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Cle Riga

The document is a character record for a cleric named Uruy’da, who is a female Yakut with various attributes and skills. She has a level of 1, with specific hit points, languages, and class abilities including the ability to turn undead and scribe scrolls. The record details her equipment, spells, and combat abilities, along with her monetary treasure and experience points needed for the next level.

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ricardojuanlopez
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0% found this document useful (0 votes)
3 views4 pages

Cle Riga

The document is a character record for a cleric named Uruy’da, who is a female Yakut with various attributes and skills. She has a level of 1, with specific hit points, languages, and class abilities including the ability to turn undead and scribe scrolls. The record details her equipment, spells, and combat abilities, along with her monetary treasure and experience points needed for the next level.

Uploaded by

ricardojuanlopez
Copyright
© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

PLAYER NAME REFEREE NAME

Character Name Uruy’da


Class
Race
cleric
Yakut
HYPERBOREA PLAYER CHARACTER RECORD
®

Alignment Any Level Hit Dice (HD) Hit Points (hp)


TOTAL CURRENT
Languages
1 d8
8
Religion
Secondary Skills Gender female Age Height 5'5" Weight 125
miller
Eye Colour Hair Colour Complexion / Other Traits
Place of Origin
Brown, Dark Black Olive
Attributes
Misc. Notes
ST 13 DX 15 CN 12 IN 14 WS 16 CH 11
STRENGTH DEXTERITY CONSTITUTION INTELLIGENCE WISDOM CHARISMA
(ST) Attack Mod. (melee) 0 (CN) Hit Point Adj. 0 (WS) Willpower Adj. 1
(ST) Damage Adj. +1 (CN) Poison/Radiation Adj. 0 (WS) Bonus Spells (clerics et al.)
(ST) Test of Strength 3 /6 (CN) Trauma Survival 75 % Lvl 1 ☐
✘ Lvl 2 ☐
✘ Lvl 3 ☐ Lvl 4 ☐

(ST) Ex. Feat of Strength 8% (CN) Test of Constitution 2 /6 (WS) Learn New Spell 75 %

(DX) Attack Mod. (missile)


(CN) Ex. Feat of Constitution 4% (CH) Reaction/Loyalty Adj.
+1 0
(DX) Defence Adj. +1 (IN) Languages 1 (CH) Maximum Henchmen 4
(DX) Test of Dexterity 3 /6 (IN) Bonus Spells (magicians et al.) (CH) Undead Turning Adj. 0
(DX) Ex. Feat of Dexterity 16 % Lvl 1 ☐
✘ Lvl 2 ☐ Lvl 3 ☐ Lvl 4 ☐

(IN) Learn New Spell 65 % Other Saving Throw Modifiers


Saving Throw Saving Throw Modifiers (attribute modifiers, spec. abilities, etc.)

SV 16 +2 Death Device
+2 Sorcery
BASE SAVE Transformation Avoidance
(meet/exceed w/d20 roll)
Fighting Ability Armour Class Armour and Shield studded armour and none Damage Movement
Unskilled AC Reduction MV
Weapon Attack
Penalty 0
1 5 Other AC Modifiers
DR
40
FA
HP rolls: 8
Weapon Combat
Weapon Attack Attack
Melee Weapon Skill Damage Other Notes (e.g., two-handed damage, special modifiers)
Class Rate Modifier
dagger 1 1/1 1d4+1
war hammer 2 1/1 1d8+1 2 handed dmg: 1d10+1
/
/
/
/
Range Attack Attack
Missile Weapon Skill Damage Other Notes (e.g., point blank range, special modifiers)
(S/M/L) Rate Modifier
dagger 10 / 20 / 30 3/2 +1 1d4+1
/ / /
/ / /

Combat Matrix
Target AC 9 8 7 6 5 4 3 2 1 0 −1 −2 −3 −4 −5 −6 −7 −8 −9
Modified d20
Attack Roll 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28
(apply weapon’s “Attack Modifier” to d20 attack roll) © 2022 North Wind Adventures, LLC
Class Abilities
Ability Name (may include chance of success, saving throw information, and other notes)
Scribe Scrolls : Write spells on scrolls
Scroll Use : Decipher and invoke ecclesiastical scrolls
Sorcery : Memorize and cast spells
Turn Undead : Exert control over undead and some daemonic beings

u Character Portrait / Symbol


u
Undead Type 0 1 2 3 4 5 6 7 8 9 10 11 12 13
Turn
Undead
TA 1 Chance to
TURNING ABILITY Turn Undead
10:12 7:12 4:12 1:12 NT NT NT NT NT NT NT NT NT NT
(clerics et al.) (15+ CH improves chance-in-twelve of success)

Equipment
Weapons, Armour, Gear Magic Items
studded armour
dagger
war hammer
backpack
bandages
soft leather pouch
small sack
tinderbox
torches x3
wineskin (full)
writing stick
iron rations
holy oil / water
silver holy symbol

Henchmen / Hirelings; Familiar; Animal/Undead Companions


Name, Class, Species, etc. Abilities (AL; SZ; MV; DX; AC; HD; hp; #A; D; SV; ML; Special; Gear)

Monetary Treasure Ammunition (arrows, bolts, bullets, darts, etc.) Supplies (per day: water, wine, rations, feed, etc.)
Copper cp ☐☐☐☐☐☐☐☐☐☐☐☐☐☐☐☐☐☐☐☐☐☐☐☐ ☐☐☐☐☐☐☐☐☐☐☐☐☐☐

Silver sp ☐☐☐☐☐☐☐☐☐☐☐☐☐☐☐☐☐☐☐☐☐☐☐☐ ☐☐☐☐☐☐☐☐☐☐☐☐☐☐

Electrum ep ☐☐☐☐☐☐☐☐☐☐☐☐☐☐☐☐☐☐☐☐☐☐☐☐ ☐☐☐☐☐☐☐☐☐☐☐☐☐☐

Gold gp
Experience Points (XP) 10% XP Bonus?
Platinum pp Yes ☐
✘ No ☐

Gems and Jewellery XP Needed


0 for Next Level

2,000
(50 cp = 1 gp, 10 sp = 1 gp, 2 ep = 1 gp, 5 gp = 1 pp)
Chance to Learn New Spell

HYPERBOREA
PLAYER CHARACTER SPELL TRACKER
®
Casting
Ability 1
CA
% IN (magicians, et al.)

(magicians, clerics et al.) % WS (clerics, et al.)


Spell Caster’s Name
School(s) of Sorcery
Thaumaturgical schools of sorcery include magician, cryomancer, illusionist, necromancer, pyromancer, and witch.
Ecclesiastical schools of sorcery include cleric and druid.

Spells Cast Per Day Spell and Prayer Books


Thaumaturgical Spells (magicians, et al.) Ecclesiastical Spells (clerics, et al.) Name of Book Pages
Spell Base No. Total No. Base No. Total No.
Level Bonus Bonus
of Spells of Spells of Spells of Spells
Spells* Spells*
Cast per Day Cast per Day Cast per Day Cast per Day
1 1 1 2
2
3
4
5
6

* Bonus spells may come from high IN (magicians et al.) and/or high WS (clerics et al.), but not all sorcerer
classes gain bonus spells; also, magicians can gain bonus spells through familiars.

Prepared Spells (check box if spell has been cast) Spell Scrolls
Level 1 Level 2 Level 3
☐ ☐ ☐
☐ ☐ ☐
☐ ☐ ☐
☐ ☐ ☐
☐ ☐ ☐
☐ ☐ ☐
☐ ☐ ☐
☐ ☐ ☐

Level 4 Level 5 Level 6


☐ ☐ ☐
☐ ☐ ☐
☐ ☐ ☐
☐ ☐ ☐
☐ ☐ ☐
☐ ☐ ☐
☐ ☐ ☐

Spell and Scroll Research Notes


Known Spells
Level 1 Notes Level 2 Notes
Bless pg 179, Rng 0, Dur 3 tns (reversible)
Command pg 184, Rng 30 ft, Dur 6 rds
purify food and drink pg 223, Rng 10 ft, Dur instant (reversible)

Level 3 Notes Level 4 Notes

Level 5 Notes Level 6 Notes

If a sorcerer casts from multiple spell schools, it should be noted; e.g., a bard might note (D) for druid spells and (I) for illusionist spells.
Notes also might include range, duration, area of effect, saving throw information, etc.

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