| Character: | Player: | ||||||
| Race: | Class: | Level: | Alignment: | ||||
| Deity: | Size: | Description: | |||||
| Ability | Current Score | Modifier | Temporary Score | Temporary Modifier | HIT POINTS | 2nd Wind, HPs healed: | ||
| STRENGTH | Current Damage: | |||||||
| DEXTERITY | ||||||||
| CONSTITUTION | ||||||||
| INTELLIGENCE | ||||||||
| WISDOM | ||||||||
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SAVES |
TOTAL |
BASE |
ITEMS |
OTHER |
TEMPORARY |
SPELL RESISTANCE:
|
INITIATIVE |
SPEED: |
|
|
FORTITUDE |
FIRE RESIST |
ACID RESIST |
TOTAL: |
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REFLEX |
COLD RESIST |
SONIC RESIST |
DEX MOD: |
Damage Reduction: |
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|
WILL |
ELECTRIC RESIST |
MISC MOD: |
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| ARMOUR CLASS | ARMOUR | SHIELD | DEX | SIZE | NATURAL | DEFLECTION | OTHER |
ARMOUR CLASS SHIELDLESS
|
| TOTAL: | TOTAL: |
| BASE ATTACK BONUS: | GRAPPLE | Total: | BAB: | Strength: | Other: | Size: |
|
ATTACKS
|
WEAPON
|
BONUS
|
DAMAGE
|
CRIT
|
RANGE
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TYPE
|
NOTE
|
|
| ATTACK #1 | ||||||||
| ATTACK #2 | ||||||||
| ATTACK #3 | ||||||||
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TURN UNDEAD
= 1d20+ (cleric level) + (Wis mod) + (Cha mod) ~ vs ~ Undead 1d20
+ (Will Save), + (Turn Resistance) + ( -4 penalty if non-intelligent)
|
|
Turn Undead Score: 1d20+
, 20’ burst, or vs one target 60’ range. Undead with CR = ½ cleric’s turning
lvl or less are destroyed if fail their check.
|
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SKILLS TOTAL SCORE = (½ CHARACTER LEVEL ) + (ABILITY MODIFIER) + (5 IF TRAINED) + (5 IF SKILL FOCUS) |
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CLASS
base # of skills, |
Trained? |
SKILL (3.5 skill combined into this new one) |
TOTAL |
ABILITY |
MODIFIER |
MISC |
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|
APPRAISE |
|
INT
|
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| Barbarian: 6 |
ACROBATICS (Balance, Tumble, Ride, Escape Artist ) |
|
DEX
|
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| Bard: 13, +2 Knowledge skill |
ATHLETICS (Climb, Jump, Swim) |
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STR
|
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| Cleric: 6, +1 Knowledge skill |
CONCENTRATION |
|
CON
|
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| Druid: 9, + Survival |
CRAFT - METALWORK |
|
INT
|
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| Fighter: 5 |
CRAFT - STONEWORK |
|
INT
|
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| |Monk: 9, + Athletics & Acrobatics |
CRAFT - WOODWORK |
|
INT
|
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CRAFT - ALCHEMY |
|
INT
|
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| Paladin: 8, + 1 Knowledge |
DECEPTION (Disguise,Bluff, Sleight Of Hand) |
|
CHA
|
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| Ranger: 7, +1 Survival & Knowledge |
DECIPHER SCRIPT |
|
INT
|
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DIPLOMACY (Diplomacy, Gather information) |
|
CHA
|
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| Rogue: 11, +Stealth & Disable Device | DISABLE DEVICE (disable device, pick locks, forgery) |
INT
|
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| Sorceror: 5 |
HEAL |
|
WIS
|
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| Wizard: 5 + 2 Knowledge Skills |
INTIMIDATE |
|
STR or CHA
|
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KNOWLEDGE – ARCANA (Spellcraft, Use magic device) |
|
INT
|
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KNOWLEDGE – ARCHITECTURE & ENGINEERING |
|
INT
|
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KNOWLEDGE - DUNGEONEERING |
|
INT
|
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KNOWLEDGE - GEOGRAPHY |
|
INT
|
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KNOWLEDGE – HISTORY |
|
INT
|
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KNOWLEDGE - LOCAL |
|
INT
|
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KNOWLEDGE - NATURE |
|
INT
|
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KNOWLEDGE – NOBILITY & ROYALTY |
|
INT
|
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KNOWLEDGE – THE PLANES |
|
INT
|
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KNOWLEDGE - RELIGION |
|
INT
|
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KNOWLEDGE – MONSTER LORE |
|
INT
|
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PERFORM |
|
CHA
|
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PROFESSION (choose) |
|
WIS
|
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PERCEPTION (listen, spot, sense motive) |
|
WIS
|
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| STEALTH (Hide, Move Silently) |
DEX
|
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SPEAK LANGUAGE (1 base +Int Bonus) |
|
INT
|
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SURVIVAL (knowledge nature, survival, handle animal) |
|
WIS
|
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Languages: |
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My 3.5 D&D/SAGA/4th ed count down system character sheet. This is my attempt at creating a good hybrid of both systems and what's guessed about 4th ed, until 4th ed comes out! ;) This is not for profit and I hope The Powers That Be don’t jump on my ass legally, as I’m just doing this to help us gamers :p
notes:
1) Races who have a + bonus to a skill no longer get a bonus, instead they get to re-roll that type of skill check if they chose, but must take the 2nd roll if they opt for a re-roll. For example, elves get +2 Spot, instead, they get to re-roll Perception checks.
2) Turn Undead as folk know, is currently broken and too much of a pain. By converting it to an opposed roll, with a -4 for non-intelligent undead like zombies/skeletons, it fixes much of this. Also, no more rolling to see how many hit dice. It just works in 20’ radius, or versus one target out to 60’ at the cleric’s choice. Having undead with a CR = ½ the cleric’s Turning level, who fail their check, destroyed, I think is a reasonable way to allow destruction of undead by Turning.
3) Each class has a set amount of skills they can choose (plus a bonus from Int modifier if they have any but no penalty), rather than set skill lists, which never made sense. Thus characters can be far more campaign and player specific.When multi-classing, only the best total number of skills is taken, they are *not* cumulative, except for bonus skills.
4) D&D is *not* Star Wars or 21st century Earth. Knowledge and Craft skills are hard to come by, they must be learned, there is no Internet and very few libraries! Thus most of the knowledge skills remain. I merged some of the craft ones. Note that by intelligence or wisdom, a person can understand Nature, hence Survival and Knowledge Nature give knowledge of nature.
5) Knowledge of Monsters should be a specific thing in it’s own right! While Knowledge - The Planes would obviously give knowledge of planar monsters because they are so intrinsic to many planes (fiends ot the Abyss etc),but linking Knowledge - Religion to undead, Knowledge - Dungeoneering to aberrations etc, doesn’t make much sense. They may give some info, of relevance, but in general, folk should use Knowledge – Monster Lore for typical info on beasties.
7) *ANYONE* can use Disable Device on traps & locks, IF trained
in the skill!
8) As a Standard action, anyone can use "Second Wind" to heal themselves
for 1/4 of their hit points, once per day.
9) Have fun! :)