TEXT: BACKGROUND 
  Secondary Skills 
   
  Languages 
   
  Other Notes (religion, homeland, clan, etc.): 
   
   
   
  APPEARANCE                                     PORTRAIT / SYMBOL                     MONEY 
   
  POSSESSIONS 
  GEAR (weapons, armour, supplies, equipment, etc.) 
  MAGIC ITEMS 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  HENCHMEN / ANIMAL COMPANIONS  
  Name, Class, Species, etc.:      
  MV 
  DX 
  AC 
  Lvl. / HD 
  hp 
  FA 
  # Att. 
  Damage 
  SV 
  ML 
   
   
   
   
   
   
   
   
   
   
  Abilities, Weapons, Equipment, etc.:      
  Name, Class, Species, etc.:      
  MV 
  DX 
  AC 
  Lvl. / HD 
  hp 
  FA 
  # Att. 
  Damage 
  SV 
  ML 
   
   
   
   
   
   
   
   
   
   
  Abilities, Weapons, Equipment, etc.:      
  Name, Class, Species, etc.:      
  MV 
  DX 
  AC 
  Lvl. / HD 
  hp 
  FA 
  # Att. 
  Damage 
  SV 
  ML 
   
   
   
   
   
   
   
   
   
   
  Abilities, Weapons, Equipment, etc.:      
   
  astonishing Swordsmen & Sorcerers OF Hyperborea 
  Player Character Sheet 
   
  Name 
   
  Race 
   
  Class 
   
  Alignment 
   
  Level 
   
   
  ATTRIBUTES 
   
  STR 
  “To Hit” mod. (melee) 
   
  Damage adj. 
   
  d6 str test 
   
  % str feat 
   
   
  DEX 
  “To Hit” mod. (missile) 
   
  Defence adj. 
   
  d6 dex test 
   
  % dex feat 
   
   
  CON 
  hp adj. 
   
   Pois. adj. 
   
  % Trauma survival 
   
  d6 con test 
   
  % con feat 
   
   
  INT 
  Bonus languages 
   
  Bonus spells* 
   
  % Learn new spell* 
   
   
  WIS 
  Willpower adj. 
   
  Bonus spells** 
   
  % Learn new spell** 
   
   
  CHA 
  React. / Loyalty adj. 
   
  Max. henchmen 
   
  Turn Undead adj.** 
   
  * magicians, et al; ** clerics, et al 
   
  SAVING THROW (SV)                                                                HIT DICE (HD)          ARMOUR CLASS (AC) 
   
  SAVING THROW (target number based on level) 
  Hit Die Type 
  d 
  Armour and Shield: 
  Saving Throw Modifiers 
  Hit Points  (hp): 
   
  DEATH (death magic, death ray, paralysis, poison, radiation) 
  Damage Reduction (DR) 
   
   
  TRANSFORMATION (petrifaction, polymorph) 
   
  AC (vs. melee) 
   
  DEVICE (magical rings, rods, staves, wands) 
   
  AC (vs. missile) 
   
  AVOIDANCE (breath weapons, ray guns, some traps) 
   
   
  AC (shieldless) 
   
  SORCERY (spells, scroll spells, supernatural / spell-like abilities)  
  Injury Notes:    
   
  AC (unarmoured) 
  Other Saving Throw Modifiers (abilities, attributes*, items, etc.):    
  Other AC Modifiers: 
  * dex modifies all avoidance saves, con modifies poison / radiation saves, wis modifies willpower (mind control) saves 
    
   
  MOVEMENT (MV)                                       COMBAT         
  Standard MV 
   
  Run / Charge MV 
   
  Fighting Ability (FA) 
   
  Unskilled Weapon “To Hit” Penalty 
   
   
   
  COMBAT MATRIX 
  Target AC 
  9 
  8 
  7 
  6 
  5 
  4 
  3 
  2 
  1 
  0 
  −1 
  −2 
  −3 
  −4 
  −5 
  −6 
  −7 
  −8 
  −9 
  Modified d20 
   “To Hit” Roll 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  WEAPON COMBAT (some weapons can be listed in both “melee” and “missile” categories: dagger, hand axe, etc.) 
  Melee Weapon Skill 
  Weapon  
  Class 
  # of  
  Attacks 
  “To Hit”  
  Modifier 
  Damage 
  Other Notes (two-handed damage, 
  special modifiers, etc.) 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Missile Weapon Skill 
  Range* 
  (S/M/L) 
  # of 
  Attacks 
  “To Hit” 
  Modifier 
  Damage 
  Other Notes (special modifiers, etc.) 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  * All missile weapons −2 “to hit” at Medium (M) range and −5 “to hit” at Long (L) range 
  Age 
   
  Gender 
   
   
  Platinum Pieces (pp) 
   
  Height 
   
  Weight 
   
  Gold Pieces (gp) 
   
  Eyes 
   
  Hair 
   
  Electrum Pieces (ep) 
   
  Distinguishing Features: 
   
   
   
   
   
  Silver Pieces (sp) 
   
  Copper Pieces (cp) 
   
  Gems and Jewellery: 
   
  AMMUNITION (arrows, bolts, bullets, darts, etc.) 
  SUPPLIES (each checked box assumes 1 day’s worth) 
   
  ☐☐☐☐☐☐☐☐☐☐☐☐☐☐☐☐☐☐☐☐☐☐☐☐ 
  Water / Wine 
  ☐☐☐☐☐☐☐ ☐☐☐☐☐☐☐ 
   
  ☐☐☐☐☐☐☐☐☐☐☐☐☐☐☐☐☐☐☐☐☐☐☐☐ 
  Rations 
  ☐☐☐☐☐☐☐ ☐☐☐☐☐☐☐ 
   
  ☐☐☐☐☐☐☐☐☐☐☐☐☐☐☐☐☐☐☐☐☐☐☐☐ 
  Animal Feed 
  ☐☐☐☐☐☐☐ ☐☐☐☐☐☐☐ 
  
  CLASS ABILITIES (also includes newly acquired weapon skills) 
   
   
   
  Ability Name 
  Brief Description of Ability, Success Chance, Saving Throw, etc. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  EXPERIENCE POINTS (XP) 
  Experience Points:                                                                   
   
   
  Prime Attribute(s) 
  +10% Bonus XP? 
  (Yes or No) 
   
   
  XP Needed for Next Level: 
   
   
   
  SORCERY 
  CASTING ABILITY (CA) 
   
  Chance to Learn New Spell (int for magicians et al; wis for clerics et al) 
            % 
  Spell Books (# of pages, etc.)     
   
  SPELLS CAST PER DAY 
  Spell 
  Level 
  Base # of Spells 
  Cast per Day 
  (Magician*) 
  Bonus Spells 
  Cast per Day 
  (Magician**) 
  Total # of Spells 
  Cast per Day 
  (Magician*) 
  Base # of Spells 
  Cast per Day 
  (Cleric*) 
  Bonus Spells 
  Cast per Day 
  (Cleric**) 
  Total # of Spells 
  Cast per Day 
  (Cleric*) 
  1 
   
   
   
   
   
   
  2 
   
   
   
   
   
   
  3 
   
   
   
   
   
   
  4 
   
  — 
   
   
  — 
   
  5 
   
  — 
   
   
  — 
   
  6 
   
  — 
   
   
  — 
   
  * Magician category includes illusionist, necromancer, pyromancer, and witch spell lists; cleric category includes druid spell list 
  ** See int for magicians (et al) and wis for clerics (et al); not all spell casters are eligible for bonus spells 
   
  SPELLS KNOWN 
  Spell Name 
  Level* 
  Range 
  Duration 
  Pages** 
  Other Notes (area of effect, damage, saving throw, etc.) 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  * If a character casts from multiple spell categories, note here; e.g., a bard might note D1 for a level 1 druid spell 
  ** Spells occupy 1d4 pages, + 1 page per spell level (applies to magicians and subclasses that require spell books) 
   
   
   
  SPELLS MEMORIZED 
  Level 1 
  Level 2 
  Level 3 
  Level 4 
  Level 5 
  Level 6 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
    
  
SOURCE: textdata/thevault/Astonishing Swordsmen and Sorcerers of Hyperborea/AS&SH Character Sheets/AS&SH Character Sheet_1.pdf