You are on page 1of 7

Use Bonus Breakdowns

Character Data

+ -

Calculations

? Help

Character Name

Player

Race

Character Lvl.

ECL

Character Class 1

LVL.

Character Class 2

Lvl.

Character Class 3

Lvl.

Lvl. Adjust

Alignment

Deity

Gender

Size Category

Pref. Hand

SSA-X2 Character Sheet


Height Weight (Lbs.) Skin Color Eye Color Hair Color Age Birthdate

v2.52

Class Skill (Class 1, 2, 3)

Abilities
Ability Score Ability Mod. Temp. Score Strength Dexterity Constitution

PHB Ch. 1
Temp. Mod.

Hit Points
Max. Temp. Max. Hit Points

Saves
Fortitude Reflex Will

Skills
Untrained Max. Ranks (Class/Cross-Class)

PHB / XPH Ch. 4 / 35-39

Key Ability

Ability Mod.

Total

Ranks

Dex

Current
Total Base Nonlethal Damage Damage Reduction Key Ability Ability Mod. Magic Misc. Temp.

Skill
Appraise Autohypnosis Balance

Con Wis Wisdom

Int Wis Dex Cha Str Con Int Int Int Cha Int Cha Dex Int Cha Cha Wis Dex Cha Str Int Int Int Int Wis Dex Dex Cha Cha Cha Wis Wis Int Dex Int Wis Dex Int Wis Wis Str Dex Cha Cha Dex

Int Intelligence Cha

Con Dex Wis

Bluff Climb Concentration Craft Craft Decipher Script Diplomacy Disable Device Disguise Escape Artist Forgery Gather Information Handle Animal Heal Hide Intimidate Jump Knowledge Knowledge Knowledge Knowledge Listen Move Silently Open Lock Perform Perform Perform Profession Profession Psicraft Ride Search Sense Motive Sleight of Hand Spellcraft Spot Survival Swim Tumble Use Magic Device Use Psionic Device Use Rope

Charisma

Armor
with Shield

PHB 122-126 & 134-136


Dex Mod. Deflection Bonus Natural Armor Monk AC Bonus Size Mod. Dodge Bonus Other Wis Mod. Check Penalty Weight (Lbs.) Spell Failure (%)

Spell Resistance Power Resistance

AC

No Shield

AC

FlatFooted AC

Touch Attack AC

Modifiers
Load
Max. Dex Check Penalty MOdified Speed (Ft./Rd.)

Equipped

AC Bonus

Armor & Shield

Type

Shield
Is dependant on what is currently equipped. applies while unarmored and unencumbered.

Speed (Ft.)

Max. Dex

Total

Max. Run Multiplier

Combat
Key Ability Size Mod. Dex. Mod. Misc. Temp.

PHB Ch. 8
Ability Mod.

Type
Melee Ranged Grapple *

1st

2nd

3rd

4th

1st

2nd

3rd

4th

Str Dex Str

/ / /

/ / /

/ / /
PHB 112-122, 160
Encumb. Category Size Category Ranged Weight (Lbs.)

* Utilizes a Special Size Modifier.

Weapons & Ammunition


Off Hand Equipped
Attack Bonus Finesse

Weapon

1st

2nd

3rd

4th

Damage

Critical

/ / / / / / /
Unarmed Strike
Equipped

/ / / / / / / /

/ / / / / / / /
Total Quantity Quantity Used Weight Each (Lbs.) Deals Lethal Damage

/
Attack Bonus

Notes

Auto *

Ammunition

Damage

2-Hand

Type *

Modified Attacks

Range/ Reach (Ft.)

Temp.

Initiative

Misc.

Base Attack Bonus

Powerful Build

Attacks

* If a weapon is of two types; all damage it deals is of both types. Created by: Shawn S. Altorio pasus@ssa-x2.com www.ssa-x2.com This document is licensed under a Creative Commons license.

Armor Check Penalty, if any, applies. ( Double penalty for Swim.) These skills are detailed in the Expanded Psionics Handbook (XPH). Dungeons & Dragons is a registered trademerk of Wizards of the Coast, Inc. Page 1 of 7

Page Visibilities

Pg. 4 (Magic)
Pg. 5 (Psionics)

Insert A: Racial Traits, Feats and Special Abilities

0 Insert D: Spells & Powers Details

Insert B: Prepared Spells & Known Powers


0 Insert C: Known Spells/Spellbook

Insert E: Physical Description & Background


0 Insert F: Notes

Pg. 6 (Known Spells/Spellbook)

Temp.

Misc.

Str

HP

Use Bonus Breakdowns

Character Data

+ -

Calculations

? Help
PHB 82

Movement
Modified Speed Total Speed Base Speed Class Mod. Magic Misc.

PHB 162-164

Carrying Capacity
Quadruped
Check Penalty

PHB 161-162

Languages

Load
One Miniute - Local (Ft.) One Round - Tactical (Ft.) One Hour - Overland (Miles) One Day - Overland (Miles) Multiplier

Carried Weight Range (Lbs.)

Speed (Ft./Rd.) Speed (Ft./Rd.)

Temp.

Max. Dex.

Dwarven Movement

Light Medium Heavy

Mode
Walk (Normal) Hustle * Run * Run *

0 Capacity

Normal -3 -6 +3 +1

1 2 3

Action
Lift Off Ground Push or Drag

Weight (Lbs.)

2 Max. 5 Max.

5* 5*

All Speeds are in Feet Per Round unless otherwise noted. * Requires a Full-Round Action.

* Movement requires a Full-Round Action.

Max. Run

Max. Run

4 4 3

5* 5* Literate
PHB Ch. 2, 3 & 5

Auto *

Racial Traits, Feats and Special Abilities

Proficiencies
Armor (Light) Armor (Medium) Armor (Heavy) Shield Tower Shield Simple Weapons Martial Weapons

PHB Ch. 5

Turn Undead
Times Per Day
Cha. Mod. Misc. Temp.

PHB 159-160
Cha. Mod. Misc. Temp.

Turn Check Modifier

3+
Turning Check Result

Most Powerful Undead Affected (Maximum Hit Dice)

0 or Lower 13 46 79 10 12 13 15 16 18 19 21 22 or Higher Total Hit Dice of Undead Affected

Cleric Level - 4 Cleric Level - 3 Cleric Level - 2 Cleric Level - 1 Cleric Level Cleric Level + 1 Cleric Level + 2 Cleric Level + 3 Cleric Level + 4
Temp. Cha Mod. Misc.

2d6
Record the Source Book and Page for easy reference. Created by: Shawn S. Altorio pasus@ssa-x2.com www.ssa-x2.com

+ Cleric + Level
Page 2 of 7

A Paladins effective Cleric Level is equal to his Paladin Level - 3.

Page Visibilities

Pg. 4 (Magic)

Insert A: Racial Traits, Feats and Special Abilities

0 Insert D: Spells & Powers Details

Pg. 5 (Psionics)
Pg. 6 (Known Spells/Spellbook)

Insert B: Prepared Spells & Known Powers


0 Insert C: Known Spells/Spellbook

Insert E: Physical Description & Background


0 Insert F: Notes

Character Data

+ -

Calculations

? Help
PHB 112

Carried Equipment
Quantity Quantity Weight Each (Lbs.)

PHB Ch. 7

Wealth
Carried
Weight (Lbs.)

Item

Carried Location

Item

Carried Location

Weight Each (Lbs.)

Banked

CP (Copper) SP (Silver) GP (Gold) PP (Platinum) Other Valuables


Weight Each (Lbs.) Estimated Value Each (GP)

Quantity

Estimated Net Wealth (GP)

Carried Load
Carried Equipment Total Weight Armor, Weapons & Ammunition Total Weight * Wealth Total Weight

Total Carried Load


All Weights are in Pounds unless otherwise noted. * Armor, Weapons and Ammunition are listed on Page 1 in their respective sections.

Auto *

Item Details
Quantity

Stored Equipment
Item
Place of Storage Weight Each (Lbs.)

Created by: Shawn S. Altorio

pasus@ssa-x2.com

www.ssa-x2.com

Page 3 of 7

Page Visibilities

Pg. 4 (Magic)

Insert A: Racial Traits, Feats and Special Abilities

0 Insert D: Spells & Powers Details

Pg. 5 (Psionics)
Pg. 6 (Known Spells/Spellbook)

Insert B: Prepared Spells & Known Powers


0 Insert C: Known Spells/Spellbook

Insert E: Physical Description & Background


0 Insert F: Notes

Use Bonus Breakdowns

Character Data
Calculate Bonus Spells/Day (Class A)

+ -

Calculations

? Help

Magic

Calculate Bonus Spells/Day (Class B)

PHB Ch. 10

Auto *

Magic Notes

Magic Class A

Magic Class B

Domains / Schools

Domains / Schools

Prohibited Schools

Prohibited Schools

Ability Mod.

Ability Mod.

Temp.

Spell DC Key Ability

Spell DC Key Ability

Spell Save DC
Total Spells/Day Quantity Cast *

10+
Class Spells/Day Bonus Spells/Day Misc. Spells/Day Domain/ School Spells/Day Spells Known *

Spell Save DC
Total Spells/Day Quantity Cast *

10+
Class Spells/Day Bonus Spells/Day Misc. Spells/Day Domain/ School Spells/Day Spells Known *

Spell Save DC

Spell Level

Spell Level

0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th

0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th

* Only applies to classes which dont have to prepare spells ahead of time.

Prepared Spells
Spell
School Comp. Casting Time Range Aim (Target/Area/Effect) Spell Resistance Spell Level Quantity Prepared Magic Class Duration Save

Spells Save DC

Temp.

Spell DC Mod.

Spell DC Mod.

Misc.

Misc.

PHB Ch. 10 & 11

Description

Close = 25 ft. + 5 ft./2 Caster Levels Medium = 100 ft. + 10 ft./Caster Level * Effect is centered on you. Found in Aim time limited. Found in Duration Created by: Shawn S. Altorio pasus@ssa-x2.com www.ssa-x2.com

Long = 400 ft. + 40 ft./Caster Level ~ Effect lingers after Concentration is released. Found in Duration Page 4 of 7

Page Visibilities

Pg. 4 (Magic)

Insert A: Racial Traits, Feats and Special Abilities

0 Insert D: Spells & Powers Details

Pg. 5 (Psionics)
Pg. 6 (Known Spells/Spellbook)

Insert B: Prepared Spells & Known Powers


0 Insert C: Known Spells/Spellbook

Insert E: Physical Description & Background


0 Insert F: Notes

Use Bonus Breakdowns

Character Data

+ -

Calculations

? Help

Psionics
Power Points Per Day *
Max. Temp. Max. Current

XPH Ch. 4

Auto *

Psionics Notes

Psionic Class A

Psionic Class

Discipline
Ability Mod. Power DC Mod. Temp. Misc.

Discipline
Ability Mod. Power DC Mod. Temp. Misc.

Power DC Key Ability

Power DC Key Ability

Power Save DC

10+

Power Save DC

10+

Power Save DC

Power Save DC

Power Save DC

Power Save DC

Powers Known

Powers Known

Powers Known

Power Level

Power Level

Power Level

Power Level

1st 2nd 3rd 4th 5th

1 3 5 7 9

6th 7th 8th 9th

11 13 15 17

1st 2nd 3rd 4th 5th

1 3 5 7 9

6th 7th 8th 9th

11 13 15 17

* The maximum number of Power Points you can spend on a power is equal to your manifester level for the powers class.

Calculate Power Points

Known Powers
Power Resistance Power Points Discipline Display Manifest. Time Range Aim (Target/Area/Effect) Duration Save

Powers Known

Power Point Cost

Power Point Cost

Power Point Cost

Power Point Cost

XPH Ch. 4 & 5

Power Level

Power

Description

Close = 25 ft. + 5 ft./2 Caster Levels Medium = 100 ft. + 10 ft./Caster Level * Effect is centered on you. Found in Aim time limited. Found in Duration Created by: Shawn S. Altorio pasus@ssa-x2.com www.ssa-x2.com

Long = 400 ft. + 40 ft./Caster Level ~ Effect lingers after Concentration is released. Found in Duration Page 5 of 7

Page Visibilities

Pg. 4 (Magic)

Insert A: Racial Traits, Feats and Special Abilities

0 Insert D: Spells & Powers Details

Pg. 5 (Psionics)
Pg. 6 (Known Spells/Spellbook)

Insert B: Prepared Spells & Known Powers


0 Insert C: Known Spells/Spellbook

Insert E: Physical Description & Background


0 Insert F: Notes

Augment

Psionic Class

Character Data
Magic Class

+ -

Calculations

? Help
PHB Ch. 11

Known Spells/Spellbook
Spell Resistance Casting Time Aim (Target/Area/Effect)

Treat as Spellbook

Spell Level

Spell

School

Comp.

Range

Duration

Save

Description

Source Book

Close = 25 ft. + 5 ft./2 Caster Levels Medium = 100 ft. + 10 ft./Caster Level * Effect is centered on you. Found in Aim time limited. Found in Duration Created by: Shawn S. Altorio pasus@ssa-x2.com www.ssa-x2.com

Long = 400 ft. + 40 ft./Caster Level ~ Effect lingers after Concentration is released. Found in Duration Page 6 of 7

Page Visibilities

Pg. 4 (Magic)

Insert A: Racial Traits, Feats and Special Abilities

0 Insert D: Spells & Powers Details

Pg. 5 (Psionics)
Pg. 6 (Known Spells/Spellbook)

Insert B: Prepared Spells & Known Powers


0 Insert C: Known Spells/Spellbook

Insert E: Physical Description & Background


0 Insert F: Notes

Page

Character Data
Auto *

+ -

Calculations

? Help

Physical Description & Personality

PHB 110

Character Portrait

Auto *

Background

PHB 110

Auto *

Notes

Experience
Total Experience Multiclass Penalty Required For Next Level
Calculate Experience Required for Next Level

PHB 22, 58-60

You cannot spend so much Experience on a Spell or Power that you lose a level.

Campaign

Date Character Created

Date Last Updated

Created by: Shawn S. Altorio

pasus@ssa-x2.com

www.ssa-x2.com

Page 7 of 7

Page Visibilities

Pg. 4 (Magic)

Insert A: Racial Traits, Feats and Special Abilities

0 Insert D: Spells & Powers Details

Pg. 5 (Psionics)
Pg. 6 (Known Spells/Spellbook)

Insert B: Prepared Spells & Known Powers


0 Insert C: Known Spells/Spellbook

Insert E: Physical Description & Background


0 Insert F: Notes

You might also like