Vous êtes sur la page 1sur 4

®

CHARACTER RECORD SHEETS


character name

player class and level race

alignment deity size age gender height weight campaign

ABILITY ABILITY ABILITY TEMPORARY TEMPORARY ARMOR SHIELD DEX WIS SIZE NATURAL DEFLECTION MISC.
NAME SCORE MODIFIER SCORE MODIFIER TOTAL BONUS BONUS MODIFIER MODIFIER MODIFIER ARMOR MODIFIER MODIFIER

STR AC = 10 + + + + + + + + TOUCH
ARMOR CLASS
FLAT-FOOTED
STRENGTH ARMOR CLASS ARMOR CLASS

DEX TOTAL NONLETHAL DAMAGE CONDITIONAL AC MODIFIERS


DEXTERITY
HP
HIT POINTS
CON WOUNDS/CURRENT HP
CONSTITUTION

INT SKILLS MAX RANKS


/

SKILLS?
CLASS
(CLASS/CROSS-CLASS)
INTELLIGENCE
KEY SKILL ABILITY MISC
WIS TOTAL
DEX
MODIFIER
MISC.
MODIFIER SKILL NAME ABILITY MODIFIER MODIFIER RANKS MODIFIER
WISDOM
INITIATIVE = +
MODIFIER □ Appraise r int c = ______+______+______
CHA
CHARISMA 
□ Balance r dex* c = ______+______+______
BASE ABILITY MAGIC MISC. TEMPORARY

□ Bluff r cha c = ______+______+______
SAVING THROWS TOTAL SAVE MODIFIER MODIFIER MODIFIER MODIFIER CONDITIONAL MODIFIERS

□ Climb r str* c = ______+______+______
FORTITUDE = + + + +
(CONSTITUTION) 
□ Concentration r con c = ______+______+______
REFLEX = + + + +

□ Craft r ( ______________ ) int c = ______+______+______
(DEXTERITY)

□ Craft r ( ______________ ) int c = ______+______+______
WILL = + + + + 
□ Craft r ( ______________ ) int c = ______+______+______
(WISDOM)

□ Decipher Script int c = ______+______+______


BASE ATTACK BONUS SPELL RESISTANCE
□ Diplomacy r cha c = ______+______+______

□ Disable Device int c = ______+______+______

□ Disguise r cha c = ______+______+______
GRAPPLE = + + + SPEED 
□ Escape Artist r dex* c = ______+______+______
MODIFIER

TOTAL BASE ATTACK


BONUS
STRENGTH SIZE
MODIFIER MODIFIER
MISC.
MODIFIER
□ Forgery r int c = ______+______+______

□ Gather Information r cha c = ______+______+______
SUDDEN
STRIKE
KI POWER
USES □□□□□ □□□□□ □ Handle Animal cha c = ______+______+______
□ Heal r wis c = ______+______+______
ATTACK ATTACK BONUS DAMAGE CRITICAL

□ Hide r dex* c = ______+______+______
□ Intimidate r cha c = ______+______+______
RANGE TYPE NOTES

□ Jump r str* c = ______+______+______
□ Knowledge ( __________ ) int c = ______+______+______
AMMUNITION __________________________ □□□□□ □□□□□ □□□□□ □□□□□ □□□□□
□ Knowledge ( __________ ) int c = ______+______+______
□ Knowledge ( __________ ) int c = ______+______+______
ATTACK ATTACK BONUS DAMAGE CRITICAL
□ Knowledge ( __________ ) int c = ______+______+______
□ Knowledge ( __________ ) int c = ______+______+______
RANGE TYPE NOTES

□ Listen r wis c = ______+______+______

□ Move Silently r dex* c = ______+______+______
AMMUNITION __________________________ □□□□□ □□□□□ □□□□□ □□□□□ □□□□□

□ Open Lock dex c = ______+______+______
□ Perform ( _____________) cha c = ______+______+______
ATTACK ATTACK BONUS DAMAGE CRITICAL
□ Perform ( _____________) cha c = ______+______+______
□ Perform ( _____________) cha c = ______+______+______
□ Profession (___________ ) wis c = ______+______+______
RANGE TYPE NOTES
□ Profession (___________ ) wis c = ______+______+______
□ Ride r dex c = ______+______+______
AMMUNITION __________________________ □□□□□ □□□□□ □□□□□ □□□□□ □□□□□

□ Search r int c = ______+______+______
ATTACK ATTACK BONUS DAMAGE CRITICAL

□ Sense Motive r wis c = ______+______+______

□ Sleight of Hand dex* c = ______+______+______
□ Spellcraft int c = ______+______+______
RANGE TYPE NOTES

□ Spot r wis c = ______+______+______
□ Survival r wis c = ______+______+______
__________________________ □□□□□ □□□□□ □□□□□ □□□□□ □□□□□
AMMUNITION

□ Swim r str* c = ______+______+______
ATTACK ATTACK BONUS DAMAGE CRITICAL

□ Tumble dex* c = ______+______+______
□ Use Magic Device cha c = ______+______+______
□ Use Rope r dex c = ______+______+______
RANGE TYPE NOTES
□ ______________________ ____ c = ______+______+______
□ ______________________ ____ c = ______+______+______
AMMUNITION __________________________ □□□□□ □□□□□ □□□□□ □□□□□ □□□□□ r Denotes a skill that can be used untrained.
*Armor check penalty, if any, applies. (Double penalty for Swim.)
POSSESSIONS
ITEM LOCATION PAGE REF. WEIGHT ITEM LOCATION PAGE REF. WEIGHT

TOTAL WEIGHT
CARRIED

RACIAL TRAITS LANGUAGES


INITIAL LANGUAGES=Common + racial languages + Int bonus
EACH ADDITIONAL LANGUAGE (Speak Language)=1 skill point

CARRYING CAPACITY
LIGHT LOAD MEDIUM LOAD HEAVY LOAD LIFT OVER HEAD LIFT OFF GROUND PUSH OR DRAG
EQUALS MAX LOAD 2 X MAX LOAD 5 X MAX LOAD

WEALTH
MONEY GEMS ART OTHER

CP—

SP—

GP—

PP—
SKILL DC S
FEAT PAGE REF.
BALANCE RESTRAINT ESCAPE ARTIST DC
NARROW SURFACE BALANCE DC • Manacles 30
• 7–12 inches wide 10 • Tight space 30
NOTES

• 2–6 inches wide 15 • Masterwork manacles 35


• Less than 2 inches wide 20 • Grappler Grappler’s grapple
check result
DIFFICULT SURFACE BALANCE DC*
FEAT PAGE REF.
• Uneven flagstone 10**
JUMP
LONG JUMP HIGH JUMP
• Hewn stone floor 10** DISTANCE JUMP DC* DISTANCE** JUMP DC*
• Sloped or angled floor 12** 5 feet 5 1 foot 4
* Add modifiers from Narrow Surface, below, as appropriate. 10 feet 10 2 feet 8
NOTES

** Only if running or charging. Failure by 4 or less means the 15 feet 15 3 feet 12


character can’t run or charge, but may otherwise act normally. 20 feet 20 4 feet 16
25 feet 25 5 feet 20
DC MODIFIER* etc ... etc ... etc ... etc ...
FEAT PAGE REF. NARROW SURFACE
• Lightly obstructed +2 * Requires a 20-foot running start. Without a running start,
• Severely obstructed +5 double the DC.
• Lightly slippery +2 ** Not including vertical reach (see Player’s Handbook,
• Severely slippery +5 page 77).
NOTES

* These modifiers stack.


MOVE SILENTLY
BLUFF SURFACE CHECK MODIFIER
FEAT PAGE REF. CIRCUMSTANCES SENSE MOTIVE • Noisy (scree, bog, undergrowth, –2
MODIFIER dense rubble)
• Target wants to believe you. –5 • Very noisy (dense undergrowth, deep snow) –5
• Bluff is believeable and doesn’t +0
NOTES

affect the target much. OPEN LOCK


• Bluff is a little hard to believe or +5 LOCK DC LOCK DC
puts the target at some risk. Very simple lock 20 Good lock 30
• Bluff is hard to believe or puts the +10 Average lock 25 Amazing lock 40
FEAT PAGE REF. target at significant risk.
• Bluff is way out there, almost too +20 SEARCH
incredible to consider. TASK SEARCH DC
• Ransack a chest full of junk to find a 10
NOTES

CLIMB certain item.


CLIMB DC EXAMPLE SURFACE OR ACTIVITY • Notice a typical secret door or simple trap. 20
0 Slope too steep to walk up; knotted rope • Find a difficult nonmagical trap. 21 or higher
with wall to brace up against. • Find a magic trap 25 + spell level
FEAT PAGE REF. 5 Rope with wall to brace against, or • Notice a well-hidden secret door 30
knotted rope, or rope affected by the • Find a footprint Varies*
rope trick spell. * A successful Search check can find a footprint or similiar
10 Surface with ledges, a very rough wall, sign of a creature’s passage, but following the trail requires
NOTES

or a ship’s rigging. the Track feat.


15 Surface with adequate handholds and
footholds, an unknotted rope, or pulling SLEIGHT OF HAND
yourself up when dangling by your hands.
FEAT PAGE REF. TASK SLEIGHT OF
20 Uneven surface with some narrow HAND DC
handholds and footholds. • Palm a coin-sized object, or make 10
25 Rough surface, such as a natural rock wall. a coin disappear
• Lift a small object from a person 20
NOTES

30 An overhand or ceiling with handholds


but no footholds.
TUMBLE
DC MODIFIER* EXAMPLE SURFACE OR ACTIVITY TUMBLE DC TASK
FEAT PAGE REF. –10 Climbing a chimney or other location 15 Treat a fall as if it were 10 feet shorter than
where you can brace against two it really is when determining damage.
opposite walls.
15* Tumble at one-half speed as part of normal
–5 Climbing a corner where you can brace movement, provoking no attacks of
against perpendicular walls. opportunity while doing so. Failure means
NOTES

+5 Surface is slippery you provoke attacks of opportunity normally.


* These modifiers stack. Check separately for each opponent you
move past.
DISABLE DEVICE 25* Tumble at one-half speed through an area
DEVICE TIME DISABLE DEVICE DC* occupied by an enemy as part of normal
• Simple 1 round 10 movement, provoking no attacks of
• Tricky 1d4 rounds 15 opportunity while doing so. Failure means
you stop before entering the enemy-occupied
• Difficult 2d4 rounds 20
area and provoke an attack of opportunity
• Wicked 2d4 rounds 25 from that enemy. Check separately for
ARMOR / PROTECTIVE ITEMS * If you attempt to leave behind no trace of your
tampering, add 5 to the DC.
each opponent.
* Each additional enemy after the first adds +2 to the
Tumble DC.
ARMOR/PROTECTIVE ITEM TYPE AC BONUS MAX DEX DISGUISE
DISGUISE DISGUISE CHECK
MODIFIER USE MAGIC DEVICE
• Minor details only +5 USE MAGIC
• Disguised as different gender* –2 TASK DEVICE DC
CHECK PENALTY SPELL FAILURE SPEED WEIGHT SPECIAL PROPERTIES • Activate blindly 25
• Disguised as different race* –2
• Disguised as different age category* –2** • Decipher a written spell 25 + spell level
• Use a scroll 20 + caster level
* These modifiers stack.
** Per step difference between your actual age category • Use a wand 20
and your disguised age category. • Emulate a class feature 20
SHIELD/PROTECTIVE ITEM AC BONUS WEIGHT CHECK PENALTY • Emulate an ability score Special*
FAMILIARITY VIEWER’S SPOT • Emulate a race 25
CHECK BONUS • Emulate an alignment 30
• Recognizes on sight +4 * See Player’s Handbook, page 85.
SPELL FAILURE SPECIAL PROPERTIES • Friends or associates +6
• Close friends +8
• Intimate +10 USE ROPE
TASK USE ROPE DC
• Tie a firm knot 10
ESCAPE ARTIST • Secure a grappling hook 10*
PROTECTIVE ITEM AC BONUS WEIGHT SPECIAL PROPERTIES RESTRAINT ESCAPE ARTIST DC • Tie a special knot 15
• Ropes Binder’s Rope Use
• Tie a rope around yourself one-handed 15
check at +10
• Splice two ropes together 15
• Net, animate rope spell, command 20
plants spell, control plants spell, • Bind a character Varies
or entangle spell * Add 2 to the DC for every 10 feet the hook is thrown.
PROTECTIVE ITEM AC BONUS WEIGHT SPECIAL PROPERTIES • Snare spell 23
EXPERIENCE
EXPERIENCE

NEEDED FOR NEXT LEVEL LEVEL ADJUSTMENT ECL

NOTES

CLASS FEATURES
CLASS FEATURE PAGE REF. CLASS FEATURE PAGE REF.

Weapon and Armor Proficiency 8 Ki Dodge (Su) 8


NOTES NOTES

All simple weapons plus specific others; not with armor or shield Swift action cause attack to miss; partial concealment for 1 round

CLASS FEATURE PAGE REF. CLASS FEATURE PAGE REF.


AC Bonus (Ex) 8 Speed Climb (Ex) 9
NOTES NOTES

Add Wisdom bonus to Armor Class; plus other bonuses Climb at move speed; must begin/end on horizontal surface

CLASS FEATURE PAGE REF. CLASS FEATURE PAGE REF.


Ki Power (Su) 8 Ghost Strike (Ex) 9
NOTES NOTES

Ki powers usable ½ class level times/day; +2 bonus to Will saves Strike incorpreal, ethereal creatures (ki power)

CLASS FEATURE PAGE REF. CLASS FEATURE PAGE REF.


Sudden Strike (Ex) 8 Improved Poison Use (Ex) 9
NOTES NOTES

Deal extra damage to targets denied their Dexterity bonus to AC Apply poison to a weapon as a move action

CLASS FEATURE PAGE REF. CLASS FEATURE PAGE REF.


Trapfinding (Ex) 8 Evasion (Ex) 9
NOTES NOTES

Use Search to locate traps DC 20+; disable magic traps as rogue Avoid damage with successful Reflex save if no armor, light load

CLASS FEATURE PAGE REF. CLASS FEATURE PAGE REF.


Ghost Step (Su) 8 Ghost Mind (Su) 9
NOTES NOTES

Become invisible for 1 round (swift action); ethereal at 10th level Special resistance to spells of the scrying subschool

CLASS FEATURE PAGE REF. CLASS FEATURE PAGE REF.


Poison Use (Ex) 8 Ghost Sight (Su) 9
NOTES NOTES

Never risk poisoning self when applying poison to weapon See invisible and ethereal creatures

CLASS FEATURE PAGE REF. CLASS FEATURE PAGE REF.


Great Leap (Su) 8 Greater Ki Dodge (Su) 9
NOTES NOTES

Make Jump checks as if had Run feat (+4 bonus to Jump) ki dodge ability grants total concealment

CLASS FEATURE PAGE REF. CLASS FEATURE PAGE REF.


Acrobatics (Ex) 8 Ghost Walk (Ex) 9
NOTES NOTES

+2 bonus to Climb, Jump, Tumble (+4 at 12th; +6 at 18th) Enter ethereal plane as ethereal jaunt spell

©2004 Wizards of the Coast, Inc.


Permission granted to photocopy for personal use only.

Vous aimerez peut-être aussi