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BECMI Fighter Character Sheet

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Shaun Hinds
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0% found this document useful (0 votes)
33 views19 pages

BECMI Fighter Character Sheet

Uploaded by

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

DUNGEONS DRAGONS CHARACTER - BECMI

Character Name: Player:

Abil total: 71
CLASS Fighter Hit Points: 10 Damage Column
Level: 1 Armor Class: 4
Alignment: Lawful Experience Points:
Languages: Common

ABILITIES SCORE MODIFIERS


Strength 17 +2 to hit, melee damage, and open doors
Intelligence 9 Reads, writes native language(s)
Wisdom 9 Normal magic-based saving throws
Dexterity 11 No adjustments
Constitution 16 +2 hit points per hit die
Charisma 9 No Reaction mod, 4 Max Retainers with 7 Morale
Ability X.P. Bonus: + 10% to earned experience points

SAVING THROWS CHARACTER SKETCH TO HIT ROLL NEEDED


Death Ray or Poison 12 AC 9 10
Magic Wands 13 AC 8 11
Paralysis or TTS 14 AC 7 12
Dragon Breath 15 AC 6 13
Rods, Staves, or Spells 16 AC 5 14
AC 4 15
EQUIPMENT AC3 16
Chail Mail Armor & Shield AC 2 17
Hand Axe AC1 18
Hand Axe AC0 19
Crossbow
Sack, Large OTHER EQUIPMENT & MAGIC ITEMS OTHER NOTES
Tinder Box (flint & steel) Class Abilities: N/a
Iron Spikes (12)
Wolfsbane (1 bunch)
Hammer (small)
Rope (50' length)
Torches (6)

TREASURE AND MONEY


GOLD: 32
USER TAB
INSTRUCTIONS:
1. To instantly create a new character: hit F9 (in excel) or change an open cell and hit enter in any other program
2. Ability point total is in upper right corner: it is suggested to not go with less than 63 total points for a character
3. Elf, Dwarf, and Halfling will get an ALERT in the name bar if they don't meet the minimum ability scores
4. CUSTOM USER SETTINGS are below. Just change the drop-down field in RED.

5. TO SAVE a character, print it either on paper or save as a PDF.

CUSTOM USER SETTINGS CUSTOM DROP DOWN MENUS


Class: RANDOM
Prime Ability Score or Random? Prime Requisite
Hit point determination: Max at first, then random per level

NOTICE ON CALCULATIONS

Notice: Halfling and elf use average of two ability scores if they do not meet the minimum for bonus to determine e

Notice: The Magic User and elf begins with 4 spells in their spellbooks (not just one).
enter in any other program
total points for a character
nimum ability scores

mum for bonus to determine experience penalty/no change


CREDITS AND VERSION NOTES
CREDITS: This character generator created by Jay A. Hafner in honor of an old DM
Errata and feedback welcome
Thanks for feedback: Richard Adamski
VERSION NOTES:
v1.0
First Release version
V1.1
Fixed languages too high
Fixed AC not showing dex
V1.3
Fixed languages showing racial duplicates
added lines for other items an dother notes
v1.4
Inserted "Class abilities, including spells into other notes section.
DO DO LIST
Encumbrance total
list damage by weapon?
ABILITY SCORES
1 2 3 4
USER CHOICE: Prime Requisite
ROLLS 3d6 in order plus rand () RANK
1 17 17.030903594466 1
2 11 11.0387731262741 3
3 9 9.72206047655714 5
4 9 9.96649178449581 4
5 9 9.51476879353882 6
6 16 16.5981259132231 2

ABILITIES
class reference: Fighter
ABILITIES FINAL ADJUSTMENTS NOTES1
Strength 17 +2 to hit, melee damage, and X
Intelligence 9 Reads, writes native language( 0
Wisdom 9 Normal magic-based saving th X
Dexterity 11 No adjustments 0
Constitution 16 +2 hit points per hit die 2
Charisma 9 No Reaction mod, 4 Max Retain X
TOTAL POINTS 71

PRIME ABILITIES Strength 0


PRIME REQUISITE ADJUSTMENT TO EXPERIENCE EARN SCORE 2nd
REQUIRED: Strength 17 0
If Elf No adjustment to experience points
AVERAGE OF TWO elf 13
If Halfling + 5% to earned experience points
AVERAGE OF TWO 14
FINAL OUTPUT + 10% to earned experience points
CLASS MINIMUM?

EXPERIENCE BONUS FOR CHARACTER ABILITY SCORES


3 -20% from earned experience points
6 -10% from earned experience points
9 No adjustment to experience points
13 + 5% to earned experience points
16 + 10% to earned experience points

Strength
3 -3 to hit, melee damage, and open door X Y
4 -2 to hit, melee damage, and open door X Y
6 -1 to hit, melee damage, and open door X Y
9 No adjustments due to Strength X Y
13 +1 to hit, melee damage, and open door X Y
16 +2 to hit, melee damage, and open door X Y
18 +3 to hit, melee damage, and open door X YY
Intelligence KNOWN LANGS
3 Has trouble speaking, cannot read or wr 0 Y
4 Cannot read or write Common 0 Y
6 Can write simple Common words 0 Y
9 Reads, writes native language(s) 0 Y
13 Reads, writes native languages, + 1 add 1 Y
16 Reads, writes native languages, + 2 add 2 Y
18 Reads, writes native languages, + 3 add 3 Y
Wisdom
3 -3 on magic-based saving throws X Y
4 -2 on magic-based saving throws X Y
6 -1 on magic-based saving throws X YY
9 Normal magic-based saving throws X Y
13 + 1 on magic-based saving throws X Y
16 + 2 on magic-based saving throws X Y
18 + 3 on magic-based saving throws X Y
Dexterity AC
3 -3 to hit with missile, +3 AC penalty, -2 I 3 Y
4 -2 to hit with missile, +2 AC penalty, -1 I 2 Y
6 -1 to hit with missile, +1 AC penalty, -1 I 1 Y
9 No adjustments 0 Y
13 +1 to hit with missile, -1 AC bonus, +1 ini -1 Y
16 +2 to hit with missile, -2 AC bonus, +1 Ini -2 Y
18 +3 to hit with missile, -3 AC bonus, +2 in -3 Y
Constitution MODIFIER
3 -3 hit points per hit die -3 Y
4 -2 hit points per hit die -2 Y
6 -1 hit points per hit die -1 Y
9 No adjustment to hit points 0 Y
13 +1 hit points per hit die 1 Y
16 +2 hit points per hit die 2 Y
18 +3 hit points per hit die 3 Y
Charisma
3 -2 Reaction, 1 Maxium # Retainer with X Y
4 -1 Reaction, 2 Maxium # Retainers with X Y
6 -1 Reaction, 3 Maxium # Retainers with X Y
9 No Reaction mod, 4 Max Retainers with X Y
13 +1 Reaction, 5 Maxium # Retainers with X Y
16 +1 Reaction, 6 Maxium # Retainers with X Y
18 +2 Reaction, 7 Maxium # Retainers with X Y
5 6 7 8 9 10

SCORES AGAIN ORDERED RANDOMIZED ABILITIES RAND RANK PRIMARY ATTRIBUTE


17 17 Strength 1.2732 1 17
11 16 Intelligence 0.4988 6 9
9 11 Wisdom 0.6721 4 9
9 9 Dexterity 0.6832 3 11
9 9 Constitution 0.9267 2 16
16 9 Charisma 0.5152 5 9

NOTES 2 NOTES 3
Y
Y
Y
Y
Y
Y

score
0

MINIMUM SCORES TEST


halfling OK
ability minimums ok
EQUIPMENT
STARTING GOLD: 3d6*10 140 minus 3 for dagger 137 LEFTOVER MONEY:
ALLOWABLE ARMOR: Fighter
6 Chail Mail Armor & Shield 4 50 500 Yes Yes
ARMOR AC base Cost Weight Afford afteSHIELD?
1 Clothing 9 0 0 Yes No
2 Leather Armor 7 20 200 Yes No
3 Clothing & Shield 8 10 100 Yes Yes
4 Leather Armor & Shield 6 30 300 Yes Yes
5 Chain Mail Armor 5 40 400 Yes No
6 Chail Mail Armor & Shield 4 50 500 Yes Yes
7 Plate Mail Armor 3 60 500 N/a No
8 Plate Mail Armor & Shield 2 70 600 N/a Yes

AC calculator USE "MAX" IN COLUMN TO FIND


ARMOR 4 OUT HOW MUCH CAN AFFORD
DEX 0
Total 4
first is a bag
RND RANK ITEM COST results
1 2.58164516207881 2 Backpack 5 Sack, Large 2
2 2.08433838730341 3 Sack, Small 1 Tinder Box ( 3
3 2.81178821308399 1 Sack, Large 2 Iron Spikes 1
4 0.318837302872513 14 Flask of Oil 2 Wolfsbane 10
5 0.797393593816982 7 Hammer (smal 2 Hammer (sm 2
6 0.285554504546861 15 Holy Symbol 25 Rope (50' l 1
7 0.587198119293899 11 Holy Water (1 25 Torches (6) 1
8 0.883735435142604 5 Iron Spikes ( 1
9 0.194062179883972 17 Lantern 10
10 0.258715820180772 16 Mirror (hand-s 5
11 0.0188901503364 19 Iron Rations 15
12 0.159454524859552 18 Standard Rati 5
13 0.693683929385281 8 Rope (50' len 1
14 -0.652911896649782 20 Thieves' Tool 25
15 0.965200401794552 4 Tinder Box (fl 3
16 0.661125009526788 9 Torches (6) 1
17 0.408139497250238 12 Water/Wine S 1
18 0.370292560165106 13 Wine (1 quart 1
19 0.840781840011656 6 Wolfsbane (1 10
20 0.602961006929879 10 Wooden Pole ( 1

Shield? Yes Roll max by class 13


Dwf/Half? Fighter Roll max no shield non-M-user -3
FINAL: 10 IS 4 IF CLERIC AUTO--CORRECTS FOR MAGIC USER LATER
ROLL 1 8 Hand Axe 4 d6 Yes
ROLL 2 8 Hand Axe 4 d6 Yes
COLUMN: 2 3 4 5 6 7
ROW RAND RANK WEAPON COST DAMAGE MISSILE?
1 0.31483057405054 9 Mace 5 d6 No
2 0.0251113649767567 12 Club 3 d4 No
3 0.175048593104219 10 War Hammer 3 d6 No
4 0.833642950259226 1 Torch (10) 1 d4 No
5 0.760747804903051 4 Spear 3 d6 Yes
6 0.383787640823857 8 Hand Axe 4 d6 Yes
7 0.451677026414409 7 Short Sword 7 d6 No
8 0.0736559728028995 11 Sword (normal 10 d8 No
9 0.798502733744569 3 Normal dagger 3 d4 Yes
10 0.676463828355828 5 Silver dagger 30 d4 Yes
11 0.0144017600977806 13 Battle Axe (tw 7 d8 No
12 0.517748171126303 6 Pole Arm (two 7 d10 No
13 0.800108297528143 2 Two-handed S 15 d10 No
-- 0 -- No
MISSILE WEAP CLASS ROLL LIMIT
CLASS LIMIT (CLR/DW/HALFL) 9
ROLL: 2 Crossbow 30 d6 OUTPUT:
RANK MISSILE WE COST DMG MISSILE?
1 0.879518751045588 1 Sling with 30 S 2 d4 Yes
2 0.182944776855628 8 Holy Water 25 d8 Yes
3 0.818624958781929 3 Oil (thrown, fi 1 d8 Yes
4 0.821608525087879 2 Crossbow 30 d6 Yes
5 0.326630363173322 6 Short Bow 25 d6 Yes
6 0.0951333983858558 9 Normal dagger 3 d4 Yes
7 0.427740103310831 5 Daggers for th 9 d4 Yes
8 0.72382643902694 4 Silver dagger 30 d4 Yes
9 0.22628354472833 7 Long Bow 40 d6 Yes

Quiver with 5 d6
1 silver-tipp 5 d6
Case with 30 10 d6
LEFTOVER MONEY: 87

GOLD CALCULATIONS COST REMAINING


STARTING == 140 140
ARMOR Chail Mail Armor & 50 90 Chail Mail Armor & Shield
WEAPON1 Hand Axe 4 86 Hand Axe
WEAPON 2 Hand Axe 4 82 Hand Axe
MISSILE Crossbow 30 52 Crossbow
EQUIPMENT Sack, Large 2 50 Sack, Large
EQUIPMENT Tinder Box (flint & 3 47 Tinder Box (flint & steel)
EQUIPMENT Iron Spikes (12) 1 46 Iron Spikes (12)
EQUIPMENT Wolfsbane (1 bunc 10 36 Wolfsbane (1 bunch)
EQUIPMENT Hammer (small) 2 34 Hammer (small)
EQUIPMENT Rope (50' length) 1 33 Rope (50' length)
EQUIPMENT Torches (6) 1 32 Torches (6)

REMAINING GOLD: 32

CTS FOR MAGIC USER LATER


CLASS
USER: RANDOM
IF Random? 4 Fighter
ACTUAL: Fighter Strength 8 None N/a 8
column 2 3 4 5 6 7
CLASS ability 2nd HIT DICE SPELLS/DAY ABILITIES ARMOR
1 Cleric Wisdom 6 None Turn Undead 8
2 Dwarf Strength 8 None Infravision 8
3 Elf Intelligence Strength 6 1 first level Infravision 8
4 Fighter Strength 8 None N/a 8
5 Halfling Dexterity Strength 6 None +1 to missil 8
6 Magic-User Intelligence 4 1 first level Cast (1) 1s 1
7 Thief Dexterity 4 none Open Locks 2

HIT POINT DETERMINATION


Hit points USER: Max at first, then random per level FINAL
HP PLUSCON TOTAL MINIMUM 1 HP
Level 1 RAND: 3 2 5 5
MAX: 8 2 10 10
USER CHOI 10

CLERIC ABILITIES
1 Turn Undead: Skeleton (7), Zombie (9), Ghoul (11), Wight (No effect), Wraith (No effect)
2
3
CLERIC SPELLS AT 2ND LEVEL
1 Cure Light Wounds
2 Detect Evil
3 Detect Magic
4 Light
5 Protection from Evil
6 Purify Food and Water
7 Remove Fear
8 Resist Cold
9
10
11
12

MAGIC USER
FOUR SPELLS IN SPELLBOOK
OUTPUT: Spellbook: Sleep, Read Languages, Shield, Charm Person
RAND RANK LIST RANKED so no duplicates
1 0.7877523022471 4 Charm PerSleep
2 0.5307248795813 9 Detect MaRead Languages
3 0.0017739345201 12 Floating DiShield
4 0.6054556538443 8 Hold PortaCharm Person
5 0.7264553584458 6 Light Protection from Evil
6 0.0596643325436 11 Magic MissLight
7 0.7622190102013 5 ProtectionRead Magic
8 0.9141216018272 2 Read LangHold Portal
9 0.7075460049967 7 Read MagiDetect Magic
10 0.7949847689981 3 Shield Ventriloquism
11 0.9821328511467 1 Sleep Magic Missile
12 0.2321954627604 10 VentriloquFloating Disc

THIEF
LEVEL Thieves' Abilities
1 Open Locks (10%), Find/Remove Traps (10%), Pick Pockets (20%), Move Silently (20%), Climb Sheer Surfaces (8
2
3
none 13 Common
8 9 10 11
MIN ABIL ARMOR weapon # BONUS LANGS
none 4 Common
Constitution 9 12 Common, Dwarvish, Gnomish, Kobold, Goblin
Intelligence 9 13 Common, Elvish, Orc, Hobgoblin, Gnoll
none 13 Common
Dex and Con 9 12 Common, Halfling
none 0 Common
none 13 Common, Thieves' Cant

(No effect)
ntly (20%), Climb Sheer Surfaces (87%), Hide in Shadows (10%), Hear Noise (1-2/d6)
SAVES
COLUMN 2 3 4 5 6

Rods,
Death Ray Magic Paralysis Dragon
CLASS Staves, or
or Poison Wands or TTS Breath
Spells

Normal Man 14 15 16 18 17
Cleric 11 12 14 16 15
Dwarf 10 11 12 13 14
Halfling 10 11 12 13 14
Elf 12 13 13 15 15
Fighter 12 13 14 15 16
Magic-user 13 14 13 16 15
Thief 13 14 13 16 15
Fighter 12 13 14 15 16
VARIABLES Fighter KNOWN BONUS LANGS:
Common
COLUMN 2 3 4 5 6
0 y/n CLASS ability order HIT POINTS LANGUA
1 Yes RANDOM3d6 in order Random every level 0.52678
2 No Cleric Prime RequisiteMax at first, then random per le 0.716
3 Dwarf 0.78075
4 Elf 0.33931
5 Fighter 0.9036
6 Halfling 0.43695
7 Magic-User 0.26712
8 Thief 0.44473
9 0.5264
10 0.23979
11 0.13885
12 0.70747
13 0.0208
14 0.12856
15 0.81305
16 0.19311
17 0.31296
18 0.84512
19 0.65425
20 0.48971
N BONUS LANGS: 0 1
Common Lawful
7 8 9 10 11 12 13 14 15
RANK list RANKED ALIGNMETo hit 1sto hit 4th
8 Bugbear Lawful
5 Dopplega Chaotic 10 15
4 Dragon Neutral 11 14
13 Dwarvish 12 13
1 Elvish 13 12
12 Gargoyle 14 11
15 Gnoll 15 10
11 Gnome 16 9
9 Goblin 17 8
16 Halfling 18
18 Harpy 19
6 Hobgoblin
20 Kobold
19 Lizard Man Cleric Common
3 Medusa Dwarf Common, Dwarvish, Gnomish, Kobold, Goblin
17 Minotaur Elf Common, Elvish, Orc, Hobgoblin, Gnoll
14 Ogre Fighter Common
2 Orc Halfling Common, Halfling
7 Pixie Magic-UserCommon
10 Human Dialect Thief Common, Thieves' Cant

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