Microlite20 Character Sheet



Final Rolled User Mod Race Bonus Stat Bonus
STR
DEX
MIND
Skill Total Mod
Physical
Subterfuge
Knowledge
Communication


HP = 1d6 + STR bonus per level
Melee STR bonus + Level
Missile DEX bonus + Level
Magic MIND bonus + Level


d20 Skill Reference (Microlite20 equivalents)
d20 Skill Value Roll Notes
Appraise COM + MIND
Balance PHYS + DEX
Bluff COM + MIND
Climb PHYS + DEX or STR Whichever is highest
Concentration GM's fiat applies
Craft KNOW + DEX
Decipher Script KNOW + MIND or COM + MIND
Diplomacy COM + MIND
Disable Device SUB + MIND or SUB + DEX
Disguise SUB + MIND
Escape Artist SUB + DEX or SUB + STR Depends on what you're escaping
Forgery COM + DEX
Gather Information COM + MIND
Handle Animal COM + MIND or COM + STR STR if animal is bigger than you
Heal KNOW + MIND
Hide SUB + DEX
Intimidate PHYS + STR, SUB + MIND, or COM + STR Depends on situation
Jump PHYS + STR or PHYS + DEX STR long jump, DEX high jump
Knowledge KNOW + MIND
Listen SUB + MIND
Move Silently SUB + DEX
Open Lock SUB + DEX
Perform COM + MIND DEX if juggling, STR if weightlifting
Profession COM + MIND Usually
Ride COM + DEX
Search SUB + MIND
Sense Motive COM + MIND
Sleight of Hand SUB + DEX
Speak Language COM + MIND Know it or you don't; MIND for subtle nuance
Spellcraft MIND only
Spot SUB + MIND
Survival PHYS + STR or SUB + DEX/STR STR/DEX/PHYS to survive; SUB to hunt
Swim PHYS + STR
Tumble PHYS + DEX

Coin Exchange Rates
Coin cp sp gp pp
Copper piece 1 1/10 1/100 1/1,000
Silver piece 10 1 1/10 1/100
Gold piece 100 10 1 1/10
Platinum piece 1,000 100 10 1


Purse

Weapons & Equipment
Weapon Cost Damage Range
Unarmed Strike 1d3
Axe, throwing 8 gp 1d6 10 ft.
Dagger 2 gp 1d4 10 ft.
Hammer, light 1 gp 1d6 20 ft.
Handaxe 6 gp 1d4
Mace, light 5 gp 1d6
Pick, light 4 gp 1d4
Sap 1 gp 1d6
Sickle 6 gp 1d6
Sword, short 10 gp 1d6
Armor Cost AC Bonus
Padded 2 gp +1
Leather 10 gp +2
Studded Leather 25 gp +3
Chain Shirt 100 gp +4
Hide 15 gp +3
Scale Mail 50 gp +4
Chainmail 150 gp +5
Breastplate 200 gp +5
Splint Mail 200 gp +6
Banded Mail 250 gp +6
Half-plate 600 gp +7
Full Plate 1,500 gp +8

Shield Cost AC Bonus
Buckler 15 gp +1
Shield, light wooden 3 gp +1
Shield, light steel 9 gp +1
Shield, heavy wooden 7 gp +2
Shield, heavy steel 20 gp +2
Shield, tower 30 gp +4

Weapon Cost Damage Range
Battleaxe 10 gp 1d8
Club 1d6 10 ft.
Flail 8 gp 1d8
Longsword 15 gp 1d8
Mace, heavy 12 gp 1d8
Morningstar 8 gp 1d8
Pick, heavy 8 gp 1d6
Rapier 20 gp 1d6
Scimitar 15 gp 1d6
Shortspear 1 gp 1d6 20 ft.
Sword, bastard 35 gp 1d10
Trident 15 gp 1d8 10 ft.
Waraxe, dwarven 30 gp 1d10
Warhammer 12 gp 1d8
Whip 1 gp 1d3

Weapon Cost Damage Range
Chain, spiked 25 gp 2d4
Falchion 75 gp 1d6
Flail, heavy 15 gp 1d8
Glaive 8 gp 1d8
Greataxe 20 gp 1d10
Greatclub 5 gp 1d8
Greatsword 50 gp 2d6
Guisarme 9 gp 2d4
Halberd 10 gp 1d10
Lance 10 gp 1d8
Longspear 5 gp 1d8
Quarterstaff 1d6
Scythe 18 gp 2d4
Spear 2 gp 1d8 20 ft.

Weapon Cost Damage Range
Crossbow, hand 100 gp 1d4 30 ft.
Crossbow, heavy 50 gp 1d10 120 ft.
Crossbow, light 35 gp 1d8 80 ft.
Dart 5 sp 1d4 20 ft.
Javelin 1 gp 1d6 30 ft.
Longbow 75 gp 1d8 100 ft.
Net 20 gp 10 ft.
Shortbow 30 gp 1d6 60 ft.
Sling 1d4 50 ft.

Characters may purchase equipment from the following lists with their starting money or select one of the standard adventuring “fastpacks”.
Acid (flask) 10gp
Antitoxin (vial) 50gp
Artisan's Tools 5gp
Backpack (empty) 2gp
Barrel (empty) 2gp
Basket (empty) 4sp
Bedroll 1sp
Bell 1gp
Blanket, winter 5sp
Block and Tackle 5gp
Bottle, wine, glass 2gp
Bucket (empty) 5sp
Caltrops 1gp
Candle 1cp
Canvas (sq. yd.) 1sp
Case, map or scroll 1gp
Chain (10 ft.) 30gp
Chalk, 1 piece 1cp
Chest (empty) 2gp
Craftsman's Tools 5gp
Crowbar 2gp
Disguise Kit 50gp
Firewood (per day) 1cp
Fishhook 1sp
Fishing net (25 sq.ft.) 4gp
Flask (empty) 3cp
Flint and Steel 1gp
Grappling Hook 1gp
Hammer 5sp
Healer's Kit 50gp
Holy Symbol, wooden 1gp
Holy Symbol, silver 25gp
Holy Water (flask) 25gp
Hourglass 25gp
Ink (1 oz. vial) 8gp
Inkpen 1sp
Jug, clay 3cp
Ladder, 10 ft. 5cp
Lamp, common 1sp
Lantern, bullseye 12gp
Lantern, hooded 7gp
Lock, simple 20gp
Lock, average 40gp
Lock, good 80gp
Magnifying Glass 100gp
Manacles 15gp
Mirror, small steel 10gp
Mug/Tankard, clay 2cp
Musical Instrument 5gp
Oil, pint flask 1sp
Paper (sheet) 4sp
Parchment (sheet) 2sp
Pick, miner's 3gp
Pitcher, clay 2cp
Piton 1sp
Pole, 10 ft. 2sp
Pot, iron 5sp
Pouch, belt (empty) 1gp
Ram, portable 10gp
Rations, trail (per day) 5sp
Rope, hempen (50 ft.) 1gp
Rope, silk (50 ft.) 10gp
Sack (empty) 1sp
Sealing Wax 1gp
Sewing Needle 5sp
Signal Whistle 8sp
Signet Ring 5gp
Sledge 1gp
Soap (per lb.) 5sp
Spade or Shovel 2gp
Spell Component Pouch 5gp
Spellbook (blank) 15gp
Spyglass 1,000gp
Tent 10gp
Thieves' Tools 30gp
Torch 1cp
Vial, ink or potion 1gp
Waterskin 1gp
Whetstone 2cp

Clothing
Artisan's Outfit 1gp
Cleric's Vestments 5gp
Cold Weather Outfit 8gp
Courtier's Outfit 30gp
Entertainer's Outfit 3gp
Explorer's Outfit 10gp
Monk's Outfit 5gp
Noble's Outfit 75gp
Peasant's Outfit 1sp
Royal Outfit 200gp
Scholar's Outfit 5gp
Traveller's Outfit 1gp

Mounts and Related Gear
Barding, medium armor x2
Barding, large armor x4
Bit and Bridle 2gp
Dog, guard 25gp
Dog, war 75gp
Donkey or Mule 8gp
Feed (per day) 5cp
Horse, heavy 200gp
Horse, light 75gp
Pony 30gp
Saddle, military 20gp
Saddle, pack 5gp
Saddle, riding 10gp
Saddlebags 4gp
Stabling (per day) 5sp
Warhorse, heavy 400gp
Warhorse, light 150gp
Warpony 100gp

Other Equipment

Spell List Selection


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