Live DnD Magic Character info

  To work with this character sheet, you can print it out or copy the sheet info to a text editor and work with it via computer. The values will be explained below it in detail. Delete the Lines that you don't need.

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                                           Character sheet

Name of Character:                                          Name of Player:
Affiliations:                                                Race:
Occupation or class:                                     Living Territory:
Age:            Gender:               Height:                Weight:               Size:
Alignment:                                  Deity:
Devotion:      (Place the number of times you make a request to a demon or angel here. This total resets after a day passes by to 0 requests.)
Physical and background description:
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  Now apply the scores you recorded or apply 100 points amongst the 6 core stats (Str, Int, Cha, Dex, Wis, Con), 1 point put in is 1 added. No going over 20 points for the ability score on application of points!! There is the Special modifiers that are added to the core stat to increase them and make a better Ability mod. The ability score mod is calculated by (Ability score - 5) / 2 round up. There is stat raises per ever 2 or 3 levels, where you raise the stat 1 point. Pick one stat to raise and you add 1 point to it. Every change to the core stat you must recalculate the mod.

Str:     Sp. Modifiers:                     Str Mod:                                    
Int:      Sp. Modifiers:                     Int Mod:
Cha:     Sp. Modifiers:                   Cha Mod:
Dex:     Sp. Modifiers:                   Dex Mod:
Wis:     Sp. Modifiers:                  Wis Mod:
Con:     Sp. Modifiers:                  Con Mod:

  Due note: The formulas in this section may use a [] or () before a division bar. As in, (Ability Scoring + Ability Scoring) / 2. The brackets are done first for the total and then the total is divided by 2, dropping the remainder. The ability score is the main Stat of Int(Intelligence, Dex(Dexterity, Str(Strength), Cha(Charisma) and Con(Constitution) without the Mod except the Sp. Modifiers.

Luck (Find lucky pieces or ((Dex + Cha) / 2)):      Mod:
Will ((Str + Int) / 2):      Mod:
Enc in lbs (Str * 10):
Adj. Enc in lbs (Enc - Equipment Weight Total):
Fortitude ((Str + Con) /2):      Mod:
Spd ((Str + Dex) / 2):
Reflex ((Spd + Int) / 2):      Mod:
Spdcnt:
Actions per round: 

Mp (Starts at 25%):
Stp (100%):
Pl (100%):   

Base attack Bonus (BAB):
Melee Attack:
Melee Attack damage:
Ranged Attack:
Ranged Attack damage:
AC (Armor class made by a calculated 10 + half level + ability score, except in the armor class you use Str Mod or Dex Mod as the ability score and add in the Armor bonus for the total AC):

Lv:
Experience:
Experience for next level:
AC (10 + half level + Str Mod or Dex Mod):
HP:               Current HP:
Money:

Special: (Place any special info like skillpoints formula and what have you for the character or class features here)

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Skills:
(Once you get all the numbers as you need them in the right spaces, Tally the numbers up and put them ito the TC. Feel free to add in the racial bonuses, to the skills and stats. Each point used is buying a Skill Rank.)

(Skillranks = Sr) (Total Count = TC)
Skill name (Skill base like Int or Cha)   Sr    Misc mod    TC
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Skillpoints:
Remaining Skillpoints:

Class Skills:
(Place your class skills here)

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Spells ability:

(Skillranks = Sr) (Based upon stat = Bus)

Spell skill name           Bus       Sr
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Unallocated Skillpoints left:

Extra ability skills:

(Skillranks = Sr) (Based upon stat = Bus)

Innate ability name      Bus
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Feats:
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Special Abilities:
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Languages:
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Divinations:
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Equipped items: (Not all slots apply to objects)
(Name of item=Noi) (Total Attack Bonus=Tab) (Damage=Dmg) (Critical)
(Range=Rng)(Weight=lbs)(Type=Typ)(Size=Sz)(Special Properties=SpPrp)

Noi ______________ Tab ___  Dmg __________  Critical ___________
Rng _____ lbs ____ Typ _______ Sz _______ SpPrp _______________

Noi ______________ Tab ___  Dmg __________  Critical ___________
Rng _____ lbs ____ Typ _______ Sz _______ SpPrp _______________

Noi ______________ Tab ___  Dmg __________  Critical ___________
Rng _____ lbs ____ Typ _______ Sz _______ SpPrp _______________

Noi ______________ Tab ___  Dmg __________  Critical ___________
Rng _____ lbs ____ Typ _______ Sz _______ SpPrp _______________

Noi ______________ Tab ___  Dmg __________  Critical ___________
Rng _____ lbs ____ Typ _______ Sz _______ SpPrp _______________

Noi ______________ Tab ___  Dmg __________  Critical ___________
Rng _____ lbs ____ Typ _______ Sz _______ SpPrp _______________

Noi ______________ Tab ___  Dmg __________  Critical ___________
Rng _____ lbs ____ Typ _______ Sz _______ SpPrp _______________

Noi ______________ Tab ___  Dmg __________  Critical ___________
Rng _____ lbs ____ Typ _______ Sz _______ SpPrp _______________

Noi ______________ Tab ___  Dmg __________  Critical ___________
Rng _____ lbs ____ Typ _______ Sz _______ SpPrp _______________

Equipped Armor:
(Name of armor=Noa) (Type=Typ) (Armour Bonus=ArmoBns)
(Check Penalty=ChkPen) (Maximum Dex Mod=MDM) (Weight=lbs) (Special Properties=SpPrp)

Noa _____________  Typ ________  ArmoBns ____ 
ChkPen ___  MDM ____  lbs ____ SpPrp ___________________________
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Noa _____________  Typ ________  ArmoBns ____ 
ChkPen ___  MDM ____  lbs ____ SpPrp ___________________________
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Noa _____________  Typ ________  ArmoBns ____ 
ChkPen ___  MDM ____  lbs ____ SpPrp ___________________________
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Noa _____________  Typ ________  ArmoBns ____ 
ChkPen ___  MDM ____  lbs ____ SpPrp ___________________________
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Noa _____________  Typ ________  ArmoBns ____ 
ChkPen ___  MDM ____  lbs ____ SpPrp ___________________________
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Equipment:
(Equipment name) (Weight in lbs) (no. of items)
(Optional Description)
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Equipment weight: (in lbs)

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   Affiliations are whatever society or group that you think is associated to you. The Race can be any race of character that the player wants to be and the GM allows.

   Occupation or class is any class of warrior, fighter or other class. Living Territory is any place you can think of that your character came from.

   Alignment and Deity: We have a alignment track of Lawful Good, Good, Neutral Good, Neutral, Neutral Evil, Evil, Chaotic Evil and Unaligned amongst others. The alignments are this for any further explanation. You can pick any Deity to suit your character, or deign to not have one.

   The physical description is there to describe you character background. To describe your character looks and where it came from. Its up to you to make it up.

    The Luck is calculated by how how many lucky pieces you pick up or drop, otherwise it's gotten with the use of (Dex + Cha) / 2 and round down. The luck check is used to determine success of an action. And, it is to combine a rolled d20 with the luck with comparison to a DC, that's unless you create a mod of the score and then you can create a success by a 1d20+luck mod and get a 10 or above.

   The Will is used for resisting the effects cast at you and also making a difference in Tests from magic. This is gotten by (Str + Int) / 2 and rounded down. How you can use your Will in resisting effects, be to subtract your Will from the amount of damage done by the other spell damage. Then another Will check is where you create a mod of the score and then you can create a success by a 1d20+Will mod and get a 10 or above.

   Enc (Encumbrance) is St * 10 and the weight you carry is adjusted to how much you carry, this is lbs in weight subtracted from the Enc score. Decide what you will carry by going through the items list.

   The Fortitude check, is formed by (Str + Con) /2 and Rounded down for ability to know when you are sick or poisoned. Used by combining the Fortitude value with a rolled D20, in comparison to a DC. Which is a success and nothings wrong when the combined value is greater than to roll. Otherwise, that's unless you create a mod of the score and then you can create a success by a 1d20+Fort mod and get a 10 or above.

   The Spd (Speed), is how fast you are in an action and makes the initiative. Calculated by (Str + Dex) / 2 rounded down. How to use the speed, is to compare with other characters and whomever is faster, as in greater in speed score, goes first. A random factor that can be added to initiative, is d10 + speed.

   The reflex roll, is used to dodge things. When its used, you stop the damage and dodge attack. You form it, by the formula of (Spd + In) /2; Round down the remainder. To make a Dodge roll, compare DC with the combined value of Reflex value and a rolled D20. If the value is higher than the roll, then you made it. Otherwise, that's unless you create a mod of the score and then you can create a success by a 1d20+reflex mod and get a 10 or above.

   Another factor of initiative, is the speed count and that be where there's the amount of actions you can take within 1 round, of 6 seconds. This is the Spdcnt, calculated by 60 / Spd; Drop the decimal. You can't go below 1. This is also how long you take in seconds of the day, per each action. This is marked down as number (of seconds) per action and [6 / (number-of-seconds)] to get the number of actions per round.

   In any given round, one can perform the Speedcount of actions and a minor action. For instance; move and attack and perform something that requires no thought. A minor action takes (action time) / 2 in seconds. Instant actions then would take 1 second. And remember, that 10 rounds = 1 minute

   Say you had a character with 17 Str and 15 Dex which is divided by 2, making 16 Speed. Take that 16 speed divided into 60 for 3 seconds. Which is a Spdcnt of 3 seconds per action. Making it so that you get 2 actions in a melee. Dividing 6 with 3 seconds per action. A slow spell, will make this total more seconds per action, decided by a 1d6 amount of actions.

    For the Attack 'damage' (Dmg) or damage field in the equipped items section, use the base attack with the weapon proficiency bonus of +1, +2 or +3 and there weapon focus. Use the Strength mod with Dexterity mod. If no proficiency, then just use 0. If the base attack has magic damage, then add that as part of the attack bonus. For example, I have a base attack of 1d10 and weapon proficiency of +3, then I add the magic bonus of +5, a Strength mod of 7 and a Dexterity mod of 6. That is 1d10+21.

   For the Total attack bonus or 'Tab', use the attack bonus of the weapon.

   Base attack bonus, and Melee and Ranged attack are gotten differently with the Total attack bonus of the ranged and melee weapon. So for the BAB, you add together the Str and Dex. You must place the weapon in your equipment list and equip it by placing it in the Equipped items list. This is to get  other attack bonuses. You use the BAB for a special attack modifier.

   Now, for the Melee attack, you make use of the Tab. For example, your Total attack bonus is +18. That means 18 is the melee attack bonus.

  The Melee attack damage is formulated using the Melee weapon's Tab for the melee damage. This can be used by you adding the Total attack bonus of the melee weapon with the base. For example, your weapons base is 1d8 and the Total attack bonus is +18. That means 1d8+18 is the melee attack damage.

   For the Ranged attack bonus, use the Tab of the weapon. For example, your Ranged weapon had a Tab of 16. Then, your Ranged attack bonus is 16.

   Ranged attack damage is made using the Ranged weapon's Tab for damage, when using the base attack with the Tab for the ranged weapon. Use of each weapon, is listed separately. As per say, I have a character with a 1d6 base and 16 for the Total attack bonus. That's just one attack of 1d6+16 of a sword.

   For the Critical hit, The critical hit is as described in the weapons chart under the Gear and Armor Section.

   Armour class and saving throws: Saving throws and AC are both calculated as 10 + half level + ability score, except in the armor class you use Str Mod or Dex Mod as the ability score and add in the Armor bonus for the total AC; This is where the Str mod is used when they use armor and the Dex mod is used when they aren't using armor, cloth is light armor but barely protects you and is the exception to the armor rule where you don't need a Armor proficiency with wearing it.

   The Max Dex Mod (MDM) is how much your character gets as a dex bonus while wearing armor and is used in defense as someone else attacks. Which is basically your Dex mod minus/plus the check penalty. You add it to the AC as a modifier.

   You must place the Armor in your equipment list and equip it by placing it in the Equipped items list, to get the AC Bonus and Max Dex Bonus.

   To get the character to the level desired. Add in the right amount of exp(experience).

   HP is Health Points, starting at 100%, unless specified otherwise, which is the amount of damage a character can withstand, before they are knocked unconscious or killed. Use Con(Constitution) Mod as a 3% HP added per point. These are similar to hit points in other games, except its this instead as described in the Buffer Shield HP System.

    In starting out skill points, your using the idea where your starting at first level. The Skillpoints you get are described in Class Descriptions. The limit of how much you can have in each general skill of Skillranks is the Intelligence mod plus character level. This does not effect Skill training. For more information on Skills and Feats, and also for what Skills be generally used in Arda Magic System, peruse the Skills section.

Written with permission from Maelstrom
by
Skyhawk