TEXT: Player Character 
  Record Sheets 
  ADVANCED DUNGEONS & DRAGONST1lf PLA YER CHARACTER RECORDS are here! These character records haue 
  been especially designed for use with ADVANCED DUNGEONS & DRAGONST/If games and contains space for 01/ informa-
  tion commonly used by the player. This package contains multiple sheels of each of fiue different charader records. one for each 
  of the major character classes and their attendant subclasses: Fighter. Cleric, Magic-user, and Thief. with a fifth type for multi-
  classed characters and Bards. What makes these records really special is their formal. All listings are organized under specific and 
  easy-ta-identify sections. while the most vital and oft-consulted information is boxed with eye-catching. easy-ta-find deuices to 
  facililate play. No more searching for thaI important stat, as it is prominently displayed! 
  On the front of these records is identification information, followed by sections on abilities. combat and class specialties. On the 
  back are places carefully structured for possessions. wealth and experience, as well as descriptions. friends and background. The 
  sheets leaue plenty of space for personal touches 100. and each is drilled for safe storage in a three-ring binder, If you like this 
  product you will want to discouer AD&DTM PERMANENT CHARACTER FOLDER and AD&D NON-PLA YER CHARAC-
  TER RECORDS and other quality products from TSR, The Game Wizards. 
  Distributed to the book trade in the United States by Random House. Inc. and in Canada by Random House of Canada. Ltd. 
  Distributed to the toy and hobby trade by regional distributors. 
  ADVANCED DUNGEONS & DRAGONSTM, ADVANCED D&DTM, and AD&DTM are trademarks owned by TSR Hobbies, Inc. 
  © 1980. 1981, TSR Hobbies, Inc. All Rights Reserved. 
  Ibtl~g)-
  C. _III_ .......... _ 
  PRlNTEa IN u .s ... 
  TSR Hobbles. Inc. 
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  LAKE GENEVA. WI 53147 
  9028 
  
  USING THESE SHEETS 
  OPENING WORD: The layout oIrhls product is \'efY importanl and II shuuld be 
  unden:lood ... ,hy dara appears ",here and how;1 does IIPJ)@ar.On the from 01 the 
  PLAYER CHARACTER RECORD .. in be Ioond aU vital in/Qrmation necessary 
  lor performing aU actions and game mechanics during play_ Each section Is 
  headed by a ritle which d£'firlE'S the function of information in lhal section. 
  Important numbers haw been placed rnO!;Ily al the left or right edge of the page 
  and in many cases eye«llching shapes and IUuslTilOons help Iocall' the Sial In it 
  huny. 
  On the back Is Iound record-k~ing information; poS$eSS~ "''eallh and ell-
  perience. This Is IoIm'eo:! by SC!Coons lor description. friends .... Ad notes 01'1 the 
  background of the chardder. 
  II Is recommended thai 11 combination 01 pen and pendl be used in filling out 
  Iheso.> stwel$: I*" lor IIIOS<! items nol SUbj«1 to changE'. and pencil lor those 
  ~i1s lhal "'ill vary often during the life oIlhe c hara<:ler. 
  I" order 10 protect your chardCIer sha>ls. it Is recommended thaI they be 
  placed In a Ihrl'e.riog notebook. As a Funher precaution. 0111' mighl desire 10 pon 
  Ihem in a standard shl'el !'foreel.,.. of clear plasllc. finally ..... hal making I!'rdSures. 
  use a soft. deal! era!i{'f and do oot press tOO hard in order to Insure the n!cords' 
  rontinued 10llg life. 
  EXPLANATIONS 
  IDEHIlFlCATION: This informatioo\ (\elai\s in game terms Just lI.'ho the chilrac. 
  ter Is. 
  Character Sketch: UlUSlfillion of ooe's chilracter "ids in penOOali1;ing him Or 
  her. For those out trn.re ",'ho are budding artists. no problem, tw...'iN'I'r there are 
  milny who ilre not There are $ol'O.'0'althings that might be doow IlI$tead of dra",ing 
  a sketch. One may look for an illuslfaDon In a maga>:ine or e1sewhe1'e and clip it 
  out and paste illn. or this space may be used to dis,)lay a personallud $yTTIboi or 
  shield. 
  P"trol Deity and Religion: NO( every chilracter need declare a religion: they 
  mily declare themseh.'\'S atheisric or tlgnosric, or simply not interested. H()Y,'e\Ief. 
  all Clerla mUStlol1ow a religion alld be advocates of th"t religion's alignment 
  Place of Origin: This refef'S to the locale in what a characler was born. a na· 
  tion. region. city or grographic: territory. 
  I\BIlJnES: Skills ilnd abilities oot clllS$ related tire lisled here. including charac. 
  ter abilities, saving thrOW!; and psionics. 
  M ~mefll: This refef'S 10 combal and melee mDV\'menl. Encumbrance 
  reduces n_'('ment speed (see Encumbrance). Concealed and climbing mDV\'· 
  ment ha,'(' nO( been detailed and are 1ef1 to the domain of the OM · Spedill 
  movement refeT!i to skills by devices, such as: ring oj woler IOOlking. or ring of ~ 
  ;"g. 
  Secondary Skill: This rekr$ to $Ome kn(NII~ of a mundane skiU Ihat was 
  acquired from trdining in the charitC1I'r's ea. 1y yeoars. If secondary skills are used In 
  the game the OM ",;11 prOl.ide the appropriate inlormaOOn found on page 1201 
  the DUNGEON MASTERS GUIDE. 
  Vision: This space is used mostly by non.human chilraeleT!i ",·ho poOS'>e$S 
  vision capabilities in the ultra.io1et or infrared spectrum. You shouk! note the skill 
  and the range that vision extends. 
  Ustening: This refers to the roll l1«:esSilry to hear $OOnd through a minor 0b-
  struction -
  such as a door -
  whm listening Cilrefully. The ilppropriate values 
  may be found 00 page 60 01 tM DUNGEON Il(A.$TERS GUIDE. 
  CMrad~ Abilities: ThIs!ieC1ion list<i the basic statislic5 and modifications 
  ""hio;h <k.oflne the limits of a chardClI'I"'s ilbilities. \Vhf.'l1 the Ch1lr<tCler Is created or 
  geTleT'dted, t~ values shouk! be copied from PLAYERS HANDBOOK, on 
  pages 9·13. 
  Strength: "The "'10 hil~ scor~ illtd damilge adju~tmeo1l5 shouk! be noted here 
  and in the Combat Adju$tmf.'l1l$ box. Weight adjustment Is omilled here. bot 
  Included 00 the back under Encumbrance. 
  Intelligence: Remember to list the i'dditionallanguages kl>O'olill under the lan. 
  guages !ieC00n. 
  Wisdom: Any Magical Altack adjU!itmenl shouk! also be noted under Sa~;ng 
  Throw adjustment and applies only 10 mental ilttack forms. 
  O~tf1ity: Reaction adjustmem applies to the avoidance of suTpl"is<l! and 
  should illso 00 r«orded "'ith Surpri!ie under COMBAT. Missile adjuStmeoll is the 
  ·to hit~ adjuStmenl and applies to only missile combat This number shouk! also 
  be recorded under Combat adjustments. Oef_ adjustment ref1ec~ the inherent 
  ability to dodge and parry atTacks and should 1100 be noted ",ilh Armor Class. a , 
  il &djU!its the tNtSf! armor class. 
  ConstifUtion; Hit Point adjustment is the number added to or subtracted from 
  each hit die a cha .... cler possesses. This adjustment shouk! be wrillen beside Hit 
  Points under COMBAT, to serve as a reminder of its existence. 
  Charisma: I..oyalty Bas.e modifies the loyalty that emp~ of the chil'a<:ler 
  might possess to .... a.ds him or her. It will also allecl the Morale Modifier under 
  COMBAT. Reaction adjustment modifiers the reaction roll made by non·player 
  characle1'5 ",'hen encount('ring this character. 
  Saving ThrowS! This rd'ers to the chance 10 avoid the effects of maglcill 
  allilcks cmd certain natural allad<5 thaI would meiln damage or death. 
  Saving Throw Adjustments: Here shouk! be listed adjustments to s.",lng 
  thr()Y,"S and what they aBect Or how they apply. This ", ...... Id include such topics as 
  racial constitution adjustments, ",isdom maglcill ilttack adjusltnents. and de ... lce 
  ildJU!itments.l.e. rings of profection. amulel$. cloaks, etc. 
  Saving ThrOW!;: These values c hange ""ilh inc.eases ;n I'Xperience 1eI.-e1s and 
  should be ",,"lien in P01cil. not ink. The adjU!ited value should be taken lmo 
  acCOUIll. except in Cil5l'S where the adjustment applies only In special situations. 
  ResistilflCes: This ilrea Is primarily for use by non·human charaeters who 
  pOSSeSS natural reslstilnces to spells and common alllic:lioo15. However. resistance 
  to disease or evil may be abilities of some classes. Possession of some de.ic:e may 
  ilOO provide a 1!!Slstance. 
  Detection: This seclion is intended chiefly lor use by non·human chan.ctef'S 
  who possess special abilities ",hich allow them to detect ~ertilin conditions 
  (inruibilif)l. etc.). H<)\I,'a'l':f, the player charKler m"'y "("Quire a devic~ .... hio;-h 
  anifidally empOY.-en; him or hE'Twith /I detection ability. 
  Utnguages: The number of IangUilgeS kno .... n by iI chilracte. Is a furortiu" of 
  his Intelligence. Suggested languages are listed 00 page 34 01 th~ PlAYERS 
  HANDBOOK. In addition. the OM may list Other p()Ssibilities. such ilS Otrn.r 
  human toogues of foreign lands. 
  P.ionica: This variiltion mily not be in use iu iI Cilmpaign ilnd should be left 
  blank In such iI case. If the sy.>lem is utilized. It is detailed ;n APPENDIX I 01 
  PlAYERS HANDBOOK. 
  COMBAT: Under this heading is included the most ~ital information needed to 
  conduct CombaL 
  Weapons of ProOC\ency. On page 37 of the PlAYERS HANOCOOK, is a 
  section OOf>(emed .... ith the skilled use of ",'eilpons. Any w~apons whic:h iI 
  cha .... cter is nol skilled in tM lISt! of may only be """,k!ed "'ith difficulry and at a 
  penalty "'10 hll~ . 
  Ilrmor C ..... : The number inscribed 01' the shlek! is the adjusted II"dlue of 
  "'"IIor class in opIiOlUII' ciTcumstances. This mtire section is 5ob~t to cha~ 
  and shouk! be "',"lien In pencil. 
  Armor Worn and AC Base: This notes lhe actual....,lue of uloenchanted a"llor 
  and its type. such as: leather amlOt'. chalnO\a~ or plate mllil. 
  Condilion of Armor. This space may be used to list the ilreas ",·hich are pro.. 
  tocted by the annat 01 the shape Ihe amlor is in, such as: rusting. "''Om, ballE'Ted. 
  etc. At tM OM's discrelion this may aBectthe adual value of the amlOf. 
  Shiektless AC: This is handy 10 have ready in the event Ihat the chara(1er is 
  a.tacked without his or her shield or from the Rank whic:h the shield does not pro.. 
  teet. 
  Rear AC: This villue is also helpful for use in circumstances ""hen the c harac· 
  ter is ilttacked from behind. altempts to flee a melee or has ,.,lIen 10 the ground. 
  Hit Pomb:: This seclion show!; 
  th~ sulVival and mdurance \'itlue of a 
  charact0", "nd also .ecords any losses to It. This !ieCtion will vary often through 
  combat and experience 1eI.'('1 adjuslllle-nl. ilnd shook! be ",,"lien in pencii. The 
  Irapt'zoid "'ill contain lhe fuD Hit Point val~atthe existing 1l'\.'('1 of experience. 
  Spedill Adjustments: This refeT!i to devices ""hich may cause ildjustmenT in 
  the hit point total or aftl':l:t loss or rec<JOVE'1"y ofhit points. 
  Wounds: This space is provided to aid In noting the temporary loss of hit 
  painlS "'ithout unduly messing up the sh@\'1. It is $U99E'Sted that an easy wily to 
  keep t:rack of losses and subsequent healing is to note each point lost as a slash. 
  When hit poinlS are rl':l:overed .• he appropriate number of sliIshes are erased. 
  Surprise: This is the number needed to roll on a 6-5idf.od die in order for .hl' 
  character to be surprised. In some cases. class and ,ace specialties may aller this 
  number or tM die type used. The ~terity &djusln>ent ilppIies to surprise. 
  Rl'ar Attack Adjustments: This !ieCbon is used to iooic:ate any bonuses reo 
  ceh.oed for attacking a be from behind "'ith surprise and any condition!> or $libst'. 
  queut additional effect .eceived for the aclion. 
  Combal AdJU!itments: This refeT!i 10 both adjus,ments "10 hit" and to the 
  damage iunicted th.ough combat. These adjUSllnenlS miIY be tM result of 
  sb"en.gth or dexterity adjustml'iHS. class or race specialties or the function of some 
  device in The characler's possession. In some cases there may be restrictions on 
  the adjustments and these should also be noted. 
  Weapon In Hand: This does not l1«:essilrily Imply thilt Ihls ",-eapon is alu.'iIyS 
  in haltd. but it Is the ",-eapon lor .... hic:h the charaCler will first grab jj' .hreatE'l.oo 
  This .... eapon may be changed. bot should be kept cuTTent and thus needs to be 
  scribed with pencil. not ink. 
  Weapon Combal Chart: This chan gives Quid< reference to "'-eapon effect 
  in wmbat. "The PLAYERS HANDBOOK provides II chiln of the pertinent 
  information on pages 37·38. 
  Space Required/ Range: This refers to the room needed to ~wing the "'-ellpon 
  or the limil$ of range a missile weapon possesses. 
  Speed: This is the speed lactor of the _apon in regilrd to other ",·eapons. 
  Adjusted to Hit Armor Class: This section is organized to list valUl"!i "'10 hi'" 
  armor classes 5tanil19 ilt the lowest lno a"llor) and proceeding through to the 
  highest IIIIturill ilfTllOT class. Armor claM ildjustments apply only to lhe physical 
  form of the armor, OOt i15 final value. This applies to othl'T characTer toes. not 
  beMIS, unless the OM deddes oth"""'"ise for a specific case. 
  
  CLASS:
  RACE:
  PATRON DEITY:
  PLACE OF ORIGIN:
  CONCEALED
  MOVE BASE
  SECONDARY SKILL
  CHARACTER NAME
  CHARACTER SKETCH
  Player Character Record
  Paralyzation/
  Poison—
  ABILITIES:
  S
  I
  W
  D
  C
  CH
  STRENGTH
  INTELLIGENCE
  WISDOM
  DEXTERITY
  CONSTITUTION
  CHARISMA
  *COMBAT*
  HIT POINTS
  AC
  Petrification/
  Polymorph—
  Rod, Staff
  or Wand—
  Breath
  Weapon—
  Spells—
  SAVING THROWS:
  HIT
  ADJ.
  DAM
  ADJ.
  OPEN
  DOORS
  BEND
  BARS
  %
  ADD.
  LANG.
  % KNOW
  SPELL
  MIN. #
  SPELLS
  MAX. #
  SPELLS
  MAGICAL
  ATK. ADJ.
  SPELL
  BONUS
  % SPELL
  FAILURE
  DEFENSE
  ADJ.
  MISSILE
  ADJ.
  REACTION
  ADJ.
  HIT POINT
  ADJ.
  SYSTEM
  SHOCK
  RESURRECT.
  SURVIVAL
  MAX. #
  HENCHMEN
  LOYALTY
  BASE
  REACTION
  ADJ.
  CLIMBING
  VISION
  LISTENING
  SPECIAL MOVE
  LEVEL:
  ALIGNMENT:
  RELIGION:
  DATE CHARACTER BEGAN
  PLAYER NAME
  CAMPAIGN
  #
  SAVING THROW ADJUSTMENTS:
  CONDITION
  +/–
  +/–
  CONDITION
  RESISTANCES:
  DETECTION:
  LANGUAGES:
  PSIONICS:
  MAJOR DISCIPLINES
  MINOR DISCIPLINES
  WEAPONS OF PROFICIENCY:
  NUMBER
  ATK. STR./DEF. STR.
  ATTACK MODES
  DEFENSE MODES
  –
  NON-PROFICIENCY PENALTY
  COMBAT ADJUSTMENTS: Totals:
  “TO HIT” ADJ.
  DAMAGE ADJ.
  CONDITION
  +/–
  +/–
  CONDITION
  SPECIAL ADJUSTMENTS
  REAR ATTACKS ADJUST.
  CONDITION OF ARMOR
  REAR AC
  HIT DIE TYPE
  MAGICAL ADJ.
  CONST. ADJ.
  DEX. ADJ.
  ARMOR WORN
  AC BASE
  DEX. ADJUST.
  SURPRISE
  SHIELDLESS AC
  Wounds:
  /
  /
  +
  (
  )
  TM
  ADVANCED
  D & D
  WEAPON
  WEAPON IN HAND
  WEAPONLESS COMBAT:
  ATTACK ADJ.—DAMAGE ADJ.—DEFENSE ADJ.
  PUMMELING
  –
  –
  MAG.
  ADJ.
   SPACE REQUIRED/
  RANGE
  SPEED
  ADJUSTED TO HIT ARMOR CLASS
  10
  9
  8
  GRAPPLING
  –
  –
  –
  OVERBEARING
  –
  7
  6
  5
  4
  3
  2
    DAMAGE VS SIZE
    S-M/L
  SPELLS—
  —KNOWN
  SPELLS ACQUIRED PER LEVEL:
  1ST
  2ND
  3RD
  4TH
  5TH
  6TH
  7TH
  GHAST
  WIGHT
  SHADOW
  GHOST
  SPECIAL
  LICH
  VAMPIRE
  GHOUL
  ZOMBIE
  SPECTRE
  SKELETON
  MUMMY
  WRAITH
  TURNING
  UNDEAD:
  MORALE
  MODIFIER
  PARISH:
  HOLY SYMBOL:
  STATUS IN
  TITHINGS
  CHURCH
  SPECIAL ABILITIES:
  MAGIC COMPONENTS:
  Church’s
  Influence:
  
  POSSESSIONS:
  ITEM
  Provisions:
  MAGIC ITEMS
  LOCATION
  LEFT SIDE
  WEIGHT
  CENTER OR BACK
  RIGHT SIDE
  ITEM
  LOCATION
  WEIGHT
  ITEM
  LOCATION
  WEIGHT
  do hereby
  I
  DESCRIPTION:
  Water:
  ENCUMBRANCE:
  NORMAL = 1
  –
  –
  –
  –
  –
  LOADED = ½
  MAXIMUM = ¼
  HEAVY = ¾
  CONTAINER
  CONTAINER
  STR. ADJ.
  USED
  USED
  SUPPLY
  SUPPLY
  CARRYING
  CAPACITY:
  LOAD VS.
  MOVE RATE:
  MAX. VOL.
  MAX. VOL.
  LOAD
  LOAD
  CONTAINER
  MAX. VOL.
  LOAD
  MAX. VOL.
  LOAD
  CONTAINER
  –
  –
  Total Weight Carried
  WEALTH:
  COPPER–
  SILVER–
  ELECTRUM–
  GOLD–
  PLATINUM–
  GEMS–
  JEWELS–
  MISCELLANEOUS–
  TOTAL WEIGHT
  TOTAL VALUE
  TREASURE—
  EXPERIENCE POINTS:
  COMBAT—
  OTHER
  NEXT LEVEL GOAL
  TOTAL: +
  %
  DEBTS OWED/OBLIGATIONS
  AGE—
  APPARENT AGE
  UNNATURAL AGING
  COLOR OF:
  HAIR
  EYES
  WEAKNESSES/FEAR
  STANDING (if any)
  SOCIAL CLASS (if any)
  HEIGHT
  WEIGHT
  SEX
  GENERAL APPEARANCE:
  DISTINGUISHING MARKS:
  MANNERISMS:
  HATREDS/FOES
  DESIRES/LOVES
  COMPATRIOTS:
  NAME
  CLASS
  #
  LEVEL
  RACE
  NOTE
  NAME
  CLASS
  #
  LEVEL
  RACE
  NOTES
  Followers/Hirelings—Associates/Relatives
  LOCALES FREQUENTED/RESIDENCE:
  LOCATION
  TIME/CONDITION
  DETAILS
  LOCATION
  RESIDENCE
  NOTES:
  DETAILS
  LOCATION
  DETAILS
  TIME/CONDITION
  WILL:
  
  W .. pon--' C_tt-t: Combat Intl!nt on cllusing only tl!mpora'Y damage 
  is fuU of a grt'llt many ''ariablts. MO!Iit of these variables mUSI be calculated In reo 
  gard to I!ach rww slruadon. However. certain adjUSlments may be calculated 
  ah.ead of lime to IiPHd this form of c:ombaL For I!ach Iorm of Wf!'aponless combat 
  -
  Pummeling. Grappling and OverbI!aring, lhere lOre Ihree! similar calegories of 
  adju§Iments. Attack Adjustment: Thl!! value Is a modifier to de!ennioe ... helhl!l' 
  the allack "''ItS a s.uccess. Ollmage Adjustment: This ..... Iue modifies the 101111 
  damage done P/!I' ~Iatladc. . !>dense Adjustmenl: Thi5 value modifies the 
  damjOge received from a successful attack upon lhe characler. 
  Morale Modifier, Thas mudtfier ",ill ~'ary in time reRecting the most recenl deeds 
  of r""""" or infamy pieriurmed ~ lhe characler .md should ~ ",yinen ",ilh pencil. 
  Th ... "dkie ahers tlw ,noflI,le .041 of any noo·pI.a\l"1 d,,"acters in the eonP'oY of thi!; 
  ligute. The OM ",,11 lind tables ",ilh morale modi6m. on pages :J6.37 of the 
  DUNGEON MASTDlS GlnOE. 
  SPECIAL SKlu.s: ThIS: ~tion containS both Special skills peculiar 10 dillerenl 
  c hil ~d(Cter classes as ",~11 a~ notes of ,peciIic Intl.'l't'S1 to differing ChaIKI*" classes 
  Appropriale secoon!i on CharMIt'I' dilSM5 may be found on pages 2().32 In lhe 
  PlAYERS HANDBOOK. 
  Spe\k; This section III prO\.oided lor listing Ihe various spells knt)l.l.T1 by a 
  chariICier AboYe Ihis Ikl life spac:fS 10 nole Ihe number of spells thai may be 
  koown P\'f $pIIlllevel. TheM' valul!S ",-III challgl! wllh experience ~Is and nted 10 
  be wrillert In pencil. The lIags allached to each Ur>e of lhe list i'I'l! lor tIS'" In 
  recOlding $plllIs memori;tl'd al prt'!'it'lli. These are SOO;eci to change M Ihe spells 
  are cast and should be ""';IIen In pencil. If il is desired 10 dislingui5h spells by IheU' 
  ,-" tIM> spells may be color coded by level and wrinen in colored pencil. 
  T umiog Undt'ad: Not all clMses posM5S lhe ability to Tum Undead. and In Ihe 
  evenl thai Ihi5 skiB is ladtlng. Ih_ Spil.Cft should be left blank. The ..... lue; lor 
  tUmlng ... ,11 changt' ","h k"''''k of 1'lIperit>nce and II ",'OU1d be ",'ise 10 nole them in 
  p .. clI. 
  Thif:ving SkW.~ Thlis section k~ 
  IrlM:k oIl~ various skills oIlhieves or those 
  cllts&e!. abW 10 \1M' simi"" abihlie!.. Thellag in I~ upper righl hand comer of each 
  box lis used to note ~Immts prmided 10 lhe thie\~ng skiU by ~ 
  and lhe 
  characler'!i dexlerity score. The ma,n body ot' Ihe boJ< i5 then used 10 note Ihe 
  adjUSled SCOffS neI!ded lor succes~ In performing l'i'lCh of lhese skills. Thie\ing 
  dun.. ... ,11 v.vy ""Ih Incre.....es in e'IIperience 1foI.~ and should therrilre be "'1illertln 
  ","". 
  Aghlu/ RangulP.ladln: A1ignmertt S tatus, ",hether good. f;.ir 01 pooo-, is 
  important to bo(h the 1Uonget' and Paladin., to ",hom maintaining lhar proper 
  allgnmenl Is ~. 
  O lher abilltif'S pos5eSSed by Rangers and Paladtns lor 
  ... hoch spedfic ~es 
  ha~'e not been pt'Ql.ided may be noted under special "bililies. 
  Clnk/D .. id: Thosoe sp«iIIl skills of T~ Druid for which there i'lre no 5PM"5 
  Pt'O\.ided should be IIsled under Special AbliJries, Clerics may practice "'ilhln an 
  _igned 01 iIS!it,med ,~, lisled as ParKh. In ",-hich Ihey carl' lor and guide the 
  peOple of Ihal region. As lhe Alignment StatU!i Is Important to lhe practicing cleric, 
  Ihis I!; reflecled In his or her StalU5 In the Church. Laslly. the c hurch nol only 
  l'lIerts a religious lnOut'f'l« <M'r its people. bul also 5Omeliml!S possessei a political 
  lolluence out'f I~ Slille and thi5is ""hal Church'$lnll"""""e reftn 10. if used. 
  ThOef' ........ ln/ Monlo.: Monks are placed here under Thiel classes rather 
  Ihan CIme"I, becaU!i<e Ihe d."lS5 ~ 
  thkMII9 skills bul lacks clerici'll 5pelb 
  and capabilities. Monks' Immunilles may be IIsled under Special Immunities. 
  1'h.ow skills vllhl' monk and Assassin Ihal do not fit here should be listed undPr 
  Spedal Abllilles. 
  MuJtl-d ... ed: MQ!;t multl·dllSlied characlt'f5 are non,human and suffer 
  restrictions on lhe lewis of I'lCperieoce they may altain. Due 10 lhe reslrictlons of 
  space only 11M> bIt.e minimum amount of ... Iorn.atioo hi'Is bftn i'l11oIO-ed. but thi5 
  should prove sufficil!nt lor most. 
  POSSESSIONS: Thi5 sectioo C'OO.TI"S lhe "anous pt'f!iOIIiIl ~ 
  of I~ 
  character and lheir dlspos,don 
  Packing Usr. The .... 'right of the Items sIo..oed should also be nQ(ed to aid in dO!:-
  lermllllng encumbrance_ Remember Thai 10 gold pieces :: I pound br I~ 
  pu~ 
  01 encumbranc:1' 
  Encumbrann>: Thl!; refl!l's to the "''righl and bulk of the load canil!d and its 
  efJKt on A'IOIoIftneni I'ltte: remember 10 add ""right of monies carried 10 Ihe 100al. If 
  appropriate wrights cannol be determined lor c:ommon ;Iems, ask lhe OM 10 
  moderatl!. Srrength a4ustment I!; t~ addilional ",'right permilled due to lhe chat. 
  acteili Strenglh Odore inc:uning lhe mouemrnt pena/1ie5, On pClge 101 ot'lhe 
  PlAYERS HANDBOOK are noted lhe e&ctive .ange; of encumbt-anc:e al 
  ",-hich moo.oement peNl.lties begin to apply. 
  Supplies: 80lh PrOYkIons and Water "'-ill become impOrtant in determining 
  how long a character may stay -"'Y from a cMllzation. Supplies should be noted 
  in pencil prior 10 embarking on an MII. .. nture and should be crOSSoed 011 as they are 
  I used up. 
  Canying Capacity: This refers to the mruelmu", volume of treMUre and gear 
  ",hich may be carried a",'ay In cootainers brOUght by the character. Encumbranc:e 
  limits supercede any extra capacity brought, Since tre;osure i!; usually coins, Ihe 
  volume is Imnotaled by /I det/liling of hOlO' many gold pieces Ihis would equal: 
  Volume 
  G.p, Equi\!alenl 
  SmaUpooch 
  1/. co, h, 
  25g.p. 
  ~pu~ 
  large pooch 
  l"'co,h. 
  5Og.p. 
  Small sack or 
  I co. h. 
  IOO g.p. 
  tied shirt 
  """'-
  3eu, h. 
  300 g.p 
  IArge!iack 
  4 eu h. 
  4OOg_p_ 
  Magic Items: Thl!! rders to any oIlhe deo.ic;e; Ihal giw the character extrolOl'di· 
  ""'Y powers. Somt: of these devkes h ...... a short dul'lttion and should be lisled in 
  """U. 
  Wealth: Uert:, under ..eparale headings. may be kept a list 01 aU ''illuables 
  NOIe the ~c;e brTotal W..;ghT and 100al ..... lue. KH'p this record ",Tillen In pencil. 
  Experienct: PoInts: This!>«Doo is br kH'ping track of the ewr.c;hanglng ~'il1ue!i 
  ot' I!l<perienc:e and should be ",Tillen In pencil. Experience for the C1)mpletjon 01 an 
  aWmlure is broken down InlO Ihree caTegories: lhal acquired IhrOUgh treasu.e 
  round and spient, that acquired IhrOUgh skiD at arms irl combat, and thai 101 other 
  Ihlngs such as problems wived. tralJl!i evaded and sk,!h utilized sucCf5Sfully. Of 
  .... hluever I!ise tht: OM desires 109M experien<:e br. ln Ihis manner tIM> c hiltacter 
  can _ 
  if his or her I'lIIJOerienc:e i5 coming from Ihe calegories m()!il Important to 
  his 01 her class Of llihe c ha.itClef b slraying from the staled profes5ion. The Nexl 
  Lewl Goal is the number of I'lCperlence poinu necessary to graduale to lhe nexl 
  higher I!l<perience lewl. 
  I)d,ts Q...ed ObKg;.IIoos: This refer!i 10 any deblS inc:urred by loans from a 
  benefactor, I/\XeS owed the suore. debts of honor due $OrneonE' ... 1Io sa~-ed one·, life. 
  Of promise; "lade It may also ronct:m quest~ and geas.es. As Ihe debts a.e di5· 
  charged rhey ",ill be erased, w ",Tile lhem In pencil. 
  OESCRlPllON: This section deak ",1lh Ihe elements by ",hoch a charaCler is 
  identified. inclodlng lhe IrWnds he Of she keeps "nd pIac;t:s Ihe cha.acter often 
  visits, The more general tennli, hair and eye color, sex. heighl and "''t'Ighl may be 
  decided by lhe player or assigned by the OM, ",-110 ",ill find approprialt: chartS on 
  pCIoge 102 of the DUNGEON MASTlllSGlnOE, 
  Age: The iIoClU/ll physical 109/! of a dtaracter. ",Tillen irl rhe lwE'nge-shaped 
  space. may Mer from lhe age he or die appears 10 be. as a rt:sult of t~ _ 
  of 
  special di!o.ic:es or magic 01 .... dal q ..... ~ties . UooalUTal aging 91'-6 a pI.ac;t: 10 record 
  aging gained by 1M tIS'" of poIO-erfu1 magics 01 from magical attadl. 
  General Appearance: Thl$ rt:fers to a general description of a charKier _ his 
  or her m thing, build, .h"Pf: 0( lace and hilnds, hilir Styling. including 1ac ... 1 hair 
  and romplexloo. 
  DIstinguishing Marks: This may take lhe rnamer of SUltriug Of birthmarks or 
  the I'lCI!;It'fICt: oI.m abnormallealUre: protruding ears, broken Iftlh, small f!'yeS, etc. 
  Manneri!ims: Thill reftn to unconscious actions oft .... periormed ",hen klle 01 
  fII'n/('lUS IiUCh as ""itches. rubbing eyes, scrillchlng nose, lUling collar, tapping one's 
  1oot,I'IC. 
  Social CIa~: Social class and standing 10 IIIaI class may nol be In U!Nt In a 
  campaign, When Ihey a.l', social class is ilMigned by the OM . Standing In one's 
  social CIa55 details hO\ll one Is accepled by his 01 hI'! peers, from highly resl>ecled 
  to blacklisted. 
  Weakne5SetilPhobla5; The OM may "'-ish to assign allergies, phobias, I'IC, This 
  is strictly the realm of Ihe OM and should be carefully chasm §O as not to In •• 
  balanc:e the game. 
  H1Itreds!FOd; Thi!; .efer!i 10 dl$llkl!5 and dire enemies of lhe c haracler, due to 
  race 01 prevloU!i itdvenrures. 
  DeslretOlJ..oves: Thl!; refers to Ihlngs greatly desired, such M gold 10 a d":lIrf, 
  and beings lhecharacler is deo.'OIed to. These are left 10 lhe pIayer's discretion 
  NOles: This secllon Is Inrended 10 proo.i<Ie ~ 
  lor notes on lhe Character's 
  background and /Idver'IWts til needed. A characler may list his or her last "'ill and 
  t""tamenlln Ihis~ . 
  CLOSING NOTE! Tht: PlAYER CHARACTER RECORDS are greatly 6P-
  Ii'liled ~hftts, bul there are, 01 course. $OJTIt' omissions due 10 lhe restrictiOfl$ 
  01 space. For a player's per500itl re:ord of his or her chilracler ther~ are ""a~'S 10 
  overcome lhese IImliations by malolllirllng a chari'lCler file "'ith inserl$ on the 
  omilled !ledio", 
  A major difficulty "'ith these re:ord shf!el$ i5 lhe level restrictions they ImpoH. 
  11 a character reaches 131h 10 151h level, she 01 he may begin to run OUI of spac. 
  for skills, spells and special abilities. Thl!; problem can be ane..ii'lted by using 
  looseleaf anachmeolls on notebook pClP/!I' Of if the characl<:'O" i$ a pride and}oy 10 
  the player Ir is lj)Comml!r1ded Ihal he 01 she transkl' lhe character to lhe AD .. D 
  PERMANENT C HARACTER FO WER from TSR, 
  Anally, 10 h",urt: against lhe loss of i'llavonle figure. it i5 a good idea 10 provide 
  the OM 01 lhe campCIlgn In "'hleh the chllracler I!; played wilh a copy 00 a 5«olld 
  reco.d sheet, 
  
  !BIlleEB 
  BUIGEOIS l 
  BRAGOIS -
  Th!s item is only one of the many popular playing aids for 
  ADVANCED DUNGEONS & DRAGONSTM Fantasy Adventure 
  Game produced by TSR Hobbies. Inc. Other playing aids for the 
  AD&on04 ga me system currently available include: 
  Players Handbook (everything the AD&D player needs to 
  know) 
  Dungeon Masters Guide (the essential reference work for OMs) 
  Monster Manual (over 350 monsters. with full explanations and 
  many illustrations) 
  DEITIES & DEMIGODSTM Cyclopedia (over a dozen panthe-
  ons given in AD&D terms to aid the OM in expanding a 
  campaign) 
  AD&D Dungeon Masters Screen (combat tables. saving throws. 
  psionics, and many other valuable reference tables for OMs 
  and players) 
  AD&D Dungeon Masters Adventure Log (contains many tables 
  not on the OM Screen. as well as illustrations of armor and 
  weapons and pages on which to record an Information 
  needed about parties of adventurers) 
  AD&D Non·Player Character Record Sheets 
  AD&D Player Character Record Sheets 
  AD&D Permanent Character Folder and Adventure Record 
  Sheets 
  Rogues Gallery (hundreds 01 pre·rolled characters. usable as 
  player characters or NPCs) 
  THE WORLD OF GREYHAWKTM Fantasy World Setting (two 
  full·color continental maps. with complete descriptions of 
  history, geography, and legends. Approved for use with the 
  AD&D game system) 
  Dungeon Module G 1 (Steading of the Hill Giani ChIef) 
  Dungeon Module G2 (Glacial Rift of the Frost Giant Jarl) 
  Dungeon Module G3 (Hall of the Fire Giant King) 
  Dungeon Module 01·2 (Descent Into the Depths of the Earth) 
  Dungeon Module 03 (Vault of the Drow) 
  Dungeon Module Q I (Queen of the Demonweb Pits) 
  Dungeon Module C I (Hidden Shrine of the Tamoachan) 
  Dungeon Module C2 (Ghost Tower of Inverness) 
  Dungeon Module 51 (Tomb of Horrors) 
  Dungeon Module 52 (White Plume Mountain) 
  Dungeon Module 53 (Expedition to the Barrier Peaks) 
  Dungeon Module TI (Village of Hommlet) 
  Dungeon Module A 1 (Slave Pits of the Undercity) 
  Other releases of additional items relating to AD&DTM games are planned lor the future TSR Hobbies publishes a complete line of fantasy. 
  scIence nction. and historical games and rules which are available from beller hobby. game. and depanment stores nationwide. [f you desire a 
  complete catalog and/or the name of your nearest outlet. WT\te to: TSR Hobbies. POB 756. Lake Geneva. W153147 
  ISBN 0·935696·63·6 
  394·51551·XTSR0450 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/AD&D 1st Edition/Accessories/Player Character Record Sheets - 1981.pdf