Mundane animals, un-dead, demons, devils, monsters (e.g., basilisk or medusa), lycanthropes, perversions of nature (e.g., otyughs and slimes)
+
+
+
Chaos
+
Axe (any), bow (any), dagger, dart, flail
+
Angels, paladins, lawful dragons, Lords of Law, Lawful Primes, and Law-aligned humanoids (e.g., goblins)
+
+
+
+
+
+
+
+
+
Dwarven Abilities
+
+
+
+
+
+
Secret Doors
+
Misc Bonus
+
Total Bonus
+
+
+
+
+
+
+
+
+
+
Mighty Deeds of Arms
+
+
+
+
+
+
+
+
+
+
+
+
Lucky Weapon
+
+
+
+
+
+
+
Shield bash (d14)
+
Attack Bonus
+
Total Bonus
+
Damage Bonus
+
Total Bonus
+
+
+
+
+
+
+
+
+
+
Hit Points:1d10 per level
+
Weapons: Battleaxe, club, dagger, handaxe, longsword, mace, short sword, spear, two-handed sword, warhammer, crossbow, javelin, shortbow, and sling
+
Armor: Any
+
Alignment: Law (common), Neutral (uncommon), Chaos (rare)
+
Languages: Knows Common, Dwarven, & one other language. Also knows one additional language for every point of Int modifier
+
Infravision: 60 feet
+
Movement: 20 feet
+
Underground Skills
+
+
Smell Gold/Gems
+
+
Strong concentration within 100'
+
Smaller concentrations, down to a single coin, as low as 40' (for a single coin or gem)
+
+
+
Find Construction: Bonus equal to Class Level
+
+
+
+
+
+
+
+
+
Dwarven Priest Abilities
+
+
+
+
+
Secret Doors
+
Misc Bonus
+
Total Bonus
+
+
+
+
+
+
+
+
+
+
Mighty Deeds of Arms
+
+
+
+
+
+
+
+
+
+
+
+
Deity
+
+
+
+
+
+
+
Disapproval
+
+
+
+
+
+
+
+
+
+
+
+
+
Momentum
+
+
+
+
+
+
+
+
+
Turn Unholy
+
+
Misc Bonus
+
Total Bonus
+
+
+
+
+
+
+
+
Divine Aid
+
+
Misc Bonus
+
Total Bonus
+
+
+
+
+
+
+
+
Lay On Hands
+
+
Misc Bonus
+
Total Bonus
+
+
+
+
+
+
+
+
+
Lay on Hands Results Table
+
+
+
Spell Check
+
Same Alignment
+
Adjacent Alignment
+
Opposed Alignment
+
+
+
1-11
+
Failure
+
Failure
+
Failure
+
+
+
12-13
+
2 dice
+
1 die
+
1 die
+
+
+
14-19
+
3 dice
+
2 dice
+
1 die
+
+
+
20-21
+
4 dice
+
3 dice
+
2 dice
+
+
+
22+
+
5 dice
+
4 dice
+
3 dice
+
+
+
+
+
+
+
+
+
PCs of Same Alignment
+
PCs of Adjacent Alignment
+
PCs of Opposed Alignment
+
+
+
+
+
+
+
+
+
+
+
+
Hit Points:1d8 per level
+
Weapons: Battleaxe, club, handaxe, mace, spear, warhammer, crossbow, and sling
+
Armor: Any. They also receive the Lucky Roll for Armor Class.
+
Alignment: Law (common), Neutral (very rare), Chaos (rare)
+
Languages: Knows Common, Dwarven, & Angelic (if lawful) or Demonic (if chaotic) [Player's choice between those two if Neutral]. Also knows one additional language for every point of Int modifier
+
Infravision: 60 feet
+
Movement: 20 feet
+
Underground Skills
+
+
Smell Gold/Gems
+
+
Strong concentration within 100'
+
Smaller concentrations, down to a single coin, as low as 40' (for a single coin or gem)
Mundane animals, un-dead, demons, devils, monsters (e.g., basilisk or medusa), lycanthropes, perversions of nature (e.g., otyughs and slimes)
+
+
+
Chaos
+
Angels, paladins, lawful dragons, Lords of Law, Lawful Primes, and Law-aligned humanoids (e.g., goblins)
+
+
+
+
+
+
+
+
Elf Abilities
+
+
+
+
+
Heightened Senses
+
Misc Bonus
+
Total Bonus
+
+
+
+
+
+
+
+
+
Lucky Spell (1st level)
+
+
+
+
+
+
+
Momentum
+
+
+
+
+
+
+
+
+
Familiar
+
+
+
+
Spell Check
+
+
+
+
+
+
+
Name
+
+
+
+
+
+
+
Type
+
+
+
+
+
+
+
Physical Look
+
+
+
+
+
+
+
Personality
+
+
+
+
+
+
+
+
Benefit(s)
+
+
+
+
+
+
+
+
Patron(s)
+
+
+
+
Name(s)
+
+
+
+
+
+
+
+
Taint
+
+
+
+
+
+
+
Notes
+
+
+
+
+
+
+
+
+
Spell Corruption
+
+
+
+
+
+
+
+
+
+
+
+
Other Notes
+
+
+
+
+
+
+
+
+
+
+
+
Hit Points: 1d6 per level
+
Weapons: Dagger, javelin, lance, longbow, longsword, shortbow, short sword, staff, spear, and two-handed sword
+
Armor: Elves often wear Mithril armor, even though it hinders spellcasting.
+
Alignment: Law (rare), Neutral (common), Chaos (common)
+
Languages: Knows Common, Elvish, & one other language. Also knows one additional language for every point of Int modifier
+
Infravision: 60 feet
+
Movement: 30 feet
+
Equipment: At 1st level, purchase one piece of armor and one weapon made from mithril at no additional cost.
+
Immunities:
+
+
Immune to Magical Sleep
+
Immune to Paralysis
+
+
+
Vulnerabilities:
+
+
Elf may not wear iron armor or bear the touch of iron weapons for extended periods, this will cause 1 HP of damage per day of direct contact
+
+
+
+
+
+
+
+
Elf Rogue Abilities
+
+
+
+
+
+
Heightened Senses
+
Misc Bonus
+
Total Bonus
+
+
+
+
+
+
+
+
+
Backstab
+
+
+
+
Misc Bonus
+
Total Bonus
+
(Added to Attack Roll when backstab used - check button on weapon table)
+
+
+
+
+
+
Sneak silently
+
+
+
+
Misc Bonus
+
Total Bonus
+
+
+
+
+
+
+
+
+
Hide in Shadows
+
+
+
+
Misc Bonus
+
Total Bonus
+
+
+
+
+
+
+
+
+
Pick Pockets
+
+
+
+
Misc Bonus
+
Total Bonus
+
+
+
+
+
+
+
+
+
Climb Sheer Surfaces
+
+
+
+
Misc Bonus
+
Total Bonus
+
+
+
+
+
+
+
+
+
Pick Lock
+
+
+
+
Misc Bonus
+
Total Bonus
+
+
+
+
+
+
+
+
+
Find Trap
+
+
+
+
Misc Bonus
+
Total Bonus
+
+
+
+
+
+
+
+
+
Disable Trap
+
+
+
+
Misc Bonus
+
Total Bonus
+
+
+
+
+
+
+
+
+
Forge Document
+
+
+
+
Misc Bonus
+
Total Bonus
+
+
+
+
+
+
+
+
+
Disguise Self
+
+
+
+
Misc Bonus
+
Total Bonus
+
+
+
+
+
+
+
+
+
Read Languages
+
+
+
+
Misc Bonus
+
Total Bonus
+
+
+
+
+
+
+
+
+
Handle Poison
+
+
+
+
Misc Bonus
+
Total Bonus
+
+
+
+
+
+
+
+
+
Lucky Skill (1st level)
+
+
+
+
+
+
+
Momentum
+
+
+
+
+
+
+
+
+
Familiar
+
+
+
+
Spell Check
+
+
+
+
+
+
+
Name
+
+
+
+
+
+
+
Type
+
+
+
+
+
+
+
Physical Look
+
+
+
+
+
+
+
Personality
+
+
+
+
+
+
+
+
Benefit(s)
+
+
+
+
+
+
+
+
Patron(s)
+
+
+
+
Name(s)
+
+
+
+
+
+
+
+
Taint
+
+
+
+
+
+
+
Notes
+
+
+
+
+
+
+
+
+
Spell Corruption
+
+
+
+
+
+
+
+
+
+
+
+
Other Notes
+
+
+
+
+
+
+
+
+
+
+
+
Hit Points: 1d6 per level
+
Weapons: Dagger, javelin, lance, longbow, longsword, shortbow, short sword, staff, spear, and two-handed sword
+
Armor: Elves often wear Mithril armor, even though it hinders spellcasting.
+
Languages: Knows Common. Lawful/Neutral Rogues know Elvish, & their alignment tongue. Chaotic rogues know Undercommon and either Elvish or their alignment tongue. Also knows one additional language for every point of Int modifier
+
Infravision: 60 feet
+
Movement: 30 feet
+
Alignment:
+
+
Lawful (rare):
+
+
Great at: Read languages, Disable trap, Climb sheer surfaces
+
Good at: Sneak silently, Hide in shadow, Pick pocket, Find Trap
+
Average at: Pick lock, Disguise self, Handle poison
+
Okay at: Backstab, Forge Document
+
+
+
Chaotic (uncommon):
+
+
Great at: Backstab, Sneak silently, Hide in shadows
Good at: Sneak silently, Hide in shadows, Climb sheer surfaces, Find trap, Disguise self
+
Average at: Backstab, Forge document, Read languages
+
Okay at: Handle poison
+
+
+
+
+
Immunities:
+
+
Immune to Magical Sleep
+
Immune to Paralysis
+
+
+
Vulnerabilities:
+
+
Elf may not wear iron armor or bear the touch of iron weapons for extended periods, this will cause 1 HP of damage per day of direct contact
+
+
+
+
+
+
+
+
Gnome Abilities
+
+
+
Secret Doors
+
Misc Bonus
+
Total Bonus
+
+
+
+
+
+
+
+
+
+
Trick Die
+
+
+
+
+
+
+
+
+
Magic Resistance
+
% Bonus
+
+
+
+
+
+
+
+
+
Animal Trick
+
+
+
+
+
+
+
+
+
Gem Affinity
+
% Bonus
+
+
+
+
+
+
+
+
+
Momentum
+
+
+
+
+
+
+
+
+
+
Spell Corruption
+
+
+
+
+
+
+
+
+
+
+
+
Other Notes
+
+
+
+
+
+
+
+
+
+
+
+
Hit Points: 1d5 per level
+
Weapons: Dagger, dart, sling or staff.
+
Armor: Gnomes do not often wear armor due to their small size and because it hinders spellcasting.
+
Alignment: Law (rare), Neutral (common), Chaos (uncommon)
+
Languages: Knows Common, Gnomish, Elvish, and Dwarven. Also knows one additional language for every point of Int modifier
+
Infravision: 60 feet
+
Movement: 20 feet
+
Level Limitation: Level 5
+
Luck: Add Luck modifier to saving throws against magic attacks and spells
+
+
+
+
+
+
Halfling Abilities
+
+
+
Secret Doors
+
Misc Bonus
+
Total Bonus
+
+
+
+
+
+
+
+
+
+
Stealth Bonus
+
+
+
+
+
+
+
+
+
Halfling Sneak
+
Misc Bonus
+
Total Bonus
+
+
+
+
+
+
+
+
+
Halfling Hide
+
Misc Bonus
+
Total Bonus
+
+
+
+
+
+
+
+
+
Hit Points: 1d6 per level
+
Weapons: Club, dagger, handaxe, staff, short sword, crossbow, javelin, shortbow, and sling
+
Armor: Any
+
Alignment: Law (common), Neutral (uncommon), Chaos (extremely rare)
+
Languages: Knows Common, Halfling, & one other language. Also knows one additional language for every point of Int modifier
+
Infravision: 30 feet
+
Movement: 20 feet
+
+
+
+
+
+
Halfling Champion Abilities
+
+
+
Secret Doors
+
Misc Bonus
+
Total Bonus
+
+
+
+
+
+
+
+
+
+
Mighty Deeds of Arms
+
+
+
+
+
+
+
+
+
+
+
+
Stealth Bonus
+
Bonus
+
+
+
+
+
+
Halfling Sneak
+
Misc Bonus
+
Total Bonus
+
+
+
+
+
+
+
+
+
Halfling Hide
+
Misc Bonus
+
Total Bonus
+
+
+
+
+
+
+
+
+
Hit Points: 1d8 per level
+
Weapons: Club, dagger, handaxe, staff, short sword, crossbow, javelin, shortbow, and sling. Longsword, warhammer or heavy axe as a 2-handed weapon.
+
Armor: Any
+
Alignment: Law (common), Neutral (uncommon), Chaos (extremely rare)
+
Languages: Knows Common, and Halfling. Also knows one additional language for every point of Int modifier
+
Infravision: 30 feet
+
Movement: 20 feet
+
+
+
+
+
+
+
Mutant Abilities
+
+
+
Secret Doors
+
Misc Bonus
+
Total Bonus
+
+
+
+
+
+
+
+
+
+
Hit Points: 2d4 per level
+
Weapons: Any
+
Armor: Any, but must be customized for the Mutant
+
Alignment: Law (uncommon), Neutral (common), Chaos (common)
+
+
+
+
+
Survival : Add your Survival Die to all non-combat tasks related to surviving in the wilds and wastes such as finding safe food, finding clean water, avoiding environmental hazards, identifying dangerous creatures, navigation through the wastes, etc.. In addition, the mutant can add their Survival Die to all Saves involving toxins, radiation, and environmental effects.
+
+
+
+
+
+
+
+
+
+
+
+
Character Mutations
+
All mutant characters have one or more mutations. Roll on table MU-2 (on Mutant Handout) to determine what type of mutation you have. Then roll to determine the sub-table under the type of mutation. Finally, roll on the sub-table to determine the mutation. Once you have determined what mutation you have, roll the percentage chance for each item listed. Yes, it is possible to receive no benefits or penalties for the mutation.
+
+
+
+
+
+
+
+
Paladin Abilities
+
+
+
Secret Doors
+
Misc Bonus
+
Total Bonus
+
+
+
+
+
+
+
+
+
+
Deity
+
+
+
+
+
+
+
Smite
+
+
+
+
+
+
+
+
+
+
+
+
Disapproval
+
+
+
+
+
+
+
+
+
+
Fallen Points
+
+
+
+
+
+
+
+
+
Momentum
+
+
+
+
+
+
+
+
+
Instill Bravery
+
+
Misc Bonus
+
Total Bonus
+
+
+
+
+
+
+
+
+
Cause Fear
+
+
Misc Bonus
+
Total Bonus
+
+
+
+
+
+
+
+
+
Lay On Hands
+
+
Misc Bonus
+
Total Bonus
+
+
+
+
+
+
+
+
+
Holy Deed Results Table
+
+
+
Roll
+
Lay on Hands Same / Adjacent / Opposed
+
Instill Bravery
+
Cause Fear
+
+
+
1-11
+
Failure
+
Failure
+
Failure
+
+
+
12-13
+
1 dice / None / None
+
+1 bonus/ one target
+
One target
+
+
+
14-19
+
2 dice / 1 dice / None
+
+2 bonus/1d3 targets
+
1d3 targets
+
+
+
20-21
+
3 dice / 2 dice / 1 dice
+
+3 bonus/1d4 targets
+
1d5 targets
+
+
+
22-24
+
4 dice / 3 dice / 2 dice
+
+4 bonus/1d6 targets
+
1d7 targets
+
+
+
25+
+
4 dice / 3 dice / 2 dice
+
+5 bonus/1d7 targets
+
1d8 targets
+
+
+
+
+
+
+
+
+
PCs of Same Alignment
+
PCs of Adjacent Alignment
+
PCs of Opposed Alignment
+
+
+
+
+
+
+
+
+
+
+
+
Hit Points: 1d10 per level
+
Weapons: Those allowed by chosen god. In addition, they can use the following melee and ranged weapons: battleaxe, club, crossbow, dagger, handaxe, javelin, longbow, longsword, mace, short sword, shortbow, sling, spear, two-handed sword, and warhammer.
+
Armor: Any
+
Alignment: Same as chosen god
+
Languages: Knows Common. Also knows one additional language for every point of Int modifier
Armor: Any shield and armor with a total Check Penalty less than -6.
+
Alignment: Law (uncommon), Neutral (common), Chaos (uncommon)
+
Languages: Common. Knows two additional languages for every point of Int modifier. These languages must be one of his favored enemies or an animal one.
+
Movement: 30'
+
Ranger Paths
+
+
Archery Expert
+
+
When firing into melee, the ranger may ignore the 50% chance to hit an ally engaged in the melee.
+
Uses Mighty Deed die when attacking with Crossbow, Longbow or Shortbow
+
+
+
Two-Weapon Expert
+
+
A ranger can fight effectively with 2 equal-sized one-handed weapons as if his Agility was 16.
+
Uses Mighty Deed die when attacking with two-weapons
+
+
+
+
+
+
+
+
+
+
Technologist Abilities
+
+
+
+
+
+
Secret Doors
+
Misc Bonus
+
Total Bonus
+
+
+
+
+
+
+
+
+
+
Weapon Tinkering :
+
+
+
+
+
+
+
+
+
+
+
Bot Repair :
+
+
+
+
+
+
+
+
+
+
+
Computer Use :
+
+
+
+
+
+
+
+
+
+
+
Vehicle Repair :
+
+
+
+
+
+
+
+
+
+
+
General Tech :
+
+
+
+
+
+
+
+
+
+
+
Use Alien Tech :
+
+
+
+
+
+
+
+
+
+
Hit Points:1d6 per level
+
Weapons: Daggers, Clubs, Staves, Hand Axes, Crossbows, Pistols and Rifles of any Era, Grenades and Explosives of any Era
+
Armor: Any
+
Languages: Common
+
Movement: 30'
+
Alignment:
+
+
Neutral (common): Has unbiased nature of scientific understanding
+
+
Great at: Vehicle Repair
+
Good at: Use Alien Tech, Weapon Tinkering
+
Average at: Computer Use, General Tech
+
Okay at: Bot Repair
+
+
+
Lawful (uncommon): Obsessed with theoretical science
+
+
Great at: General Tech, Use Alien Tech
+
Good at: Computer Use
+
Average at: Bot Repair, Vehicle Repair
+
Okay at: Weapon Tinkering
+
+
+
Chaotic (uncommon): Prone to be called mad scientists
+
+
Great at: Weapon Tinkering
+
Good at: Bot Repair
+
Average at: Computer Use, Vehicle Repair, Use Alien Tech
+
Okay at: General Tech
+
+
+
+
+
+
+
+
+
+
Thief Abilities
+
+
+
+
+
+
Secret Doors
+
Misc Bonus
+
Total Bonus
+
+
+
+
+
+
+
+
+
+
Luck Die :
+
+
+
+
+
+
+
+
+
+
Backstab :
+
+
+
+
Total Bonus
+
(Added to Attack Roll when backstab used - check button on weapon table)
+
+
+
+
+
+
Cast Spell from Scroll :
+
+
+
+
Total Bonus
+
+
+
+
+
+
+
+
+
+
+
+
+
+
Sneak silently :
+
+
+
+
Total Bonus
+
+
+
+
+
+
+
Hide in Shadows :
+
+
+
+
Total Bonus
+
+
+
+
+
+
+
Pick Pockets :
+
+
+
+
Total Bonus
+
+
+
+
+
+
+
Climb Sheer Surfaces :
+
+
+
+
Total Bonus
+
+
+
+
+
+
+
Pick Lock :
+
+
+
+
Total Bonus
+
+
+
+
+
+
+
Find Trap :
+
+
+
+
Total Bonus
+
+
+
+
+
+
+
Disable Trap :
+
+
+
+
Total Bonus
+
+
+
+
+
+
+
Forge Document :
+
+
+
+
Total Bonus
+
+
+
+
+
+
+
Disguise Self :
+
+
+
+
Total Bonus
+
+
+
+
+
+
+
Read Languages :
+
+
+
+
Total Bonus
+
+
+
+
+
+
+
Handle Poison :
+
+
+
+
Total Bonus
+
+
+
+
+
+
+
Hit Points:1d6 per level
+
Weapons: Blackjack, blowgun, crossbow, dagger, dart, garrote, longsword, short sword, sling, and staff
+
Armor: Thieves are careful in their choice of armor, as it affects the use of their skills.
+
Languages: Common, Thieves Cant
+
Movement: 30'
+
Alignment:
+
+
Neutral (common): Path of the Swindler
+
+
Great at: Sneak, Pick pocket, Climb, Forge document
+
Good at: Hide, Pick lock, Find trap, Disable trap, Cast spell from scroll
+
Average at: Backstab, Read languages
+
Okay at: Disguise self, Handle poison
+
+
+
Lawful (common): Path of the Boss
+
+
Great at: Hide, Climb, Find trap, Disable trap
+
Good at: Backstab, Sneak, Pick pocket, Pick lock
+
Average at: Disguise self, Handle poison, Cast spell from scroll
+
Okay at: Forge document, Read languages
+
+
+
Chaotic (common): Path of the Assassin
+
+
Great at: Backstab, Sneak, Disguise self, Handle poison
+
Good at: Hide, Climb, Pick lock, Find trap
+
Average at: Pick pocket, Disable trap, Cast spell from scroll
+
Okay at: Forge document, Read languages
+
+
+
+
+
+
+
+
+
+
+
+
+
Sneak silently :
+
+
+
+
+
Success %
+
+
+
+
+
+
+
Hide in Shadows :
+
+
+
+
+
Success %
+
+
+
+
+
+
+
Pick Pockets :
+
+
+
+
+
Success %
+
+
+
+
+
+
+
Climb Sheer Surfaces :
+
+
+
+
+
Success %
+
+
+
+
+
+
+
Pick Lock :
+
+
+
+
+
Success %
+
+
+
+
+
+
+
Find Trap :
+
+
+
+
+
Success %
+
+
+
+
+
+
+
Disable Trap :
+
+
+
+
+
Success %
+
+
+
+
+
+
+
Forge Document :
+
+
+
+
+
Success %
+
+
+
+
+
+
+
Disguise Self :
+
+
+
+
+
Success %
+
+
+
+
+
+
+
Read Languages :
+
+
+
+
+
Success %
+
+
+
+
+
+
+
Handle Poison :
+
+
+
+
+
Success %
+
+
+
+
+
+
+
Hit Points:1d6 per level
+
Weapons: Blackjack, blowgun, crossbow, dagger, dart, garrote, longsword, short sword, sling, and staff
+
Armor: Thieves are careful in their choice of armor, as it affects the use of their skills.
+
Languages: Thieves Cant
+
Alignment:
+
+
Neutral (common): Path of the Swindler
+
+
Great at: Sneak, Pick pocket, Climb, Forge document
+
Good at: Hide, Pick lock, Find trap, Disable trap, Cast spell from scroll
+
Average at: Backstab, Read languages, Disguise self, Handle poison
+
+
+
Lawful (common): Path of the Boss
+
+
Great at: Hide, Climb, Find trap, Disable trap
+
Good at: Backstab, Sneak, Pick pocket, Pick lock
+
Average at: Disguise self, Handle poison, Cast spell from scroll, Forge document, Read languages
+
+
+
Chaotic (common): Path of the Assassin
+
+
Great at: Backstab, Pick lock, Disguise self, Handle poison
+
Good at: Hide, Climb, Sneak, Find trap
+
Average at: Pick pocket, Disable trap, Cast spell from scroll, Forge document, Read languages
Weapons: Dagger, longbow, longsword, shortbow, short sword, and staff
+
Armor: Wizards rarely wear armor, as it hinders spellcasting.
+
Alignment: Chaotic wizards study black magic. Neutral or lawful wizards seek control over elements. Wizards of all persuasions practice enchantment.
+
Languages: Common. Knows two additional languages for every point of Int modifier
+
Movement: 30'
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
Melee Weapons
+
+
+
Lucky Weapon
+
Starting Weapon Lucky Roll
+
Use Backstab
+
Weapon
+
Wielded
+
Attack Die
+
Magic Bonus
+
To Hit Bonus
+
Damage Dice
+
Dmg Bonus
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
Ranged Weapons
+
+
+
Lucky Weapon
+
Starting Weapon Lucky Roll
+
Ammo
+
Weapon
+
Short Range
+
Med Range
+
Long Range
+
Attack Die
+
Magic Bonus
+
To Hit Bonus
+
Damage Dice
+
Dmg Bonus
+
Range to Attack
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
Spell Slots by Class
+
+
+
+
+
+
+
1st Level
+
+
2nd Level
+
+
3rd Level
+
+
4th Level
+
+
5th Level
+
+
+
+
Cleric
+
+
+
+
+
+
+
+
+
+
+
+
+
Elf Fighter/Mage
+
+
+
+
+
+
+
+
+
+
+
+
+
Wizard
+
+
+
+
+
+
+
+
+
+
+
+
+
Bard
+
+
+
+
+
+
+
+
+
+
+
Gnome
+
+
+
+
+
+
+
+
+
+
+
Paladin
+
+
+
+
+
+
+
+
+
+
+
Dwarf Priest
+
+
+
+
+
+
+
+
+
+
+
+
+
Elf Rogue
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
Caster Type
+
+
+
+
+
+
+
+
+
Manifestation
+
+
+
+
+
+
+
+
+
+
+
+
+
+
Spell Type
+
+
+
+
+
+
+
+
+
+
+
+
+
Grimoire
+
The first time you attempt to cast a spell, you need to roll your Mercurial Magic check along with your Manifestation check. There are text boxes to enter these effects for each spell.
Add any equipment, effects or items here that give a benefit to your Armor Class (AC). This includes Armor, shields and any magical items or spells. Use the checkboxes to indicate whether each row is is worn/equipped (meaning it applies to your normal AC score) and whether the row also provides a benefit to your unArmored AC score (such as magical items or in some cases a shield). If you have a class feature that also boosts your unArmored AC then select that here too.
+
+
+
+
+
AC (worn armor)
+
AC (unArmored)
+
+
+
+
Total Check Penalty
+
Total Speed Reduction
+
+
+
+
+
+
+
+
Worn?
+
unArmored?
+
Name
+
Base AC
+
Magic Bonus
+
Total AC
+
Fumble Die
+
Check Penalty
+
Speed Reduction
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
Coin Carried
+
Total = value of all coins converted to GP
+
+
+
+
+
+
+
+
+
CP
+
SP
+
GP
+
EP
+
PP
+
Total
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
Inventory
+
+
+
+
+
Equipment
+
Treasure
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
0-level Character Sheet
+
+
This character sheet is for 0-level characters only. It is a much pared down version of the main player character sheet which gets filled out once a character survives the funnel and makes it to level 1.
+
+
+
+
+
+
+
+
Character Information
+
+
+
Occupation
+
Alignment
+
Level
+
XP
+
+
+
+
+
+
+
+
+
+
.
+
+
+
+
+
+
+
+
.
+
+
+
+
+
+
Armor Class
+
+
unArmored
+
+
+
+
+
+
+
+
+
+
+
+
+
+
.
+
+
+
+
+
Max HP
+
+
+
+
Hit Point Die
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
Hit Points
+
+
+
+
+
+
+
+
+
Combat Basics
+
+
+
Initiative :
+
Bonus
+
Total
+
+
+
+
+
+
+
+
+
+
+
+
Action Dice :
+
+
+
+
+
+
+
+
+
Crit Range :
+
+
+
+
+
+
+
+
Crit Die :
+
+
+
+
+
+
+
+
Crit Table :
+
+
+
+
+
+
+
+
+
Fumble Die :
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
Core Stats
+
+
+
+
Current Score
+
Max Score
+
Mod
+
Trained (T)
+
Untrained (U)
+
+
+
+
Strength
+
+
+
+
+
+
+
+
+
+
+
+
+
+
Agility
+
+
+
+
+
+
+
+
+
+
+
+
+
Stamina
+
+
+
+
+
+
+
+
+
+
+
+
+
Personality
+
+
+
+
+
+
+
+
+
+
+
+
+
Intelligence
+
+
+
+
+
+
+
+
+
+
+
+
+
Luck
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
Luck Check
+
+
+
+
+
+
+
+
+
+
+
+
+
+
Saving Throws
+
+
+
+
Base
+
Birth Augur Bonus
+
Save Bonus
+
Mod
+
+
+
+
+
Reflex
+
+
+
+
+
+
+
+
+
+
+
Fortitude
+
+
+
+
+
+
+
+
+
+
+
Will
+
+
+
+
+
+
+
+
+
+
+
+
Movement
+
+
+
+
+
+
+
Base Speed
+
+
+
+
+
+
+
Walk
+
Run
+
Fly
+
Climb
+
Swim
+
Burrow
+
+
+
+
+
+
+
+
+
+
+
+
+
+
Other
+
+
+
+
+
+
+
Known Languages:
+
+
+
+
+
+
+
Starting Luck
+
+
+
Lucky Roll Bonus
+
+
+
+
+
+
Birth Augur
+
+
+
+
+
+
+
Lucky Roll
+
+
+
+
+
+
Lucky Roll for Harsh Winter (All attack rolls)?
+
+
+
Lucky Roll for The bull (Melee attack rolls)?
+
+
+
Lucky Roll for Born on the battlefield (Damage rolls)?
+
+
+
Lucky Roll for Path of the bear (Melee damage rolls)?
+
+
+
Lucky Roll for Righteous Heart (Turn Unholy Checks)?
+
+
+
Lucky Roll for Survived the Plague (Magical Healing)?
+
+
+
Lucky Roll for Born Under the Loom (Skill Checks)?
+
+
+
Lucky Roll for Fox's Cunning (Find/Disable Traps)?
+
+
+
Lucky Roll for Fortunate date (Missile fire attack rolls)?
+
+
+
Lucky Roll for Hawkeye (Missile fire damage rolls)?
+
+
+
Lucky Roll for The Broken Star (Fumbles)?
+
+
+
+
Lucky Roll for Warrior’s arm (Critical hit tables)?
+
+
+
Lucky Roll for Bountiful harvest (Hit points)?
+
+
+
Lucky Roll for Speed of the cobra (Initiative)?
+
+
+
Lucky Roll for Seventh son (Spell checks)?
+
+
+
Lucky Roll for Unholy house (Corruption rolls)?
+
+
+
Lucky Roll for Charmed house (Armor Class)?
+
+
+
Lucky Roll for Four-leafed clover (Find secret doors)?
+
+
+
+
+
+
+
+
+
+
+
+
+
+
Melee Weapons
+
+
Starting Weapon Lucky Roll
+
Weapon
+
Wielded
+
Attack Die
+
Magic Bonus
+
To Hit
+
Damage Dice
+
Dmg Bonus
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
Ranged Weapons
+
+
Starting Weapon Lucky Roll
+
Ammo
+
Weapon
+
Short Range
+
Med Range
+
Long Range
+
Attack Die
+
Magic Bonus
+
To Hit Bonus
+
Damage Dice
+
Dmg Bonus
+
Range to Attack
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
Armor Class
+
Add any equipment, effects or items here that give a benefit to your Armor Class (AC). This includes Armor, shields and any magical items or spells. Use the checkboxes to indicate whether each row is is worn/equipped (meaning it applies to your normal AC score) and whether the row also provides a benefit to your unArmored AC score (such as magical items or in some cases a shield).
+
+
+
+
+
AC (worn armor)
+
AC (unArmored)
+
+
+
+
Total Check Penalty
+
Total Speed Reduction
+
+
+
+
+
+
+
+
Worn?
+
unArmored?
+
Name
+
Base AC
+
Magic Bonus
+
Total AC
+
Fumble Die
+
Check Penalty
+
+
Speed Reduction
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
Coin Carried
+
Total = value of all coins converted to GP
+
+
+
+
+
+
+
+
+
CP
+
SP
+
GP
+
EP
+
PP
+
Total
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
Inventory
+
+
+
+
+
Equipment
+
Treasure
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
Monster/NPC Sheet (GM ONLY)
+
+
This character sheet is for NPCs and Monsters. It is for the GMs to use.
Mundane animals, un-dead, demons, devils, monsters (e.g., basilisk or medusa), lycanthropes, perversions of nature (e.g., otyughs and slimes)
+
+
+
Chaos
+
Axe (any), bow (any), dagger, dart, flail
+
Angels, paladins, lawful dragons, Lords of Law, Lawful Primes, and Law-aligned humanoids (e.g., goblins)
+
+
+
+
+
+
+
+
+
Dwarven Abilities
+
+
+
+
+
+
Secret Doors
+
Misc Bonus
+
Total Bonus
+
+
+
+
+
+
+
+
+
+
Mighty Deeds of Arms
+
+
+
+
+
+
+
+
+
+
+
+
Lucky Weapon
+
+
+
+
+
+
+
Shield bash (d14)
+
Attack Bonus
+
Total Bonus
+
Damage Bonus
+
Total Bonus
+
+
+
+
+
+
+
+
+
+
Hit Points:1d10 per level
+
Weapons: Battleaxe, club, dagger, handaxe, longsword, mace, short sword, spear, two-handed sword, warhammer, crossbow, javelin, shortbow, and sling
+
Armor: Any
+
Alignment: Law (common), Neutral (uncommon), Chaos (rare)
+
Languages: Knows Common, Dwarven, & one other language. Also knows one additional language for every point of Int modifier
+
Infravision: 60 feet
+
Movement: 20 feet
+
Underground Skills
+
+
Smell Gold/Gems
+
+
Strong concentration within 100'
+
Smaller concentrations, down to a single coin, as low as 40' (for a single coin or gem)
+
+
+
Find Construction: Bonus equal to Class Level
+
+
+
+
+
+
+
+
+
Dwarven Priest Abilities
+
+
+
+
+
Secret Doors
+
Misc Bonus
+
Total Bonus
+
+
+
+
+
+
+
+
+
+
Mighty Deeds of Arms
+
+
+
+
+
+
+
+
+
+
+
+
Deity
+
+
+
+
+
+
+
Disapproval
+
+
+
+
+
+
+
+
+
+
+
+
+
Momentum
+
+
+
+
+
+
+
+
+
Turn Unholy
+
+
Misc Bonus
+
Total Bonus
+
+
+
+
+
+
+
+
Divine Aid
+
+
Misc Bonus
+
Total Bonus
+
+
+
+
+
+
+
+
Lay On Hands
+
+
Misc Bonus
+
Total Bonus
+
+
+
+
+
+
+
+
+
Lay on Hands Results Table
+
+
+
Spell Check
+
Same Alignment
+
Adjacent Alignment
+
Opposed Alignment
+
+
+
1-11
+
Failure
+
Failure
+
Failure
+
+
+
12-13
+
2 dice
+
1 die
+
1 die
+
+
+
14-19
+
3 dice
+
2 dice
+
1 die
+
+
+
20-21
+
4 dice
+
3 dice
+
2 dice
+
+
+
22+
+
5 dice
+
4 dice
+
3 dice
+
+
+
+
+
+
+
+
+
PCs of Same Alignment
+
PCs of Adjacent Alignment
+
PCs of Opposed Alignment
+
+
+
+
+
+
+
+
+
+
+
+
Hit Points:1d8 per level
+
Weapons: Battleaxe, club, handaxe, mace, spear, warhammer, crossbow, and sling
+
Armor: Any. They also receive the Lucky Roll for Armor Class.
+
Alignment: Law (common), Neutral (very rare), Chaos (rare)
+
Languages: Knows Common, Dwarven, & Angelic (if lawful) or Demonic (if chaotic) [Player's choice between those two if Neutral]. Also knows one additional language for every point of Int modifier
+
Infravision: 60 feet
+
Movement: 20 feet
+
Underground Skills
+
+
Smell Gold/Gems
+
+
Strong concentration within 100'
+
Smaller concentrations, down to a single coin, as low as 40' (for a single coin or gem)
Mundane animals, un-dead, demons, devils, monsters (e.g., basilisk or medusa), lycanthropes, perversions of nature (e.g., otyughs and slimes)
+
+
+
Chaos
+
Angels, paladins, lawful dragons, Lords of Law, Lawful Primes, and Law-aligned humanoids (e.g., goblins)
+
+
+
+
+
+
+
+
Elf Abilities
+
+
+
+
+
Heightened Senses
+
Misc Bonus
+
Total Bonus
+
+
+
+
+
+
+
+
+
Lucky Spell (1st level)
+
+
+
+
+
+
+
Momentum
+
+
+
+
+
+
+
+
+
Familiar
+
+
+
+
Spell Check
+
+
+
+
+
+
+
Name
+
+
+
+
+
+
+
Type
+
+
+
+
+
+
+
Physical Look
+
+
+
+
+
+
+
Personality
+
+
+
+
+
+
+
+
Benefit(s)
+
+
+
+
+
+
+
+
Patron(s)
+
+
+
+
Name(s)
+
+
+
+
+
+
+
+
Taint
+
+
+
+
+
+
+
Notes
+
+
+
+
+
+
+
+
+
Spell Corruption
+
+
+
+
+
+
+
+
+
+
+
+
Other Notes
+
+
+
+
+
+
+
+
+
+
+
+
Hit Points: 1d6 per level
+
Weapons: Dagger, javelin, lance, longbow, longsword, shortbow, short sword, staff, spear, and two-handed sword
+
Armor: Elves often wear Mithril armor, even though it hinders spellcasting.
+
Alignment: Law (rare), Neutral (common), Chaos (common)
+
Languages: Knows Common, Elvish, & one other language. Also knows one additional language for every point of Int modifier
+
Infravision: 60 feet
+
Movement: 30 feet
+
Equipment: At 1st level, purchase one piece of armor and one weapon made from mithril at no additional cost.
+
Immunities:
+
+
Immune to Magical Sleep
+
Immune to Paralysis
+
+
+
Vulnerabilities:
+
+
Elf may not wear iron armor or bear the touch of iron weapons for extended periods, this will cause 1 HP of damage per day of direct contact
+
+
+
+
+
+
+
+
Elf Rogue Abilities
+
+
+
+
+
+
Heightened Senses
+
Misc Bonus
+
Total Bonus
+
+
+
+
+
+
+
+
+
Backstab
+
+
+
+
Misc Bonus
+
Total Bonus
+
(Added to Attack Roll when backstab used - check button on weapon table)
+
+
+
+
+
+
Sneak silently
+
+
+
+
Misc Bonus
+
Total Bonus
+
+
+
+
+
+
+
+
+
Hide in Shadows
+
+
+
+
Misc Bonus
+
Total Bonus
+
+
+
+
+
+
+
+
+
Pick Pockets
+
+
+
+
Misc Bonus
+
Total Bonus
+
+
+
+
+
+
+
+
+
Climb Sheer Surfaces
+
+
+
+
Misc Bonus
+
Total Bonus
+
+
+
+
+
+
+
+
+
Pick Lock
+
+
+
+
Misc Bonus
+
Total Bonus
+
+
+
+
+
+
+
+
+
Find Trap
+
+
+
+
Misc Bonus
+
Total Bonus
+
+
+
+
+
+
+
+
+
Disable Trap
+
+
+
+
Misc Bonus
+
Total Bonus
+
+
+
+
+
+
+
+
+
Forge Document
+
+
+
+
Misc Bonus
+
Total Bonus
+
+
+
+
+
+
+
+
+
Disguise Self
+
+
+
+
Misc Bonus
+
Total Bonus
+
+
+
+
+
+
+
+
+
Read Languages
+
+
+
+
Misc Bonus
+
Total Bonus
+
+
+
+
+
+
+
+
+
Handle Poison
+
+
+
+
Misc Bonus
+
Total Bonus
+
+
+
+
+
+
+
+
+
Lucky Skill (1st level)
+
+
+
+
+
+
+
Momentum
+
+
+
+
+
+
+
+
+
Familiar
+
+
+
+
Spell Check
+
+
+
+
+
+
+
Name
+
+
+
+
+
+
+
Type
+
+
+
+
+
+
+
Physical Look
+
+
+
+
+
+
+
Personality
+
+
+
+
+
+
+
+
Benefit(s)
+
+
+
+
+
+
+
+
Patron(s)
+
+
+
+
Name(s)
+
+
+
+
+
+
+
+
Taint
+
+
+
+
+
+
+
Notes
+
+
+
+
+
+
+
+
+
Spell Corruption
+
+
+
+
+
+
+
+
+
+
+
+
Other Notes
+
+
+
+
+
+
+
+
+
+
+
+
Hit Points: 1d6 per level
+
Weapons: Dagger, javelin, lance, longbow, longsword, shortbow, short sword, staff, spear, and two-handed sword
+
Armor: Elves often wear Mithril armor, even though it hinders spellcasting.
+
Languages: Knows Common. Lawful/Neutral Rogues know Elvish, & their alignment tongue. Chaotic rogues know Undercommon and either Elvish or their alignment tongue. Also knows one additional language for every point of Int modifier
+
Infravision: 60 feet
+
Movement: 30 feet
+
Alignment:
+
+
Lawful (rare):
+
+
Great at: Read languages, Disable trap, Climb sheer surfaces
+
Good at: Sneak silently, Hide in shadow, Pick pocket, Find Trap
+
Average at: Pick lock, Disguise self, Handle poison
+
Okay at: Backstab, Forge Document
+
+
+
Chaotic (uncommon):
+
+
Great at: Backstab, Sneak silently, Hide in shadows
Good at: Sneak silently, Hide in shadows, Climb sheer surfaces, Find trap, Disguise self
+
Average at: Backstab, Forge document, Read languages
+
Okay at: Handle poison
+
+
+
+
+
Immunities:
+
+
Immune to Magical Sleep
+
Immune to Paralysis
+
+
+
Vulnerabilities:
+
+
Elf may not wear iron armor or bear the touch of iron weapons for extended periods, this will cause 1 HP of damage per day of direct contact
+
+
+
+
+
+
+
+
Gnome Abilities
+
+
+
Secret Doors
+
Misc Bonus
+
Total Bonus
+
+
+
+
+
+
+
+
+
+
Trick Die
+
+
+
+
+
+
+
+
+
Magic Resistance
+
% Bonus
+
+
+
+
+
+
+
+
+
Animal Trick
+
+
+
+
+
+
+
+
+
Gem Affinity
+
% Bonus
+
+
+
+
+
+
+
+
+
Momentum
+
+
+
+
+
+
+
+
+
+
Spell Corruption
+
+
+
+
+
+
+
+
+
+
+
+
Other Notes
+
+
+
+
+
+
+
+
+
+
+
+
Hit Points: 1d5 per level
+
Weapons: Dagger, dart, sling or staff.
+
Armor: Gnomes do not often wear armor due to their small size and because it hinders spellcasting.
+
Alignment: Law (rare), Neutral (common), Chaos (uncommon)
+
Languages: Knows Common, Gnomish, Elvish, and Dwarven. Also knows one additional language for every point of Int modifier
+
Infravision: 60 feet
+
Movement: 20 feet
+
Level Limitation: Level 5
+
Luck: Add Luck modifier to saving throws against magic attacks and spells
+
+
+
+
+
+
Halfling Abilities
+
+
+
Secret Doors
+
Misc Bonus
+
Total Bonus
+
+
+
+
+
+
+
+
+
+
Stealth Bonus
+
+
+
+
+
+
+
+
+
Halfling Sneak
+
Misc Bonus
+
Total Bonus
+
+
+
+
+
+
+
+
+
Halfling Hide
+
Misc Bonus
+
Total Bonus
+
+
+
+
+
+
+
+
+
Hit Points: 1d6 per level
+
Weapons: Club, dagger, handaxe, staff, short sword, crossbow, javelin, shortbow, and sling
+
Armor: Any
+
Alignment: Law (common), Neutral (uncommon), Chaos (extremely rare)
+
Languages: Knows Common, Halfling, & one other language. Also knows one additional language for every point of Int modifier
+
Infravision: 30 feet
+
Movement: 20 feet
+
+
+
+
+
+
Halfling Champion Abilities
+
+
+
Secret Doors
+
Misc Bonus
+
Total Bonus
+
+
+
+
+
+
+
+
+
+
Mighty Deeds of Arms
+
+
+
+
+
+
+
+
+
+
+
+
Stealth Bonus
+
Bonus
+
+
+
+
+
+
Halfling Sneak
+
Misc Bonus
+
Total Bonus
+
+
+
+
+
+
+
+
+
Halfling Hide
+
Misc Bonus
+
Total Bonus
+
+
+
+
+
+
+
+
+
Hit Points: 1d8 per level
+
Weapons: Club, dagger, handaxe, staff, short sword, crossbow, javelin, shortbow, and sling. Longsword, warhammer or heavy axe as a 2-handed weapon.
+
Armor: Any
+
Alignment: Law (common), Neutral (uncommon), Chaos (extremely rare)
+
Languages: Knows Common, and Halfling. Also knows one additional language for every point of Int modifier
+
Infravision: 30 feet
+
Movement: 20 feet
+
+
+
+
+
+
+
Mutant Abilities
+
+
+
Secret Doors
+
Misc Bonus
+
Total Bonus
+
+
+
+
+
+
+
+
+
+
Hit Points: 2d4 per level
+
Weapons: Any
+
Armor: Any, but must be customized for the Mutant
+
Alignment: Law (uncommon), Neutral (common), Chaos (common)
+
+
+
+
+
Survival : Add your Survival Die to all non-combat tasks related to surviving in the wilds and wastes such as finding safe food, finding clean water, avoiding environmental hazards, identifying dangerous creatures, navigation through the wastes, etc.. In addition, the mutant can add their Survival Die to all Saves involving toxins, radiation, and environmental effects.
+
+
+
+
+
+
+
+
+
+
+
+
Character Mutations
+
All mutant characters have one or more mutations. Roll on table MU-2 (on Mutant Handout) to determine what type of mutation you have. Then roll to determine the sub-table under the type of mutation. Finally, roll on the sub-table to determine the mutation. Once you have determined what mutation you have, roll the percentage chance for each item listed. Yes, it is possible to receive no benefits or penalties for the mutation.
+
+
+
+
+
+
+
+
Paladin Abilities
+
+
+
Secret Doors
+
Misc Bonus
+
Total Bonus
+
+
+
+
+
+
+
+
+
+
Deity
+
+
+
+
+
+
+
Smite
+
+
+
+
+
+
+
+
+
+
+
+
Disapproval
+
+
+
+
+
+
+
+
+
+
Fallen Points
+
+
+
+
+
+
+
+
+
Momentum
+
+
+
+
+
+
+
+
+
Instill Bravery
+
+
Misc Bonus
+
Total Bonus
+
+
+
+
+
+
+
+
+
Cause Fear
+
+
Misc Bonus
+
Total Bonus
+
+
+
+
+
+
+
+
+
Lay On Hands
+
+
Misc Bonus
+
Total Bonus
+
+
+
+
+
+
+
+
+
Holy Deed Results Table
+
+
+
Roll
+
Lay on Hands Same / Adjacent / Opposed
+
Instill Bravery
+
Cause Fear
+
+
+
1-11
+
Failure
+
Failure
+
Failure
+
+
+
12-13
+
1 dice / None / None
+
+1 bonus/ one target
+
One target
+
+
+
14-19
+
2 dice / 1 dice / None
+
+2 bonus/1d3 targets
+
1d3 targets
+
+
+
20-21
+
3 dice / 2 dice / 1 dice
+
+3 bonus/1d4 targets
+
1d5 targets
+
+
+
22-24
+
4 dice / 3 dice / 2 dice
+
+4 bonus/1d6 targets
+
1d7 targets
+
+
+
25+
+
4 dice / 3 dice / 2 dice
+
+5 bonus/1d7 targets
+
1d8 targets
+
+
+
+
+
+
+
+
+
PCs of Same Alignment
+
PCs of Adjacent Alignment
+
PCs of Opposed Alignment
+
+
+
+
+
+
+
+
+
+
+
+
Hit Points: 1d10 per level
+
Weapons: Those allowed by chosen god. In addition, they can use the following melee and ranged weapons: battleaxe, club, crossbow, dagger, handaxe, javelin, longbow, longsword, mace, short sword, shortbow, sling, spear, two-handed sword, and warhammer.
+
Armor: Any
+
Alignment: Same as chosen god
+
Languages: Knows Common. Also knows one additional language for every point of Int modifier
Armor: Any shield and armor with a total Check Penalty less than -6.
+
Alignment: Law (uncommon), Neutral (common), Chaos (uncommon)
+
Languages: Common. Knows two additional languages for every point of Int modifier. These languages must be one of his favored enemies or an animal one.
+
Movement: 30'
+
Ranger Paths
+
+
Archery Expert
+
+
When firing into melee, the ranger may ignore the 50% chance to hit an ally engaged in the melee.
+
Uses Mighty Deed die when attacking with Crossbow, Longbow or Shortbow
+
+
+
Two-Weapon Expert
+
+
A ranger can fight effectively with 2 equal-sized one-handed weapons as if his Agility was 16.
+
Uses Mighty Deed die when attacking with two-weapons
+
+
+
+
+
+
+
+
+
+
Technologist Abilities
+
+
+
+
+
+
Secret Doors
+
Misc Bonus
+
Total Bonus
+
+
+
+
+
+
+
+
+
+
Weapon Tinkering :
+
+
+
+
+
+
+
+
+
+
+
Bot Repair :
+
+
+
+
+
+
+
+
+
+
+
Computer Use :
+
+
+
+
+
+
+
+
+
+
+
Vehicle Repair :
+
+
+
+
+
+
+
+
+
+
+
General Tech :
+
+
+
+
+
+
+
+
+
+
+
Use Alien Tech :
+
+
+
+
+
+
+
+
+
+
Hit Points:1d6 per level
+
Weapons: Daggers, Clubs, Staves, Hand Axes, Crossbows, Pistols and Rifles of any Era, Grenades and Explosives of any Era
+
Armor: Any
+
Languages: Common
+
Movement: 30'
+
Alignment:
+
+
Neutral (common): Has unbiased nature of scientific understanding
+
+
Great at: Vehicle Repair
+
Good at: Use Alien Tech, Weapon Tinkering
+
Average at: Computer Use, General Tech
+
Okay at: Bot Repair
+
+
+
Lawful (uncommon): Obsessed with theoretical science
+
+
Great at: General Tech, Use Alien Tech
+
Good at: Computer Use
+
Average at: Bot Repair, Vehicle Repair
+
Okay at: Weapon Tinkering
+
+
+
Chaotic (uncommon): Prone to be called mad scientists
+
+
Great at: Weapon Tinkering
+
Good at: Bot Repair
+
Average at: Computer Use, Vehicle Repair, Use Alien Tech
+
Okay at: General Tech
+
+
+
+
+
+
+
+
+
+
Thief Abilities
+
+
+
+
+
+
Secret Doors
+
Misc Bonus
+
Total Bonus
+
+
+
+
+
+
+
+
+
+
Luck Die :
+
+
+
+
+
+
+
+
+
+
Backstab :
+
+
+
+
Total Bonus
+
(Added to Attack Roll when backstab used - check button on weapon table)
+
+
+
+
+
+
Cast Spell from Scroll :
+
+
+
+
Total Bonus
+
+
+
+
+
+
+
+
+
+
+
+
+
+
Sneak silently :
+
+
+
+
Total Bonus
+
+
+
+
+
+
+
Hide in Shadows :
+
+
+
+
Total Bonus
+
+
+
+
+
+
+
Pick Pockets :
+
+
+
+
Total Bonus
+
+
+
+
+
+
+
Climb Sheer Surfaces :
+
+
+
+
Total Bonus
+
+
+
+
+
+
+
Pick Lock :
+
+
+
+
Total Bonus
+
+
+
+
+
+
+
Find Trap :
+
+
+
+
Total Bonus
+
+
+
+
+
+
+
Disable Trap :
+
+
+
+
Total Bonus
+
+
+
+
+
+
+
Forge Document :
+
+
+
+
Total Bonus
+
+
+
+
+
+
+
Disguise Self :
+
+
+
+
Total Bonus
+
+
+
+
+
+
+
Read Languages :
+
+
+
+
Total Bonus
+
+
+
+
+
+
+
Handle Poison :
+
+
+
+
Total Bonus
+
+
+
+
+
+
+
Hit Points:1d6 per level
+
Weapons: Blackjack, blowgun, crossbow, dagger, dart, garrote, longsword, short sword, sling, and staff
+
Armor: Thieves are careful in their choice of armor, as it affects the use of their skills.
+
Languages: Common, Thieves Cant
+
Movement: 30'
+
Alignment:
+
+
Neutral (common): Path of the Swindler
+
+
Great at: Sneak, Pick pocket, Climb, Forge document
+
Good at: Hide, Pick lock, Find trap, Disable trap, Cast spell from scroll
+
Average at: Backstab, Read languages
+
Okay at: Disguise self, Handle poison
+
+
+
Lawful (common): Path of the Boss
+
+
Great at: Hide, Climb, Find trap, Disable trap
+
Good at: Backstab, Sneak, Pick pocket, Pick lock
+
Average at: Disguise self, Handle poison, Cast spell from scroll
+
Okay at: Forge document, Read languages
+
+
+
Chaotic (common): Path of the Assassin
+
+
Great at: Backstab, Sneak, Disguise self, Handle poison
+
Good at: Hide, Climb, Pick lock, Find trap
+
Average at: Pick pocket, Disable trap, Cast spell from scroll
+
Okay at: Forge document, Read languages
+
+
+
+
+
+
+
+
+
+
+
+
+
Sneak silently :
+
+
+
+
+
Success %
+
+
+
+
+
+
+
Hide in Shadows :
+
+
+
+
+
Success %
+
+
+
+
+
+
+
Pick Pockets :
+
+
+
+
+
Success %
+
+
+
+
+
+
+
Climb Sheer Surfaces :
+
+
+
+
+
Success %
+
+
+
+
+
+
+
Pick Lock :
+
+
+
+
+
Success %
+
+
+
+
+
+
+
Find Trap :
+
+
+
+
+
Success %
+
+
+
+
+
+
+
Disable Trap :
+
+
+
+
+
Success %
+
+
+
+
+
+
+
Forge Document :
+
+
+
+
+
Success %
+
+
+
+
+
+
+
Disguise Self :
+
+
+
+
+
Success %
+
+
+
+
+
+
+
Read Languages :
+
+
+
+
+
Success %
+
+
+
+
+
+
+
Handle Poison :
+
+
+
+
+
Success %
+
+
+
+
+
+
+
Hit Points:1d6 per level
+
Weapons: Blackjack, blowgun, crossbow, dagger, dart, garrote, longsword, short sword, sling, and staff
+
Armor: Thieves are careful in their choice of armor, as it affects the use of their skills.
+
Languages: Thieves Cant
+
Alignment:
+
+
Neutral (common): Path of the Swindler
+
+
Great at: Sneak, Pick pocket, Climb, Forge document
+
Good at: Hide, Pick lock, Find trap, Disable trap, Cast spell from scroll
+
Average at: Backstab, Read languages, Disguise self, Handle poison
+
+
+
Lawful (common): Path of the Boss
+
+
Great at: Hide, Climb, Find trap, Disable trap
+
Good at: Backstab, Sneak, Pick pocket, Pick lock
+
Average at: Disguise self, Handle poison, Cast spell from scroll, Forge document, Read languages
+
+
+
Chaotic (common): Path of the Assassin
+
+
Great at: Backstab, Pick lock, Disguise self, Handle poison
+
Good at: Hide, Climb, Sneak, Find trap
+
Average at: Pick pocket, Disable trap, Cast spell from scroll, Forge document, Read languages
Weapons: Dagger, longbow, longsword, shortbow, short sword, and staff
+
Armor: Wizards rarely wear armor, as it hinders spellcasting.
+
Alignment: Chaotic wizards study black magic. Neutral or lawful wizards seek control over elements. Wizards of all persuasions practice enchantment.
+
Languages: Common. Knows two additional languages for every point of Int modifier
+
Movement: 30'
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
Melee Weapons
+
+
+
Lucky Weapon
+
Starting Weapon Lucky Roll
+
Use Backstab
+
Weapon
+
Wielded
+
Attack Die
+
Magic Bonus
+
To Hit Bonus
+
Damage Dice
+
Dmg Bonus
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
Ranged Weapons
+
+
+
Lucky Weapon
+
Starting Weapon Lucky Roll
+
Ammo
+
Weapon
+
Short Range
+
Med Range
+
Long Range
+
Attack Die
+
Magic Bonus
+
To Hit Bonus
+
Damage Dice
+
Dmg Bonus
+
Range to Attack
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
Spell Slots by Class
+
+
+
+
+
+
+
1st Level
+
+
2nd Level
+
+
3rd Level
+
+
4th Level
+
+
5th Level
+
+
+
+
Cleric
+
+
+
+
+
+
+
+
+
+
+
+
+
Elf Fighter/Mage
+
+
+
+
+
+
+
+
+
+
+
+
+
Wizard
+
+
+
+
+
+
+
+
+
+
+
+
+
Bard
+
+
+
+
+
+
+
+
+
+
+
Gnome
+
+
+
+
+
+
+
+
+
+
+
Paladin
+
+
+
+
+
+
+
+
+
+
+
Dwarf Priest
+
+
+
+
+
+
+
+
+
+
+
+
+
Elf Rogue
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
Caster Type
+
+
+
+
+
+
+
+
+
Manifestation
+
+
+
+
+
+
+
+
+
+
+
+
+
+
Spell Type
+
+
+
+
+
+
+
+
+
+
+
+
+
Grimoire
+
The first time you attempt to cast a spell, you need to roll your Mercurial Magic check along with your Manifestation check. There are text boxes to enter these effects for each spell.
Add any equipment, effects or items here that give a benefit to your Armor Class (AC). This includes Armor, shields and any magical items or spells. Use the checkboxes to indicate whether each row is is worn/equipped (meaning it applies to your normal AC score) and whether the row also provides a benefit to your unArmored AC score (such as magical items or in some cases a shield). If you have a class feature that also boosts your unArmored AC then select that here too.
+
+
+
+
+
AC (worn armor)
+
AC (unArmored)
+
+
+
+
Total Check Penalty
+
Total Speed Reduction
+
+
+
+
+
+
+
+
Worn?
+
unArmored?
+
Name
+
Base AC
+
Magic Bonus
+
Total AC
+
Fumble Die
+
Check Penalty
+
Speed Reduction
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
Coin Carried
+
Total = value of all coins converted to GP
+
+
+
+
+
+
+
+
+
CP
+
SP
+
GP
+
EP
+
PP
+
Total
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
Inventory
+
+
+
+
+
Equipment
+
Treasure
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
0-level Character Sheet
+
+
This character sheet is for 0-level characters only. It is a much pared down version of the main player character sheet which gets filled out once a character survives the funnel and makes it to level 1.
+
+
+
+
+
+
+
+
Character Information
+
+
+
Occupation
+
Alignment
+
Level
+
XP
+
+
+
+
+
+
+
+
+
+
.
+
+
+
+
+
+
+
+
.
+
+
+
+
+
+
Armor Class
+
+
unArmored
+
+
+
+
+
+
+
+
+
+
+
+
+
+
.
+
+
+
+
+
Max HP
+
+
+
+
Hit Point Die
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
Hit Points
+
+
+
+
+
+
+
+
+
Combat Basics
+
+
+
Initiative :
+
Bonus
+
Total
+
+
+
+
+
+
+
+
+
+
+
+
Action Dice :
+
+
+
+
+
+
+
+
+
Crit Range :
+
+
+
+
+
+
+
+
Crit Die :
+
+
+
+
+
+
+
+
Crit Table :
+
+
+
+
+
+
+
+
+
Fumble Die :
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
Core Stats
+
+
+
+
Current Score
+
Max Score
+
Mod
+
Trained (T)
+
Untrained (U)
+
+
+
+
Strength
+
+
+
+
+
+
+
+
+
+
+
+
+
+
Agility
+
+
+
+
+
+
+
+
+
+
+
+
+
Stamina
+
+
+
+
+
+
+
+
+
+
+
+
+
Personality
+
+
+
+
+
+
+
+
+
+
+
+
+
Intelligence
+
+
+
+
+
+
+
+
+
+
+
+
+
Luck
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
Luck Check
+
+
+
+
+
+
+
+
+
+
+
+
+
+
Saving Throws
+
+
+
+
Base
+
Birth Augur Bonus
+
Save Bonus
+
Mod
+
+
+
+
+
Reflex
+
+
+
+
+
+
+
+
+
+
+
Fortitude
+
+
+
+
+
+
+
+
+
+
+
Will
+
+
+
+
+
+
+
+
+
+
+
+
Movement
+
+
+
+
+
+
+
Base Speed
+
+
+
+
+
+
+
Walk
+
Run
+
Fly
+
Climb
+
Swim
+
Burrow
+
+
+
+
+
+
+
+
+
+
+
+
+
+
Other
+
+
+
+
+
+
+
Known Languages:
+
+
+
+
+
+
+
Starting Luck
+
+
+
Lucky Roll Bonus
+
+
+
+
+
+
Birth Augur
+
+
+
+
+
+
+
Lucky Roll
+
+
+
+
+
+
Lucky Roll for Harsh Winter (All attack rolls)?
+
+
+
Lucky Roll for The bull (Melee attack rolls)?
+
+
+
Lucky Roll for Born on the battlefield (Damage rolls)?
+
+
+
Lucky Roll for Path of the bear (Melee damage rolls)?
+
+
+
Lucky Roll for Righteous Heart (Turn Unholy Checks)?
+
+
+
Lucky Roll for Survived the Plague (Magical Healing)?
+
+
+
Lucky Roll for Born Under the Loom (Skill Checks)?
+
+
+
Lucky Roll for Fox's Cunning (Find/Disable Traps)?
+
+
+
Lucky Roll for Fortunate date (Missile fire attack rolls)?
+
+
+
Lucky Roll for Hawkeye (Missile fire damage rolls)?
+
+
+
Lucky Roll for The Broken Star (Fumbles)?
+
+
+
+
Lucky Roll for Warrior’s arm (Critical hit tables)?
+
+
+
Lucky Roll for Bountiful harvest (Hit points)?
+
+
+
Lucky Roll for Speed of the cobra (Initiative)?
+
+
+
Lucky Roll for Seventh son (Spell checks)?
+
+
+
Lucky Roll for Unholy house (Corruption rolls)?
+
+
+
Lucky Roll for Charmed house (Armor Class)?
+
+
+
Lucky Roll for Four-leafed clover (Find secret doors)?
+
+
+
+
+
+
+
+
+
+
+
+
+
+
Melee Weapons
+
+
Starting Weapon Lucky Roll
+
Weapon
+
Wielded
+
Attack Die
+
Magic Bonus
+
To Hit
+
Damage Dice
+
Dmg Bonus
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
Ranged Weapons
+
+
Starting Weapon Lucky Roll
+
Ammo
+
Weapon
+
Short Range
+
Med Range
+
Long Range
+
Attack Die
+
Magic Bonus
+
To Hit Bonus
+
Damage Dice
+
Dmg Bonus
+
Range to Attack
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
Armor Class
+
Add any equipment, effects or items here that give a benefit to your Armor Class (AC). This includes Armor, shields and any magical items or spells. Use the checkboxes to indicate whether each row is is worn/equipped (meaning it applies to your normal AC score) and whether the row also provides a benefit to your unArmored AC score (such as magical items or in some cases a shield).
+
+
+
+
+
AC (worn armor)
+
AC (unArmored)
+
+
+
+
Total Check Penalty
+
Total Speed Reduction
+
+
+
+
+
+
+
+
Worn?
+
unArmored?
+
Name
+
Base AC
+
Magic Bonus
+
Total AC
+
Fumble Die
+
Check Penalty
+
+
Speed Reduction
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
Coin Carried
+
Total = value of all coins converted to GP
+
+
+
+
+
+
+
+
+
CP
+
SP
+
GP
+
EP
+
PP
+
Total
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
Inventory
+
+
+
+
+
Equipment
+
Treasure
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
Monster/NPC Sheet (GM ONLY)
+
+
This character sheet is for NPCs and Monsters. It is for the GMs to use.