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        

SAVES

 TOTAL

 BASE 

 ITEMS 

 OTHER 

 TEMPORARY 

 SPELL RESISTANCE:

INITIATIVE

SPEED:

FORTITUDE

          FIRE
RESIST
ACID
RESIST

TOTAL:

 

REFLEX

          COLD
RESIST
SONIC
RESIST

DEX MOD:

Damage Reduction:

WILL

          ELECTRIC
RESIST
 

MISC MOD:

 
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
TYPE
NOTE
ATTACK #1              
ATTACK #2              
ATTACK #3              
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.

SKILLS TOTAL SCORE = (½ CHARACTER LEVEL ) + (ABILITY MODIFIER) + (5 IF TRAINED)  + (5 IF SKILL FOCUS)

CLASS base # of skills,
( plus Int  modifier as bonus )

Trained?

SKILL      (3.5 skill combined into this new one)

TOTAL

ABILITY

MODIFIER

MISC

 

APPRAISE

 

INT
   
Barbarian: 6  

ACROBATICS  (Balance, Tumble, Ride, Escape Artist )

  

DEX
   
Bard: 13, +2 Knowledge skill  

ATHLETICS   (Climb, Jump, Swim)

 

STR
   
Cleric: 6, +1 Knowledge skill  

CONCENTRATION

 

CON
   
Druid: 9, + Survival  

CRAFT - METALWORK

 

INT
   
Fighter: 5  

CRAFT - STONEWORK

 

INT
   
|Monk: 9, + Athletics & Acrobatics  

CRAFT - WOODWORK

 

INT
   
 

CRAFT - ALCHEMY

 

INT
   
Paladin: 8, + 1 Knowledge  

DECEPTION   (Disguise,Bluff, Sleight Of Hand)

 

CHA
   
Ranger: 7, +1 Survival & Knowledge  

DECIPHER SCRIPT

  

INT
   
 

DIPLOMACY  (Diplomacy, Gather information)

 

CHA
   
Rogue: 11, +Stealth & Disable Device   DISABLE DEVICE  (disable device, pick locks, forgery)  
INT
   
Sorceror: 5  

HEAL

 

WIS
   
Wizard: 5 + 2 Knowledge Skills  

INTIMIDATE

 

STR or CHA
   
 

KNOWLEDGE – ARCANA  (Spellcraft, Use magic device)

 

INT
   
   

KNOWLEDGE – ARCHITECTURE & ENGINEERING

 

INT
   
   

KNOWLEDGE - DUNGEONEERING

 

INT
   
   

KNOWLEDGE - GEOGRAPHY

 

INT
   
   

KNOWLEDGE – HISTORY

 

INT
   
   

KNOWLEDGE - LOCAL

 

INT
   
   

KNOWLEDGE - NATURE

 

INT
   
   

KNOWLEDGE – NOBILITY & ROYALTY

 

INT
   
   

KNOWLEDGE – THE PLANES

 

INT
   
   

KNOWLEDGE - RELIGION

 

INT
   
   

KNOWLEDGE – MONSTER LORE

 

INT
   
   

PERFORM

 

CHA
   
   

PROFESSION   (choose)

 

WIS
   
   

PERCEPTION  (listen, spot, sense motive)

 

WIS
   
    STEALTH      (Hide, Move Silently)  
DEX
   
   

SPEAK LANGUAGE  (1 base +Int Bonus)

 

INT
   
   

SURVIVAL (knowledge nature, survival, handle animal)

 

WIS
   

Languages:

 

 

 

 

www.silverblades-suitcase.com

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! :)