Castles & Crusades Character Sheet
Character Sheet Overview
The PC character sheet is comprised of several tabs organized along the right side. These tabs contain the PC’s details organized by category. Simply click the tab you want to view.
Main: Class, attributes, hit points, senses, and overview of common combat totals.
Combat: Details of initiative, defenses, movement speed, basic attacks, and weapons.
Abilities: Advantages, class abilities, skill, racial features.
Inventory: Items, coins, armor status, containers, encumbrance.
Spells: Spell details.
Notes: Character appearance, languages, notes.
Character options (skills, abilities, equipment, spells, ...) setup in the campaign or imported from modules can be added to the character sheet by dragging their links to the appropriate area of the character sheet. This will pre-fill much of your character’s data. Races and Classes can be dropped onto any tab of the character sheet to build or level your character. See the “Add a Race” and “Add a Class or Level” sections below for details.
Setting Attribute Scores
Attributes are rolled manually using whatever method you prefer. If rolled in Fantasy Grounds, the results can be dragged from the chat window onto the desired attribute field. Otherwise, attributes must be manually entered. Once they are determined return to the Main tab and set primary/secondary attributes. Do so by clicking the attribute names until the correct status is set. Primes are colored red, secondaries are colored blue, and unset attributes are black.
Add a Race
Races can be added manually or by dragging a Race link from the sidebar onto the character sheet. If drag/drop is used, several pieces of information such as the race name, attribute modifiers, movement speed, racial abilities, etc. will be filled automatically. You can see a summary of what has been updated in the chat. Dropping a Race will also embed any properly formatted skill or ability bonuses into the character data. When a Class is dropped from the sidebar, the embedded data will be used to apply racial bonuses to any skill or ability that matches exactly.
Note: Only one Race can be dragged from the sidebar. If the race field is filled, dropped races will be ignored. Also, it is best to add a Race after the starting attributes have been placed, but before adding a Class. Following that order will automatically apply racial modifiers to the starting attributes and ensure the correct constitution bonus is added to hit point rolls.
Add a Class or Level
Much like Races, Classes can be entered manually or added by dragging a Class link from the sidebar onto the character sheet. However, you can also add levels to a PC by dragging a Class onto its character sheet. In either case, dropping a Class will open the Class Loader window.
If the class field is blank or matches the dragged Class’s name, the popup window will default to adding one level. This can be changed to any defined level greater than current using the “New Level” drop down. You may also select whether to automatically roll hit points for the new level(s). Clicking “Accept” will update many areas of the character sheet including class name, base attack, xp to next level, abilities, etc. You can see a summary of what has been updated in the chat after adding a class.
Multiclassing is best handled by having the GM create a custom class in the sidebar. That way, the new class can incorporate any necessary adjustments from the chosen multiclassing option. So long as the new class’s formatting is consistent with the 8th printing PHB and Quick Start Guide, leveling will be as simple as dragging the multiclass onto a character sheet. Alternatively, the Class Loader provides limited support for multiclassing on the fly.
If a class is dropped that does not match the current class on a character sheet, the Class Loader will attempt to update class information without upsetting the existing class. In this mode, hit points cannot be rolled automatically and you can select any defined level for the new class (even ones lower than the character level). Warning: the Class Loader does not perfectly account for all multiclassing rules, so it is important to double check and adjust the results.
Change Portrait
Click on the Portrait field
Use the Select Portrait window to find and select a portrait.
NOTE: Click the folder button in the portrait selection window to add new portrait files for consideration. Close and reopen portrait selection window to see the new options. Portraits larger than 70x70 are not needed and may increase portrait upload/download times.
Change Token
A token will automatically be generated from the selected portrait, but this can be replaced with any other token. To do so:
Open the Token Box on the tabletop sidebar.
Find the token you want to use.
Drag and drop token onto character token field to the right of the portrait. This field looks like the character’s current token if one has been assigned. Otherwise, it will appear as a small circle.
Add Weapon
Add existing weapon
Open either the Combat or Inventory tab.
Drag and drop a weapon’s link from the Items sidebar onto the weapon or equipment list.
Note: All weapons dropped into the inventory will also be present in the weapon list on the Combat tab, regardless of whether they are marked as “equipped”. If a weapon can be used for both melee and ranged, 2 weapon entries will be created on the Combat tab. (i.e. dagger, short spear)
Add new weapon
Click on Combat tab.
Add new item to weapon list using right click menu or edit/add buttons.
Enter the weapon name.
Change the weapon type to match weapon usage (click icon just to right of weapon name to toggle between melee, ranged and thrown).
Click on magnifying glass to fill in attack/damage details
Enter any attack modifiers
Enter damage dice and any damage modifier
Note: Alternatively, you may create a new weapon by creating a new item in your inventory, clicking on the short cut link, and filling out the relevant information in the item window. Better yet, have the GM do this in the Items sidebar, so it can be stored for future use on other characters.
Attack Rolls
For generic attacks, double-click or drag attack totals from the Main or Combat tabs on the PC sheet. Set basic attack details on the Combat tab. For weapon attacks, double-click or drag the attack field of the weapon entry on the Combat tab.
Damage Rolls
For weapon damage, double-click or drag the dice from the damage field of the weapon entry on the Combat tab.
Initiative Rolls
Double-click or drag the initiative total from the Main or Combat tabs on the PC sheet. Set initiative details on the Combat tab.
Add Spell
Add existing spell
Open the Spells tab.
If you do not have a block for a particular spell source (Wizard, Cleric, Gnome, etc), you must add one before adding spells. Do so by clicking the add button at the bottom of the window.
Even if a spell block exists, it may be collapsed. Expand the desired block by clicking the +/- icon to the right of its header.
Within the spell block, make sure available spell slots have been entered to reveal the spell level sub-sections.
Drag and drop the spell’s link onto the desired spell level section header.
Add new spell
Normally, it is best to have the GM create a new spell in the Spells sidebar, so that it can be reused and consistent across multiple characters. Then adding the new spell is achieved by following the instructions above. However, it is also possible to create a new spell from within the character sheet.
Open the Spells tab.
Make sure you’ve got a spell block and slots setup as described in steps 2 & 4 of adding an existing spell.
Add a new spell by selecting “Add Spell” from the context menu or clicking add button in the desired level section header.
Enter the name and a short description of the spell
Click on the spell link on the right side of the spell entry to edit the full spell record.
Note: Whether creating new spells or using old ones, it is possible to add a variety of actions (damage rolls, healing rolls, effects) via the Actions tab on the Spell window. For details on how to create and use spell actions, see Spell Actions.
SIEGE Rolls and Saving Throws
Double-clicking or dragging the ability bonus from the Main tab on the PC sheet will trigger an ability check. Roll a save instead by using the “S” icon in the lower right of the field or holding the SHIFT key while rolling. By default, ability modifier and class level will be added to these rolls. Holding the ALT key while triggering a roll, will prevent level from being added to the result.
The ability modifier is derived automatically from the corresponding attribute using standard C&C rules. If the default value needs to be changed, you can apply a modifier by holding the CTRL key while rolling the mouse wheel over the modifier field. The field will display the new total, while the size of the extra modifier appears at the top right of the field.
Skill/Ability Checks
You may roll skills and abilities from the Abilities tab by double-clicking or dragging its modifier. Note: a modifier will only appear for if the attribute field has a value.
Skill and ability modifiers may be adjusted directly or by using hidden bonus fields. A temporary bonus can be added directly to the modifier field by holding the CTRL key while rolling the mouse wheel over it. To access the hidden fields, click the hourglass icon to the left of the modifier. These fields allow for racial, miscellaneous, and temporary bonuses. Note that the “temp” field represents the same bonus that can be applied by using the mouse wheel. In addition to bonuses, a checkbox to the right allows you to control whether level (or HD for monsters) is added to the result.
Resting
Right clicking on the character sheet and selecting the rest/wait option will allow an individual character to benefit from an “Overnight Rest” or “Wait for Effects to Expire”.
The GM can choose to have the whole party rest all at once by selecting the Rest menu option from the combat tracker. In addition to the options above, the GM may trigger 1 to 7 hours to pass which will simultaneously subtract the time from ongoing effects and regain mana points for mana based spellcasters.