizards 4. This number is modified by various factors. (STR/STA, CON/FIT, level, and possibly by certain skills and non-weapon proficiencies.) See C&T pg 28) 4-1.b STR/STA +/- (fatigue point adjustment): (A characterÕs stamina influences when he becomes fatigued. Stamina modifies fatigue points in the same manner that fitness adjusts hit points. See S&P, table 7) 4-1.c CON/FIT +/- (hit point adjustment): (A characterÕs fitness influences when he becomes fatigued. Fitness modifies fatigue points in the same manner that fitness adjusts hit points. See S&P, table 7) 4-1.d Endurance skill modifier: (The endurance skill can also modify ones fatigue points see c&t pg 79) 4-1.e Fatigue points gained with levels: (Warrior type characters gain 1 fatigue point every level. Beginning at 2nd level. Non warrior types gain 1 fatigue point every other level. Beginning at 3rd level) 4-1.f Modified/Total fatigue points: ---------------------------------------------------------------------- 4-2 Hit points/HP: (This is where the characters base line/uninjured hit points are recorded. As with all scores that change frequently during the course of an adventure, the starting score should be recorded on the character sheet and all losses/recoveries etc. should be recorded on a scrap of paper or index card. Be sure to apply all appropriate ability score adjustments to your hit points) 4-3 Critical damage: (Special damage caused by a critical hit. Such as having an arm severed; an eye gouged out, or hamstrung. The critical wound should be recorded here. Along with any attack or movement penalties) ---------------------------------------------------------------------- 4-4 Spell Points/SpPts: (Spell points are computed/calculated according to the appropriate house rules) ---------------------------------------------------------------------- 4-5.1 Armor worn: (Keep in mind that wizards may not wear suits of armor that are composed primarily of metal. See the House rules) 4-5.1.a +/- to AC due to DEX/BAL (defensive adjustment): 4-5.1.b AC adjustments due to physical or racial abilities: (This may be due to some racial trait, such as tough hide. Or because of a races base AC) 4-5.1.c AC adjustment due to some other reasons: (In general this may be due to some magical item, or enchantment) 4-5.1.a Armor class/AC: (When active/alert and wearing armor) 4-5.1.b AC when surprised: (No DEX/BAL adjustment to AC is permitted if your character is surprised) 4-5.1.c AC without shield: 4-5.1.d AC without armor: (When the character is without shield or armor. This might be the case in a typically safe environment. i.e. town? or just after being awakened) 4-5.1.e AC from flank: (Characters attacked from the flank may use their DEX/BAL adjustment to AC, but may not use a shield bonus if the attack comes from the flank that is unshielded. They can see the attack coming but cannot get their shield to cover that area) 4-5.1.f AC from the rear: (Characters attacked from the rear gain no shield or dex bonus to their armor class) 4-5.1.g AC while defenseless: (Characters attacked while defenseless (i.e. tied up, highly disoriented, etc) gain no AC bonus due to shield , or DEX/BAL. And the opponent may likewise have plusses to hit. Keep in mind that an attack against an unconscious, sleeping, or held opponent is always successful. And the attack may be used to instantly kill the character in question) ====================================================================== 5-1 Religion 5-2 Alignment: (No one in this campaign may play an evil aligned character) 5-3 Deity: (Characters may choose deities from the Forgotten Realms or Greyhawk pantheons. Under certain circumstances the DM may permit a character to worship a deity from outside these pantheons. As in the case of a non-human.) ====================================================================== 6-1 Movement 6-1.a Base movement: (Base movement rates for standard character races can be found on page 157 of the PHB. (Man sized humanoids typically have base 12) A character can normally walk his movement rate in tens of yards in a single round. Thus an unencumbered human (Base 12 movement rate) can walk 120 yards, (360 feet) in one round/minute while in a familiar/safe setting. Not in a dungeon) 6-1.b Base with encumbrance modifiers: (A characters base movement is of course modified by the amount of equipment, armor, and weapons being carried. See tables 47, and 48 in the PHB pg 103. A characters modified movement rate is determined by cross indexing STR/STA with the weight of gear. The bulk rules from C&T are not used) 6-1.c STR/STA +/- (Att. adjustment): (A characters STR/STA modifies the base movement of a character. The STR/MUS attack adjustment is applied to the characters base movement score as if using STR/STA score. See S&P pgÕs 13-14. Also see C&T pg 14) 6-1.d DEX/BAL +/- (reaction adjustment): (A characters DEX/BAL modifies the base movement of a character. The DEX/BAL reaction adjustment is applied to the characters base movement score. See S&P pg 15. Also see C&T pg 14) 6-2.a Modified standard movement: (A characters actual movement is calculated by applying encumbrance and ability score modifiers to the base movement. See S&P pgÕs 124 & 125, tables 54 & 55) 6-2.b Dungeon movement rate: (A character can normally walk his movement rate in tens of feet in a single round. Thus an unencumbered human (Base 12 movement rate) can walk 120 feet in one round/minute while in an unfamiliar/hazardous setting, where mapping, poor lighting conditions, and caution on the part of characters slows the rate of movement) 6-2.c Overland movement: (A normal dayÕs marching lasts 10 hours, including reasonable stops for rests and meals. Under normal conditions, a character can walk twice his modified standard movement rate in miles in those 10 hours. Of course overland movement is effected by various modifiers. See DMG pgÕs 164-168, tables 73-75, Terrain effects, costs, and modifiers) 6-2.d Mounted overland movement: (Overland movement by a mount is somewhat slower than one would assume. Under normal conditions, all mounts are able to move a number of miles per day equal to twice their movement rate. Of course overland movement is effected by various modifiers. See DMG pgÕs 164-168, tables 73-75, Terrain effects, costs, and modifiers. The advantage of using mounts in overland movement is that of encumbrance. A horse can carry considerably more equipment than a man. If a mount is hitched to any type of vehicle itÕs movement rate is automatically halved. Increasing animals does not increase the speed. It does however increase the load capacity) 6-3 Combat movement points: (During combat movement is handled somewhat differently. Since combat rounds are shorter than standard rounds, each point of a characters modified standard movement rate allows a character to move one square (orthogonally) per combat round in melee scale. (diagonal movement costs 1.5 movement points (round up) per square traversed in a diagonal manner). See C&T pg 13) 6-4.a Charge (*1.5): (See C&T pg 24 for rules regarding charging) 6-4.b Run (*2): (See C&T pg 27 for rules regarding running) 6-4.c Sprint: (See C&T pg 27 for rules regarding sprinting) ====================================================================== 7-1 Initiative/Surprise 7-1.a Base initiative phase: (The combat system resolves actions in five action phases: very fast, fast, average, slow, and very slow. A characterÕs action phase is determined by his base initiative phase, modified by his weapon speed and the combat action he selects for the round. Base initiative phases are listed in C&T pg 18. Man sized creatures have a base initiative of fast) 7-1.b Special modifiers: (These may be due to some magic item or other effect) 7-1.c Movement +/-: (A characters base initiative phase is modified by their movement speed. movement rate of 18 or better improves base initiative phase by one. A movement rate of six or less reduces base initiative phase by one) 7-1.d Encumbrance +/-: (See S&P pgÕs 124 & 125, tables 54 & 55. for rules regarding encumbrance effects on base movement. Additionally, if your character is encumbered s/he will suffer other detrimental effects. See C&T pg 15. In general if your character is moderately encumbered then there initiative phase is slowed by 1 category. (i.e. from fast, to average) Heavily encumbered suffers a -2 to their base initiative phase. Severe encumbrance results in a -4 penalty to the characters base initiative phase) 7-2 Modified initiative phase: (Note that most characters have a modified base initiative phase of fast. Remember that this does not take into account weapon speeds or combat actions) ---------------------------------------------------------------------- 7-3.a +/- to surprise due to DEX/BAL: (A characters DEX/BAL can modify the base surprise score. See S&P pg 15, table 5. Reaction adjustment) 7-3.b Racial surprise adjustment: (Some character races are less likely to be surprised. This adjustment (if applicable) will be covered under the specific race) 7-3.c Class surprise modifier: (Some character classes are less likely to be surprised. This adjustment (if applicable) will be covered under the specific class/subclass/kit) 7-3.d Proficiency modifiers: (Some non-weapon proficiencies also modify a characters chance to be surprised; or their Base initiative. These adjustments (if applicable) will be covered under the specific proficiency) 7-4 Characters modified surprise number: (A normal characters chance of being surprised is 3 in 10 (i.e. The character will be surprised (when applicable) on a roll of 1, 2, or 3 on a d10). This surprise chance can be modified by several circumstances. See DMG pgÕs 139-140 table 57. ====================================================================== 8-1 Saving throws (The adjusted saving throws should be listed. The actual modifiers due to high ability scores, racial bonuses, etc. should however be listed in the modifiers area) 8-1.a Paralyzation/Poison saving throw: 8-1.a.1 Modifiers to svs paralyzation/poison: 8-1.b Rod/Staff/Wand saving throw: 8-1.b.1 Modifiers to svs rod/staff/wand: 8-1.c Petrification/Polymorph saving throw: 8-1.c.1 Modifiers to svs petrification/polymorph: 8-1.d Breath weapons saving throw: 8-1.d.1 Modifiers to svs breath weapon: 8-1.e spells saving throw: 8-1.e.1 Modifiers to svs spells: 8-2 Special modifiers: (Special modifiers would be ones that are of a non-temporary nature, such as those due to some spell, or spell like device. In the case of more permanent effects caused by magic items, the appropriate modifiers should be listed under the specific category) 8-3 Saving throw notes/general modifiers: ====================================================================== 9-1 Racial characteristics (Here a player should record a characters racial characteristics and expenditures. See S&P pgÕs 23-44) 9-2 Racial character points: (Characters receive racial character points once only. When they initially create their character. See S&P pgÕs 23-39) 9-3 Racial characteristics (and costs): (Record each of the characters racial characteristics, and their associated costs, as purchased using racial character points. See S&P pgÕs 23-39) ---------------------------------------------------------------------- 9-4 Non weapon proficiencies (This area of the sheet is reserved for the character to record the many Non-weapon proficiencies accumulated throughout the characters career. These Non-weapon proficiencies will come from a variety of sources, but should all be recorded on the character sheet) 9-4.a Proficiency points from basic type: (See S&P pg 87 for initial points based on basic character types. (Warrior/Wizard/Priest/Rogue)) 9-4.b Leftovers from racial points: (During the racial selection phase of character creation one receives a number of character points which must be spent on racial traits. See S&P pgÕs 23-39. Some races are permitted to not spend all these character points during racial selection. It is these remaining character points which should be recorded here) 9-4.c Initial campaign bonus: (This campaign grants each character a 5 point character point bonus. Use them wisely. They may be spent on anything.) 9-4.d Bonus points due to high INT/KNO: (A character receives a bonus number of proficiency points if they have a high knowledge score. These bonus points may only be spent in a specific manner. See S&P pg 88) 5-5.1.e Points acquired through adventuring: (A character will typically receive anywhere from 1-5 character points for completing an adventure. Characters should keep track of these points by listing them sequentially as earned. For example ÒThrognorÓ the Barbarian has completed three adventures. As a result he was awarded a total of 12 character points. They were received in the following order, and should be recorded in this manner:4/5/3) 9-4.e Points accrued through disadvantages: 9-4.f Unspent/left over points: ---------------------------------------------------------------------- 9-5 Non weapon proficiencies (List) (Non-weapon proficiencies can be found in S&P pgÕs 94-104. As well as in other sources. See the DM for further guidance. Record the following statistics for each NWP chosen) 9-5.a Proficiency name: 9-5.b Proficiency Description: (A short description of the proficiency is appropriate. Such as; ÒAssess values, and detect forgeriesÓ) 9-5.c Proficiency attributes: (A listing of all the relevant abilities should be included. Such as; INT/REA, WIS/INU) 9-5.d Proficiency source: (The character should list the appropriate source for the proficiency. In most cases this will be S&P. The page number should also be indicated to facilitate/speed game play) 9-5.e Points spent on the proficiency: (The number of points spent on the proficiency should be indicated in a sequential order. For example; 2/1/1 This would indicate the initial cost of two points followed by two subsequent expenditures of an additional point at various times during the characters career) 9-5.f Non weapon proficiency roll