ADVANCED D&D PERMANENT CHARACTER RECORD

PLAYER NAME =
CAMPAIGN =

CHARACTER NAME =
CLASS =
LEVEL =
ALIGNMENT =
PATRON DEITY(S) =

PLACE OF ORIGIN =
RACE =
RELIGION =
Alignment of =

ABILITIES
 
S = HIT ADJ =  DAM ADJ. =  WT ADJ. =  OPEN DOOR =  BEND BARS =

 
I =  ADD. LANG = % KNOW SPELL =  MINIMUM # SPELLS/LEVEL =  MAXIMUM # SPELLS/LEVEL = 

 
W =  MAGICAL ATTACK ADJ. = SPELL BONUS =  % SPELL FAILURE = 

 
D = REACTION ADJ. =  MISSILE ADJ. = DEFENSE ADJ. = 

 
C =  HIT POINT ADJ. =  SYSTEM SHOCK = RESURRECT SURVIVAL =  # OF TIMES RESURRECT = 

 
CH =  MAXIMUM # OF HENCHMEN =  LOYALTY BASE =  REACTION BASE = 

SAVING THROW ADJUSTMENTS
 
+/- CONDITION
- -
- -
- -
- -

MOVEMENT

NORMAL =

--Speed versus Encumbrance--

HEAVY (x 3/4) =
LOADED (x 1/2) =
MAXIMUM (x 1/4) =

VISION =
RESISTANCES =

PSIONICS
ATTACK STR. / DEF. STR =
ATTACK MODES =
DEFENSE MODE =
MAJOR DISCIPLINES =
MINOR DISCIPLINES =

DETECTION =
LANGUAGES =

COMBAT

WEAPONS OF PROFICENCY
# =
NON-PROFICIENCY PENALTY =

COMBAT ADJUSTMENTS

TOTALS
    "TO HIT" ADJ. =
    DAMAGE ADJ. =
 
+/- CONDITION
- -
- -
- -
- -
- -
- -

SURPRISE =
DEX. ADJ. =

DEFENSIVE ADJ.
DEX. ADJ. =
MAGICAL ADJ. =

WEAPONS
WEAPON MAG. ADJ. SPACE REQUIRED/RANGES SPEED 10 9 8 7 6 5 4 3 2 DAMAGE VS. SIZE, S-M/L
- - - - - - - - - - - - - -
- - - - - - - - - - - - - -
- - - - - - - - - - - - - -
- - - - - - - - - - - - - -
- - - - - - - - - - - - - -
- - - - - - - - - - - - - -
- - - - - - - - - - - - - -

HIT POINTS =

CONST. ADJ.  =

HIT DIE TYPE =

HIT POINTS GAINED PER LEVEL
1 2 3 4 5 6 7 8 9 10 11 +
- - - - - - - - - - - -

SCARRING AND MAIMING <Note: scarring typically happens when a character is reduced to -6 HP or less>
INJURY DATE EXPLANATION
- - -
- - -
- - -
- - -
- - -
- - -
- - -
- - -

DESCRIPTION

BIRTHDAY =

SEX =

HEIGHT =

WEIGHT =

GENERAL APPEARANCE =

DISTINGUISHING MARKS =

MANNERISMS =

COLOR OF HAIR =
COLOR OF EYES =

SOCIAL CLASS (IF ANY) =
STANDING (IF ANY) =

THIEVING SKILL ADJUSTMENTS
PICK POCKETS =
OPEN LOCKS =
REMOVE/FIND TRAP =
MOVE SILENTLY =
HIDE IN SHADOWS =
HEAR NOISE =
CLIMB WALLS =
READ LANGUAGE =

FAMILY SYMBOL, SIGN, OR BLAZON =

CHARACTER SKETCH =

BUSINESS SYMBOL, SIGN, OR BLAZON =

PARENTAGE =

FAMILY =

BRIEF FAMILY HISTORY =

FAMILY ALLIES =

FAMILY FOES =

FAMILY LAND HOLDINGS OR BUSINESSES =

PATRON =
CONDITIONS OF PATRONAGE =

WEAKNESSES/FEARS =
DESIRES/LOVES =
HATRED/FOES =

LOCALES FREQUENTED/RESIDENCE
WHERE NOTES
- -
- -
- -
- -

RELATIONS AND FOLLOWERS
# NAME RELATION CLASS/POSITION LEVEL RACE SEX BIRTHDATE LOCATION NOTES
- - - - - - - - - -
- - - - - - - - - -
- - - - - - - - - -
- - - - - - - - - -
- - - - - - - - - -
- - - - - - - - - -
- - - - - - - - - -
- - - - - - - - - -
- - - - - - - - - -
- - - - - - - - - -
- - - - - - - - - -
- - - - - - - - - -
- - - - - - - - - -
- - - - - - - - - -
- - - - - - - - - -
- - - - - - - - - -
- - - - - - - - - -
- - - - - - - - - -
- - - - - - - - - -
- - - - - - - - - -
- - - - - - - - - -

SPELLS IN SPELLBOOKS, WEAPONS & ARMOR, MAGIC ITEMS, TREASURE, PROPERTIES OWNED, ANIMAL COMPANIONS, AND OTHER POSSESSIONS =

DEBTS/OBLIGATIONS
RECIPIENT CONDITIONS DATE FULFILLED
- - -
- - -
- - -
- - -
- - -
- - -
- - -
- - -
- - -

EXPERIENCE
Adjustment New Total
- -
- -
- -
- -
- -
- -
- -
- -
- -
- -
- -
- -
- -
- -
- -
- -
- -
- -

INVESTMENTS
INVESTMENTS VALUE CONDITION INCOME
- - - -
- - - -
- - - -

RESIDENCE =

RESEARCH
TOPIC INVESTMENT TIME SUCCESS DATE
- - - -
- - - -
- - - -
- - - -

HIGHLIGHTS OF CHARACTER'S LIFE & PREVIOUS ADVENTURES
DATE DETAILS OF EVENT
- -
- -
- -
- -
- -
- -
- -
- -
- -
- -
- -
- -
- -
- -
- -
- -
- -
- -
- -
<count>

TITLES GRANTED/CRIMES ACCUSED OF =

CHARACTER TRAITS/FAVORITE TACTICS =

LAST WILL AND TESTAMENT =

I, =
DO HEREBY =
DATE =
SIGNATURE =