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Will Saves could save your character from being mind-controlled by an evil sorcerer. Reflex Saves could be used to avoid a magical explosion. Fortitude, for example, is used to show toughness against punishment and poisons. Fortitude, Reflex, and Will Saves are used to represent the resilience of a character to certain conditions in the game. Damage Reduction: Consult your DM to determine if your character has any.įill out Saving Throws.AC: Your AC is calculated by Armor Bonus (from worn armor), Shield Bonus (from wielded shields), Dex Modifier (Dexterity Modifier), Size Modifier (noted in Chapter 2 under your race), Natural Modifier (attained later in the game, but generally unavailable at first level), Deflection Modifier (AC bonuses through magical items), and Misc Modifiers (anything not covered in the previous categories).
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Certain things in the game, such as items, encumbrance, or class features, may modify your speed.
#DUNGEONS AND DRAGONS 3.5 CHARACTER SHEET PRINTABLE FULL#
Nonlethal Damage: This area can remain blank, as your character is at full HP.In the beginning, you should have full HP. You can use it to count up damage received or use it to count down your characters HP. Wounds/Current HP: This area will be used to keep track of your characters HP during the game.A rogue, for example, with a hit die of d6 and a constitution modifier of +2 would receive 8 hit points at first level and would roll a d6 and add 2 HP for each subsequent level.
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At first level, however, your character receives the full hit die and constitution modifier worth of points. This is done upon attaining each new level. HP: Your total HP (hit points) is calculated by rolling your class’ hit die (noted in the class description in the player’s handbook) and adding your constitution modifier to it.AC stands for “armor class” and describes how hard your character is to be hit by attacks. Speed is how quickly your character can move in a single action during combat. This is how much damage your character can take.