So no need to keep reposting them!
Here is an example character sheet for a Ranger Character:
NAME: Romulus XP: 0 (2,251) AGE: 20
CLASS: Ranger HP: 11 HEIGHT: 5’8”
TITLE: Runner AC: 4 WEIGHT: 183
RACE: Human LVL: 1 GENDER: Male
Deity: Mielikki (Finnish Goddess of Nature) Alignment: Neutral Good
STR: 16 To-Hit: Damage: +1 Encumbrance: +35 lbs Minor Tests:Open Doors: 1-3d6
Major Tests:Bend Bars/Lift Gates: 10%
INT: 13 Additional Languages: 2
WIS: 14 Mental Saving Throw Bonus: +1, Bonus Spells:
DEX: 13 Attack/Reaction/Surprise: Missile: Defensive Adj/AC:
CON: 14 HP Bonus: Resurrect/Raise Dead: %, System Shock: 88% Resurrection: 92%
CHA: 13 Max Henchmen: 5 Loyalty Adj: Normal Reaction Adj:+5%
SAVING THROWS:
Paralysis/Poison/Death Magic: 14 Petrification/Polymorph: 15 Rod/Staves/Wands: 16
Breath Weapons: 17 Spells: 17
WEAPONS DMG VS S-M DMG VS L RATE OF FIRE Range (-2 to hit per) Encum
Wpn in hand: Long Sword 1-8d8(+1) 1-12d12(+1) 7
Wpn in hand: Dagger 1-4d4(+1) 1-3d4(+1) 2 S:10ft M:20 L:30 1
Secondary Wpn: Long Bow 1-6d6 1-6d6 2 S:70ft M:140 L:210 12
Attacks Per Round: Levels 1-7: 1/1 round
Proficiency in 3 weapons: Non-proficiency penalty: -2 To Hit, Gains another Profic. at level 4
Roll Required To Hit Armor Class: (No Adjustments):
-10 -9 -8 -7 -6 -5 -4 -3 -2 -1 0 1 2 3 4 5 6 7 8 9 10
--- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- --
25 24 23 22 21 20 20 20 20 20 20 19 18 17 16 15 14 13 12 11 10
Adjustments: None
Armor/Protection Bulk Encumbrance Max Move Rate Effect on AC Cost
Armor: Banded Mail Bulky 35 pounds 90 feet(120ft unarmored) 80 gp
MONEY
Platinum: Gold: 110 Electrum: Silver: Copper:
EQUIPMENT Encum Location Cost
Leather Backpack 10
In backpack:
Flask of Oil 1
Tinderbox w/ Flint & Steel
Map Case, Bone .5
Vellum (3)
Quill & Ink
Writing Charcoal
Chalk
Soap (1) .5
Candle, Beeswax (2)
Torch (5) 5 (15ft radius, Last 30 minutes)
Dice, Bone
Mirror, Small Silver .5
Garlic
Bottle of Spirits (Bourbon) 1
Whetstone .5
Dry Rations (7 Days)
Clothing:
Blue Tunic
Breeches
Belt
Boots 3
Grey Wool Cloak 2
Large Belt Pouch 1 (Front)
Small Belt Pouch 1 (Back)
Leather Bracers (archery) 1
Weapons:
Long Bow 12
Quiver w/ (24) Arrows 2 encum. + 8 encum for 24 arrows
Long Sword 7
Dagger 1 Right Side
Waterskin, Full 1 (when empty)
Light War Horse AC:7 Movement Rate: 240ft HP: 13 #of Attacks: 2 Damage: 1-4d4/ 1-4d4
Leather Barding
2 Saddle Bags
Grain: 7 Days
Saddle, Tack, Reins, Blanket
2 Quivers w/ (24) Arrows each 20
Rope, Hemp 50ft 10
Grappling Hook 4
Tent w/ Iron Spikes (12) Tent: 20 Spikes: 5 encum.
Hammer 2
Wool Bedroll & Pillow
Wool Blanket 2
5 Henchmen
Total Encumbrance: 35.5 lbs without armor, 70.5 lbs with armor on
Maxium weight character can carry without penalty to movement rate: 195 lbs
MAGIC ITEMS:
SPECIAL ABILITIES (Racial/Class)
Tracking Outdoors: Base 10% Chance – Increases 10% Per Level
Terrain Modifiers:
Soft enough to hold impressions (Footprints, etc) of creature being tracked: +20%
Allow occasional marks or obvious signs of passage (broken twigs, bent grass, etc): +10%
Allows only infrequent signs of passage due to rock, water, wind, other creatures Crossing or overtracking, etc: 0%
Prevents all but the minutest traces of passage: -50%
Other modifiers:
For each creatures beyond the first in the group being tracked: +02%
For every 12 hours elapsed since the trail was made: -05%
For every hour of precipitation that has fallen on the trail between tracker & quarry: -25%
Indoor Tracking: Base 10% Chance – Increases 10% Per Level
Surface Condition Modifiers:
Dirt Floor, or unused & dusty area: +20%
Wooden Floor or area which allows some occasional indication of passage: 0%
Stone Floor which prevents all but the minutest traces of passage: -50%
Other Modifiers:
For each creature beyond the first in the group being tracked: +02%
For passing over an area where other creatures cross or overtrack trail: -50%
Can track Common Woodland Creatures’ tracks & direction of travel
At Level 2 gains ability to guess number & pace of Woodland Creatures
+1 To Damage: Giant Classed Creatures: Bugbear, hobgoblins, true giants, troll, etc
This ability increase +1 for each new Level
SPELLS: Range Duration Area of Effect Components Casting Time Saving Throw
Will Gain Drudic spell abilities at level 8 & Magic-User spell abilities at level 9
LANGUAGES:
Common, Neutral Good, Elven, Treant, Woodland Mammals
DESCRIPTION & BACKGROUND:
CLASS: Ranger HP: 11 HEIGHT: 5’8”
TITLE: Runner AC: 4 WEIGHT: 183
RACE: Human LVL: 1 GENDER: Male
Deity: Mielikki (Finnish Goddess of Nature) Alignment: Neutral Good
STR: 16 To-Hit: Damage: +1 Encumbrance: +35 lbs Minor Tests:Open Doors: 1-3d6
Major Tests:Bend Bars/Lift Gates: 10%
INT: 13 Additional Languages: 2
WIS: 14 Mental Saving Throw Bonus: +1, Bonus Spells:
DEX: 13 Attack/Reaction/Surprise: Missile: Defensive Adj/AC:
CON: 14 HP Bonus: Resurrect/Raise Dead: %, System Shock: 88% Resurrection: 92%
CHA: 13 Max Henchmen: 5 Loyalty Adj: Normal Reaction Adj:+5%
SAVING THROWS:
Paralysis/Poison/Death Magic: 14 Petrification/Polymorph: 15 Rod/Staves/Wands: 16
Breath Weapons: 17 Spells: 17
WEAPONS DMG VS S-M DMG VS L RATE OF FIRE Range (-2 to hit per) Encum
Wpn in hand: Long Sword 1-8d8(+1) 1-12d12(+1) 7
Wpn in hand: Dagger 1-4d4(+1) 1-3d4(+1) 2 S:10ft M:20 L:30 1
Secondary Wpn: Long Bow 1-6d6 1-6d6 2 S:70ft M:140 L:210 12
Attacks Per Round: Levels 1-7: 1/1 round
Proficiency in 3 weapons: Non-proficiency penalty: -2 To Hit, Gains another Profic. at level 4
Roll Required To Hit Armor Class: (No Adjustments):
-10 -9 -8 -7 -6 -5 -4 -3 -2 -1 0 1 2 3 4 5 6 7 8 9 10
--- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- --
25 24 23 22 21 20 20 20 20 20 20 19 18 17 16 15 14 13 12 11 10
Adjustments: None
Armor/Protection Bulk Encumbrance Max Move Rate Effect on AC Cost
Armor: Banded Mail Bulky 35 pounds 90 feet(120ft unarmored) 80 gp
MONEY
Platinum: Gold: 110 Electrum: Silver: Copper:
EQUIPMENT Encum Location Cost
Leather Backpack 10
In backpack:
Flask of Oil 1
Tinderbox w/ Flint & Steel
Map Case, Bone .5
Vellum (3)
Quill & Ink
Writing Charcoal
Chalk
Soap (1) .5
Candle, Beeswax (2)
Torch (5) 5 (15ft radius, Last 30 minutes)
Dice, Bone
Mirror, Small Silver .5
Garlic
Bottle of Spirits (Bourbon) 1
Whetstone .5
Dry Rations (7 Days)
Clothing:
Blue Tunic
Breeches
Belt
Boots 3
Grey Wool Cloak 2
Large Belt Pouch 1 (Front)
Small Belt Pouch 1 (Back)
Leather Bracers (archery) 1
Weapons:
Long Bow 12
Quiver w/ (24) Arrows 2 encum. + 8 encum for 24 arrows
Long Sword 7
Dagger 1 Right Side
Waterskin, Full 1 (when empty)
Light War Horse AC:7 Movement Rate: 240ft HP: 13 #of Attacks: 2 Damage: 1-4d4/ 1-4d4
Leather Barding
2 Saddle Bags
Grain: 7 Days
Saddle, Tack, Reins, Blanket
2 Quivers w/ (24) Arrows each 20
Rope, Hemp 50ft 10
Grappling Hook 4
Tent w/ Iron Spikes (12) Tent: 20 Spikes: 5 encum.
Hammer 2
Wool Bedroll & Pillow
Wool Blanket 2
5 Henchmen
Total Encumbrance: 35.5 lbs without armor, 70.5 lbs with armor on
Maxium weight character can carry without penalty to movement rate: 195 lbs
MAGIC ITEMS:
SPECIAL ABILITIES (Racial/Class)
Tracking Outdoors: Base 10% Chance – Increases 10% Per Level
Terrain Modifiers:
Soft enough to hold impressions (Footprints, etc) of creature being tracked: +20%
Allow occasional marks or obvious signs of passage (broken twigs, bent grass, etc): +10%
Allows only infrequent signs of passage due to rock, water, wind, other creatures Crossing or overtracking, etc: 0%
Prevents all but the minutest traces of passage: -50%
Other modifiers:
For each creatures beyond the first in the group being tracked: +02%
For every 12 hours elapsed since the trail was made: -05%
For every hour of precipitation that has fallen on the trail between tracker & quarry: -25%
Indoor Tracking: Base 10% Chance – Increases 10% Per Level
Surface Condition Modifiers:
Dirt Floor, or unused & dusty area: +20%
Wooden Floor or area which allows some occasional indication of passage: 0%
Stone Floor which prevents all but the minutest traces of passage: -50%
Other Modifiers:
For each creature beyond the first in the group being tracked: +02%
For passing over an area where other creatures cross or overtrack trail: -50%
Can track Common Woodland Creatures’ tracks & direction of travel
At Level 2 gains ability to guess number & pace of Woodland Creatures
+1 To Damage: Giant Classed Creatures: Bugbear, hobgoblins, true giants, troll, etc
This ability increase +1 for each new Level
SPELLS: Range Duration Area of Effect Components Casting Time Saving Throw
Will Gain Drudic spell abilities at level 8 & Magic-User spell abilities at level 9
LANGUAGES:
Common, Neutral Good, Elven, Treant, Woodland Mammals
DESCRIPTION & BACKGROUND: