ADVANCED DUNGEONS & DRAGONS Linear Design Character Sheet Dashed lines are used to indicate where page separations occur on standard full character sheet. Double dashed lines indicate a character sheet supplement. Blank lines are used to separate major topics. Entry headings (numbers) are arranged topically. And may be preceded by the page number from the full character sheet (ex: 3-precedes an entry which shows up on page 3 of the full character sheet). Entry labels (names) are descriptive in nature and are not necessarily the same as that found on the full character sheet. Entry labels not followed by a colon Ò:Ó require no 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. Precede all entries with an at Ò@Ó symbol. This will assist me in extracting the information for entry into a merge document copy of the full character sheet at a later date. If an entry calls for a check mark enter a lower case ÒXÓ. 1-1 Cover sheet information 1-1.1 Character Name:Thai Khetasi (Ace) 1-1.2 Player Name:Rpbert L. Vaessen 1-1.3 Character Type/Class:4th level Hakheerian Blade (Bard) (Enter characters Level, Race, and Class. For example: 3rd Level Elven Mage) 1-1.4 Character Number:5 (The Basic Fuck-Me number. Assigned by the DM) ------------------------------------------------------------------ 3-3 Basic character information 3-3.1.a Character Number: @5 (The Basic Fuck-Me number. Assigned by the DM) 3-3.1.b Character Name: @Thai Khetasi (Ace) 3-3.1.c Player Name: @Robert L. Vaessen 3-3.2 Level/Race/Class: @4th level Hakheerian Blade (Bard) (Enter characters Level, Race, and Class. For example: 3rd Level Elven Mage) 3-3.3 General Characteristics 3-3.3.a Hit Points: @29 3-3.3.b Fatigue Points: @14 (See 4-4.1.a.f) 3-3.3.c Spell Points: @54 (See 4-4.1.d) 3-3.3.d Armor Class: @0 (See 4-4.1.g.a) 3-3.3.e THAC0: @19 (From PHB pg 121, table 53) 3-3.3.f Initiative: @Fast (See 4-4-4.4.e) 3-3.3.g Move: @14 (See 4-4.3.g) 3-3.3.h PSPÕs: @n/a (See S&P pg 144, and table 74 to determine base PSPÕs. The score reflected here is after all modifiers have been applied) 3-3.3.i MAC: @8 (See S&P pgÕs 143-144, and table 74 to determine base MAC. The score reflected here is after all modifiers have been applied) 3.3.j MTHAC0: @n/a (see 6-5.2.l) 3-3.4 Identifying Characteristics 3-3.4.a Race: @Hakheerian (Character may select from the races presented by the DM as acceptable races) 3-3.4.b Sex: @Male 3-3.4.c Age: @23 (See PHB pg 33, table 11) 3-3.4.d Height (feet & inches): @66"/5'6" (See PHB pg 33, table 13) 3-3.4.e Weight (pounds): @130# (See PHB pg 33, table 13) 3-3.4.f Hair color: @Brown 3-3.4.g Eye color: @Black 3-3.4.h Other distinguishing physical characteristics:Well, I've got four arms. How's that for distinguishing. 3.4.i Handedness: @UL-LR (Normal humanoids would put left, right, or ambi) (Roll 1d20 & 1d10. d20 represents right hand. d10 represents left hand. High roll indicates handedness. Tie indicates natural ambidexterity) 3-3.5 Societal/Familial Characteristics 3-3.5.a Homeland (Country/City): @Turmish/Ravilars Cloak (Usually provided by the DM. May be selected by player if determined in conjunction with an appropriate background, and approved by DM) 3-3.5.b Tribe or Clan: @Twirling blade factor (Typically reserved for Dwarves, Trolls, Orcs, Berserkers', Barbarians, etc) 3-3.5.c Birth rank/Siblings: @none. orphan. parents unknown (Whether or not a character is generally left up to the Player) 3-3.5.d Social Standing: @n/a adventurer. (Social ranks are sometimes dependent on a characters background, or Class. See S&P pg 65, table 40) 3-3.5.e Renown: @40% (See House Rules/DM for determining Renown) 3-3.5.f Base of opÕs (Country/City): @Sembia/Willip (Base of Operations will be Sembia/Willip) 3-3.5.g Mentor/Sponsor: @n/a (A Mentor/Sponsor; if applicable, will be revealed through adventuring/role-playing) 3-3.5.h Trainer(s): @Arach-nid (Rogue) bldg 420, Helicaster Falanx (Warrior) bldg 467, Delon Sepadri (Bard) bldg 468. (A Trainer; when applicable, will be revealed through adventuring/role-playing, and must be contracted by the character) 3-3.5.i Character Background: @Thai Khetasi was raised until the age of fifteen in an orphanage in Alaghon. (Capital of Turmish) He was abused and ridiculed because of his race. He ran away from the orphanage and found life on the streets harsh. He was befriended by Kadell Priond, a street rogue. They traveled to Ravilars Cloak and became members of the Twirling blade factor. Learned different rogue skills than most Bards. Escape artist, blade, burglar. Trying to reform. (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) 3-3.6 Profession (A characters Profession/Class, etc may be selected from those viable options presented/permitted by the DM. The PHB, and Complete Series of Handbooks are used. Do not use S&P to build Classes/Professions) 3-3.6.a Basic Type(s): @Rogue (Five Basic types: Warrior, Wizard, Priest, Rogue, and Psionicist) 3-3.6.b Class(es): @Bard (Examples: Cleric, Specialty Priest, Druid, Fighter, Ranger, Paladin, Illusionist, Necromancer, Thief, Bard) 3-3.6.c Subclass(es)/Specialty(ies): @n/a (Examples: Arctic Druid, Plains Druid, Sea Ranger, Brute (Barbarian), Chevalier (Paladin), Undead Master (Necromancer), Loremaster (Bard)) 3-3.6.d Kit(s): @Blade (Examples: Beastfriend (Druid), Pacifist Priest, Gladiator (Warrior), Expatriate (Paladin)) 3-3.6.e Profession/Class/Subclass/Kit abilities: (Record general/specific notes relative to the characters class. i.e. May Perform tracking. See S&P pg...) 3-3.6.e.1 Short notes: @(slightly modified):Restricted armor: may use any weapons: use phb table 25, pg 53 for experience points: spell casting ability (wizard spells): use thieve abilities (modified): showy blade displays, intricate ritual martial displays: may only have prof. with one purely missile weapon:nwp bonuses: often dress in black: weapons display: cast spells as wizard at one level lower. Able to learn all wizard spells. No school of opposition. No school of opposition penalties. 3-3.6.e.2 Weapons display: @Blade must whirl a non-missile weapon about his body. Observer must be close enough to observe. Has no effect on those already in combat. Only works on those of 5 or > INT who can either use weapons or have seen them used. By whirling the Blade can affect the morale & courage of others. Display lowers opponent morale by 2. Inspires allies; giving +1 to attack rolls. Display must last at least a full round. useable once per encounter. Effect lasts 1 rnd/level requires sufficient room to perform the maneuver. 3-3.6.e.3 Handle Weapons: @Train w/weapons in both hands. (All hands) No penalty in primary hands. -2 in secondary hands. Considered ambidextrous. When attempting to catch small weapons (Juggling) the attack roll is made using the blades level as a bonus. I have also spent extra points on my character to become quadradextrous. (Hakheerians have 4 arms!) 3-3.6.e.4 Trick Throw: hurled or thrown weapons. Make called shots at -4 penalty. This penalty is reduced by 1/5 levels of experience. 3-3.6.e.5 Blind Fighting: @Includes thrown or fired weapons for the Blade. To a range of 30'. 3-3.6.e.6 Defensive/Offensive Spin: @Defensive spin is in the form of a hard parry. Blade creates a deadly shell around his body using his weapons. Blade may not attack during the same round. AC of blade is lowered by half the blades level (Round up). Any creature that makes a melee attack against the blade must make a svs paralyzation or take damage equal to half the blades level (Round up). The damage is limited to to the weapons max damage. Including any bonuses of the weapon. Defensive spin can only be used once per combat encounter. Lasts a max nr. of rnds equal to the blades CON. A successful hit on the blade ends the spin. Offensive spin is threatening fearsome display of skill directed at a specific opponent. The spin lasts the entire rnd. During which the blade may not attack and gets no AC bonus as in defensive spin. On next rnd the blade makes a normal to hit roll. if he hits the victim must make a morale check or try to stay at least 10' away from the blade. (Choose a different opponent or flee in terror) Offensive spin may only be attempted once on any particular creature/opponent. Furthermore the blade may not have been damaged by that opponent prior to the offensive spin. Keep in mind that the opponent gets a free rnd to attack during the 1st rnd of the offensive spin. Offensive spin only works against creatures of low (5) or greater INT. If the spin is interrupted the blade does not get to attack. The attempt is simply wasted. 3-3.7 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) 3-3.7.a STRENGTH/STR: @17(16 in lower set of arms) 3-3.7.a.a STAMINA/STA: @16 3-3.7.a.a.a Weight allowance: @70# 3-3.7.a.a.b Fatigue Modifier: @+2 3-3.7.a.b MUSCLE/MUS: @18(17 in lower arms) 3-3.7.a.b.a Melee to hit adjustment: @+1 upper/+1 lower 3-3.7.a.b.b Damage adjustment: @+3 upper/+1 lower 3-3.7.a.b.c Maximum press: @255# upper/220# lower 3-3.7.a.b.d Open doors: @11 upper/10 lower 3-3.7.a.b.e Bend bars/lift gates: @16% upper/13% lower 3-3.7.b DEXTERITY/DEX: @18 3-3.7.b.a AIM/AIM: @18 (A character with thieving abilities modifies certain thieving abilities based on their DEX/AIM score. See house rules) 3-3.7.b.a.a Missile to hit adjustment: @+2 3-3.7.b.a.b Pick pockets: @n/a 3-3.7.b.a.c Open locks: @+15% 3-3.7.b.a.d Find and remove traps: @+5% 3-3.7.b.a.e Escape bonds: @n/a 3-3.7.b.a.f Forge documents: @n/a 3-3.7.b.a.g Tunneling: @n/a 3-3.7.b.b BALANCE/BAL: @18 (A character with thieving abilities modifies certain thieving abilities based on their DEX/BAL score. See house rules) 3-3.7.b.b.a Reaction adjustment: @+2 3-3.7.b.b.b Defensive Adjustment: @-4 (Applies to AC, and saving throws vs attack forms which may be dodged) 3-3.7.b.b.c Move silently: @n/a 3-3.7.b.b.d Hide in shadows: @+10% 3-3.7.b.b.e Climb walls: @n/a 3-3.7.c CONSTITUTION/CON: @16 3-3.7.c.a HEALTH/HEA: @16 3-3.7.c.a.a System shock: @95% 3-3.7.c.a.b Poison save: @n/a 3-3.7.c.b FITNESS/FIT: @16 3-3.7.c.b.a Hit point adjustment: @+2 3-3.7.c.b.b Resurrection chance: @96% 3-3.7.d INTELLIGENCE/INT: @17 3-3.7.d.a REASON/REA: @17 3-3.7.d.a.a Highest spell level: @9th 3-3.7.d.a.b Maximum number of spells: @18 3-3.7.d.a.c Spell immunities: @n/a 3-3.7.d.b KNOWLEDGE/KNO: @17 3-3.7.d.b.a Bonus number of proficiencies: @7 3-3.7.d.b.b % chance to learn spells: @85% 3-3.7.e WISDOM/WIS: @16 3-3.7.e.a INTUITION/INU: @15 3-3.7.e.a.a Bonus priest spells: @n/a 3-3.7.e.a.b % chance of spell failure: @n/a 3-3.7.e.b WILLPOWER/WIL: @17 3-3.7.e.b.a Magic defensive adjustment: @+3 3-3.7.e.b.b Specific spell immunities: @n/a 3-3.7.f CHARISMA/CHA: @17 3-3.7.f.a LEADERSHIP/LEA: @16 3-3.7.f.a.a Henchmen loyalty base: @+6 3-3.7.f.a.b Number of henchmen: @10 3-3.7.f.b APPEARANCE/APP: @18 3-3.7.f.b.a NPC reaction adjustment: @+7 3-3.7.g Racial adjustment to ability scores: @STR +1, CON +1, INT -1, WIS -1 (The racial and age adjustments to ability scores should be factored into the appropriate ability scores, but also listed here) 3-3.7.h The specific spells the character is immune to are: @none ------------------------------------------------------------------ 4-4.1 Points and Armor Class 4-4.1.a.a Base fatigue points: @6 (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) See C&T pg 28) 4-4.1.a.b STR/STA +/- (fatigue point adjustment): @+2 (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) 4-4.1.a.c CON/FIT +/- (hit point adjustment): @+2 (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) 4-4.1.a.d Endurance skill modifier: @+3 (The endurance skill can also modify ones fatigue points) 4-4.1.a.e Fatigue points gained with levels: @+1 (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) 4-4.1.a.f Modified/Total fatigue points: @14 4-4.1.b Critical damage: @none yet (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) 4-4.1.c Hit points/HP: @29 (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) 4-4.1.d Spell Points/SpPts: @54 (Spell points are computed/calculated according to the appropriate house rules) 4-4.1.e Psionic strength points/PSPÕs: @n/a (Rule for psionics are covered in S&P, pgÕs 142-175) 4-4.1.f Mental armor class/MAC: @8 (Mental armor class is based on a characters intelligence and wisdom. See S&P, pg 144) 4-4.1.g.a Armor class/AC: @0 (When active/alert and wearing armor) 4-4.1.g.b Armor worn: @none:special magic item gives -2 to AC: +2 ring of protection. (Keep in mind that wizards may not wear suits of armor that are composed primarily of metal. See the House rules) 4-4.1.g.c +/- to AC due to DEX/BAL (defensive adjustment): @-4 4-4.1.g.d AC adjustments due to physical or racial abilities: @none (This may be due to some racial trait, such as tough hide. Or because of a races base AC) 4-4.1.g.e AC adjustment due to some other reasons: @non armored rogue. -2 to AC (Not applicable when surprised. or from behind) (In general this may be due to some magical item, or enchantment) 4-4.1.g.f.a AC while alert: @0 4-4.1.g.f.b AC when surprised: @6 (No DEX/BAL adjustment to AC is permitted if your character is surprised) 4-4.1.g.f.c AC without shield: @0 4-4.1.g.f.d AC without armor: @0 (When the character is without shield or armor. This might be the case in a typically safe environment. i.e. town?) 4-4.1.g.f.e AC from rear flank: @2 (Characters attacked from the rear flank may use their DEX/BAL adjustment to AC, but not a shield. They can see the attack coming but cannot get their shield to cover that area) 4-4.1.g.f.f AC while defenseless: @6 (Characters attacked from the immediate rear, or while defenseless (i.e. tied up, highly disoriented, etc) gain no AC bonus due to shield , or DEX/BAL. Keep in mind that an attack against an unconscious opponent is always successful. And the attack may be used to instantly kill the character in question) 4-4.2 Religion 4-4.2.a Alignment: @CN (No one in this campaign may play an evil aligned character) 4-4.2.b Deity: @Tymora (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) 4-4.3 Movement 4-4.3.a Base movement: @12 (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) 4-4.3.b Base with encumbrance modifiers: @12 (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) 4-4.3.c STR/STA +/- (Att. adjustment): @n/a (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) 4-4.3.d DEX/BAL +/- (reaction adjustment): @+2 (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) 4-4.3.e Overland movement: @28 miles per day (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) 4-4.3.f Mounted overland movement: @36 miles per day (no longer applicable. My horse died!) (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) 4-4.3.g Combat movement points: @14 (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) 4-4.3.h Charge (*1.5): @21 (See C&T pg 24 for rules regarding charging) 4-4.3.i Run (*2): @28 (See C&T pg 27 for rules regarding running) 4-4.3.j Sprint: @42 (See C&T pg 27 for rules regarding sprinting) 4-4.3.k Modified standard movement: @420 feet per round (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) 4-4.3.l Dungeon movement rate: @140 feet per round (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) 4-4.4 Initiative/Surprise 4-4.4.a.a Base initiative: @fast (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, 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) 4-4.4.a.b Special modifiers: @none (These may be due to some magic item or other effect) 4-4.4.a.c Movement +/-: @none (A characters base initiative is modified by their movement speed. movement rate of 18 or better improves base initiative by one. A movement rate of six or less reduces base initiative by one) 4-4.4.a.d Encumbrance +/-: @none (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) 4-4.4.a.e Modified initiative: @fast (Note that most characters have a modified base initiative of fast. Remember that this does not take into account weapon speeds or combat actions) 4-4.4.b.a +/- to surprise due to DEX/BAL: @+2 (A characters DEX/BAL can modify the base surprise score. See S&P pg 15, table 5. Reaction adjustment) 4-4.4.b.b Racial surprise adjustment: @none (Some character races are less likely to be surprised. This adjustment (if applicable) will be covered under the specific race) 4-4.4.b.c Class surprise modifier: @none (Some character classes are less likely to be surprised. This adjustment (if applicable) will be covered under the specific class/subclass/kit) 4-4.4.b.d Proficiency modifiers: @none (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) 4-4.4.b.c Characters modified surprise number: @1 in 6 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. 4-4.5 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) 4-4.5.a Paralyzation/Poison saving throw: @11 4-4.5.a.a Modifiers to svs paralyzation/poison: @+2 4-4.5.b Rod/Staff/Wand saving throw: @12 4-4.5.b.a Modifiers to svs rod/staff/wand: @+2 4-4.5.c Petrification/Polymorph saving throw: @10 4-4.5.c.a Modifiers to svs petrification/polymorph: @+2 4-4.5.d Breath weapons saving throw: @14 4-4.5.d.a Modifiers to svs breath weapon: @+2 4-4.5.e spells saving throw: @13 4-4.5.e.a Modifiers to svs spells: @+2 4-4.5.f Special modifiers: @none (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) 4-4.5.g Saving throw notes/general modifiers: @+4 svs lightning bolt, fireball etc. Due to dex/bal: +2 to all svs due to ring of protection: +5 svs fire attacks due to magical cloak: +3 svs hypnosis, illusion, magic jar, phantasmal forces, possession, telepathic attack: +2 svs beguilling, charm, fear, mass charm, rulership, suggestion. 4-4.6 Racial characteristics (Here a player should record a characters racial characteristics and expenditures. See S&P pgÕs 23-44) 4-4.6.a Racial character points: @10 (Human) (Characters receive racial character points once only. When they initially create their character. See S&P pgÕs 23-39) 4-4.6.b Racial characteristics (and costs): @attack bonus (5): +1 to attack with "Ilbari Knives" (special weapons) (Record each of the characters racial characteristics, and their associated costs, as purchased using racial character points. See S&P pgÕs 23-39) ------------------------------------------------------------------ 5-5.1 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) 5-5.1.a Proficiency points from basic type: @6 (See S&P pg 87 for initial points based on basic character types. (Warrior/Wizard/Priest/Rogue)) 5-5.1.b Leftovers from racial points: @5 (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) 5-5.1.c Initial campaign bonus: @5+ (This campaign grants each character a 5 point character point bonus. Use them wisely. They may be spent on anything except weapon proficiencies. They may however be spent on weaponless combat proficiencies, such as wrestling, or martial arts) 5-5.1.d Bonus points due to high INT/KNO: @7 (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: @5,5,5 (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) 5-5.1.f Points accrued through disadvantages: @8 5-5.1.g Unspent/left over points: @0 5-5.1.h 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) 5-5.1.h.a Proficiency name: 5-5.1.h.b Proficiency Description: (A short description of the proficiency is appropriate. Such as; ÒAssess values, and detect forgeriesÓ) 5-5.1.h.c Proficiency attributes: (A listing of all the relevant abilities should be included. Such as; INT/REA, WIS/INU) 5-5.1.h.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) 5-5.1.h.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) 5-5.1.h.f Non weapon proficiency roll 4. fail drop 2d4 obj's. catch thrown 's' | | | | | | obj's. make prof check at -lvl bonus. | | | | 5-5.1.h.5 | spt Quadradexterity | good deal. No minuses when combined w/2 weapon style | DEX/AIM | C&T78 | 2 | AÃ+1 19/19 5-5.1.h.6 | nwp Throwing | add 10' to each cat. of thrown weap. increase dam or | DEX/AIM/STR/MUS | S&P103 | 2 |13/13/12/13 top arms | | roll by +1 of thrown weap. | | | | 11/12 bottom arms 5-5.1.h.7 | nwp Swimming | swim don't sink. very important. without it go glub! | STR/STA | S&P103 | 2 | 14top/13btm 13 5-5.1.h.8 | nwp Poetry | blade uses poetry for verbal component of spells cast| INT/KNO/WIS/INU | PHBR7 66 | 2 | 10/10/9/8 5-5.1.h.9 | nwp Tumbling +1 | improve AC by 4 if win init. & do not att. move up to| DEX/BAL/STR/MUS | S&P104 | 3 |12+1/12+1/11+1/12+1 | | 20' while tumbling. +2 to hit w/unarmed comb. fall | | | | | | from 60' or < & take 1/2 dam. if make check. | | | | 5-5.1.h.10 | nwp Reading lips | must be w/in 30' and lit. no check if intended for me| INT/KNO/WIS/INU | S&P102 | 3 | 11/11/10/9 5-5.1.h.11 | nwp Locksmithing | +10% to open locks. may craft locks. | DEX/AIM | PHBR2 19 | 3 | 13/13 5-5.1.h.12 | nwp Observation | detect out of place occur/obj's. det s.doors 1 in 6 | INT/REA/WIS/INU | PHBR2 19 | 3 | 12/12/11/10 5-5.1.h.13 | nwp Astronomy | knowledge of planetary bodies. predict astronomical | WIS/INU/INT/KNO | S&P95 | 3 | 8/7/9/9 | | events. knowledge of stars & constellations | | | | 5-5.1.i Character traits (List) (Character traits can be found in S&P pgÕs 104-109. Record the following statistics for each trait chosen) 5-5.1.i.a Character trait name: 5-5.1.i.b Character trait description: (A short description of the character trait is appropriate. Such as; ÒHas an innate sense of impending changes in the weatherÓ) 5-5.1.i.c Character trait attributes: (A listing of the relevant abilities should be included. Such as; INT/REA, WIS/INU) 5-5.1.i.d Character trait source: (The character should list the appropriate source for the trait. In most cases this will be S&P. The page number should also be indicated to facilitate/speed game play) 5-5.1.i.e Character trait points: (The number of points spent on the character trait 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) 5-5.1.i.f Character trait score: (The modified score necessary for success should be listed here. Only those modifiers which are permanent to the score should be included in this listing. Such as due to an ability score. Variables should not be included in this adjusted score. Under most circumstances a character trait score will be an ability check, which may be indicated by the letter ÒAÓ and a check-mark) 5-5.1.i.a 5-5.1.i.b 5-5.1.i.c 5-5.1.i.d 5-5.1.i.e 5-5.1.i.f | Name | Description | Attributes | Source | Points | Roll ² score ------------------------------------------------------------------------------------------------------------------------------------------------------ 5-5.1.i.1 |trait Double Jointed |escape fm bindings make AÃ.takes 1d6 rnds. metal | DEX/BAL | S&P106 | 4 | AÃ 18/18 | |brackets or chains make AÃ at 1/2 (rnd up) | | | | 5-5.1.i.2 |trait Fast Healer |recover 1 hp w/in 2-12 turns of dam. heal 2 pts/day | CON/FIT | S&P106 | 6 | AÃ 16/16 5-5.1.j Character disadvantages (List) (Character disadvantages are listed in S&P pgÕs 109-111. New disadvantages may be created with the DMÕs approval. No character may be created with more than two disadvantages. Or obtain more than 15 bonus character points through taking disadvantages. Record the following statistics for each disadvantage chosen) 5-5.1.j.a Character disadvantage name: 5-5.1.j.b Character disadvantage description: (A short description of the character disadvantage is appropriate. Such as; ÒHas a moderate phobia of snakesÓ) 5-5.1.j.c Character disadvantage attributes: (A listing of the relevant abilities should be included. Such as; INT/REA, WIS/INU) 5-5.1.j.d Character disadvantage source: (The character should list the appropriate source for the disadvantage. In most cases this will be S&P. The page number should also be indicated to facilitate/speed game play) 5-5.1.j.e Character disadvantage points: (The number of points obtained by taking the character disadvantage should be indicated. No character may be created with more than two disadvantages. Or obtain more than 15 bonus character points through taking disadvantages) 5-5.1.j.f Character disadvantage score: (The modified score necessary to overcome any disadvantage should be listed here. Only those modifiers which are permanent to the score should be included in this listing. Such as due to an ability score. Variables should not be included in this adjusted score. Under most circumstances a character disadvantage score will be an ability check, which may be indicated by the letter ÒAÓ and a check-mark) 5-5.1.j.a 5-5.1.j.b 5-5.1.j.c 5-5.1.j.d 5-5.1.j.e 5-5.1.j.f | Name | Description | Attributes | Source | Points | Roll ² score ------------------------------------------------------------------------------------------------------------------------------------------------------ 5-5.1.j.1 |disad. Compulsive Honesty | cannot tell a lie. cannot behave deceitfully. blunt | n/a | S&P109 | bonus 8 | n/a 5-5.2 Psionics (Additional information on psionics may be found in S&P pgÕs 143-177. The official psionics rules under the players optionÕs rules are very confusing, and may require some study before they will be fully understood) 5-5.2.a Psionic strength points/PSPÕs: @n/a (Rule for determining psionic strength points are covered in S&P, pg 144, table 74. The score reflected here is after all modifiers have been applied) 5-5.2.b Mental armor class/MAC: @8 (See S&P pgÕs 143-144, and table 74 to determine base MAC. The score reflected here is after all modifiers have been applied. Mental armor class is based on a characters intelligence and wisdom. See S&P, pg 144) 5-5.2.c PSPÕs recovered per hour: @n/a (The player should record the number of PSPÕs the character recovers in one hour. See S&P pgÕs 144-145) 5-5.2.d Total disciplines: @no talent (See S&P pg 154 for standard psionicists') 5-5.2.e Total sciences: @no talent (See S&P pg 154 for standard psionicists', or S&P pgÕs 155-156 for wild talents) 5-5.2.f Total devotions: @no talent (See S&P pg 154 for standard psionicists', or S&P pgÕs 155-156 for wild talents) 5-5.2.g Number of psionic attacks: @no talent (See S&P pgÕs 154, and contact NWP on pg 155. Also see pg 146 ÒThe five psionic attacksÓ) 5-5.2.h Number of psionic defenses: @no talent (See S&P pgÕs 154, and contact NWP on pg 155. Also see pg 147 ÒThe five psionic defensesÓ) 5-5.2.i Total psionic abilities: @no talent (See S&P pg 154, table 80 for totals) 5-5.2.j Base MTHAC0: @no talent (See S&P pg 149, table 77 for base MTHAC0 numbers) 5-5.2.k Intelligence modifier to MTHAC0: @no talent (A characters Intelligence score modifies that characters MTHAC0 number. See S&P pg 146, table 75 for modifiers) 5-5.2.l Modified MTHAC0: @no talent (This is the characters MTHAC0 score after applying any Intelligence modifier) 5-5.2.m Psionic proficiencies (List) (See S&P pgÕs 154-155 for descriptions of unique Psionicist non-weapon proficiencies. DonÕt forget that contact is now a Non-weapon proficiency. PsionicistÕs receive it for free. But wild talents must purchase it. Record the following statistics for each psionic proficiency) 5-5.2.m.a Name of psionic proficiency: @no talent 5-5.2.m.b Description of psionic proficiency: @no talent (A short description of the proficiency is appropriate. Such as; ÒAllows character to recover psionic points more quicklyÓ. This area should also contain the initiative phase of the power (Usually the same as the characters modified initiative phase. Prep time=0)) 5-5.2.m.c Psionic proficiency attributes: @no talent (A listing of the relevant abilities should be included. Such as; INT/REA, WIS/INU) 5-5.2.m.d Psionic proficiency source: @no talent (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 game play) 5-5.2.m.e Psionic proficiency points: @no talent (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) 5-5.2.m.f Psionic proficiency roll