PC Character name
Alignment: Law,
Class Barbarian AL Neutrality, Chaos
Title Level 4 Experience level
Ability Scores Melee att./damage,
Saving Throws
STR 17 D 8 Death, poison
Open doors
INT 5 Languages, Literacy W 11 Magic wands
Paralysis,
WIS 13 Saves vs magic P 10 petrification
Missile attacks,
DEX 16 B 13 Breath attacks
AC, Initiative
Spells, magic rods,
CON 18 Hit points S 13 magic staves
Reactions, +1 WIS modifier to
CHA 10 #Retainers, Loyalty ± saves vs magic
Ability check: Roll under or equal on 1d20 Saving throw: Roll over or equal on 1d20 Character portrait, symbol, description
Combat Maximum hit
Encounters DEX modifier to
Hit points Max 27 Init
points initiative (optional)
HP 27
CON modifier to CHA modifier to
± hit points ± reaction rolls
Armour Class Unarmoured AC:
AC 18
Un 12
± +2
10 + DEX modifier
DEX modifier to
Exploration
Armour Class
LD 1 -in-6 Listen at door
(1-in-6 or by class)
Attack bonus STR modifier to
Mel +2 melee att./damage
OD 4 -in-6 Open stuck door
Att +2 (based on STR)
DEX modifier to
Mis +2 missile attacks
SD 1 -in-6 Find secret door
(1-in-6 or by class)
Abilities, Skills, Weapons FT 1 -in-6 Find room trap
(1-in-6 or by class)
Agile Fighting: +1 AC
Barbarin Skills: Climb sheer surfaces (1/6), Hide in
undergrowth(1/6) , Move silently (1/6)
Movement Base mv. rate = 120,
unless encumbered
Overland: 1⁄# base
Points They receive 4 points at 1st level and 1 point per level aer Ov mv. rate (miles/day)
this.
Cure Poison: This takes one turn per character to be cured. Each Exploration: base
Ex mv. rate (feet/turn)
subject may make a sec- ond save versus poison to end the
effects. Encounter: ⅓ base
En mv. rate (feet/round)
Foraging and Hunting: foraging with a 2-in-6 chance and finds
prey
when hunting with a 5-in-6 chance (see Wilderness Adventuring,
p224).
Languages By class; extra
langs. if INT 13+
Strike Invulnerable Monsters: A barbarian of 4th level or higher is
able to hit monsters that can normally only be harmed by magic.
Literate
v1.2 — © 2019 Gavin Norman — necroticgnome.com
Equipment Weapons & Armour
Backpack Chainmail
Torches (6) Shield
2 Flash of Oil Sword
I vial Holy Water Dagger
10 foot pole Longbow
50’ rope 20 arrows
Grappling hook 5 Silver arrows
Magic Items Treasure
2 Potions of healing
Bag of Holding
Other Notes Spells, mounts, retainers,
areas explored, clues Coins
PP
GP 560
EP
SP
CP
Encumbrance (Optional rule)
Weight of treasure
TR & coins
Experience points Experience points Weight of weapons,
Next 12,000 for next level EQ armour & gear
XP 10,000
Prime requisite Total weight carried
% 10 modifier to XP + (max=1,600cn)
v1.2 — © 2019 Gavin Norman — necroticgnome.com