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H ling

alf Dungeon Crawl Classics Weapon


Unarmed Attack
Weapons
Damage Range Hand
1d3 + STR NA L/R
Notes
Unarmed attacks inflict subdual damage.

Character’s Name Player’s Name

Title Alignment Speed


Armor
Occupation XP Level Armor AC Bonus Check Penalty Speed Fumble Die

CURRENT HP SU
Combat
Equipment Treasure
BDU
AL DAM.

Initiative Copper
NO
Action Dice
TEMPORARY

A Silver
GIL

Attack Gold
ITY MODIFIER

HP
Crit Range
MAX. H

Electrum
Crit Die
P
Platinum
Armor Hit Points Critical Hits Crit Table Gems/Other
Class 1D6 HP PER LEVEL AND THEIR EFFECTS

Strength Melee Attack & Damage


Halfling Abilities Notes
TEMP. Infravision: See in the dark up to 30 feet.
Modifier /
Small Size: May crawl into narrow passages
and holes.
Missile Attack & Damage
Agility Ref Slow: Base movement speed of 20 feet.

TEMP. TEMP.
Save Stealth: Sneaking & hiding bonus of .
Modifier / Two-weapon Fighting:
• Action dice d16 + d16.
• Fights with two equal-sized weapons.
Stamina Fort
Portrait or Symbol
• Crit and automatic hit on natural 16.

TEMP. TEMP.
Save If Agility score is higher, use normal
rules for two-weapon fighting.
Modifier /
• Fumble result only when both dice
results are 1's.
Personality Will Good Luck Charm:

TEMP. TEMP.
Save • For every point of Luck expended,
gain +2 to the roll.
Modifier /
• Regain lost Luck equal to level each
night, up to maximum Luck score.
Languages
Intelligence • Expend Luck to aid an ally. The
Halfling's Luck modifier can be
TEMP. applied to any rolls made by the ally.
Modifier /

Lucky Roll
Luck
TEMP.
Modifier /

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