Rogues Gallery for Will's AD&D 2nd Edition Game


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Character is done except for a backstory.

All the die rolls are in the Build Data spoiler block at the bottom.


Dorana Helgart

Race: Female Dwarf
Alignment: Neutral Good
Height: 4' 1"
Weight: 120#
Eyes: Green
Hair: Auburn
Age: 55
Class: Fighter-1/Cleric-1
Patron Deity: Moradin
Surprise: Normal
Movement: 6"
Initiative: +0
AC: 2 (Plate mail and shield)
Hit Points: 10/10
View attachment 105450

Strength:
Dexterity:
Constitution:
Intelligence:
Wisdom:
Charisma:
18/76
8
17
9
16
7​
To Hit: +2 Damage: +4 Weight Allowed: 185 Open Door: 13 BB/LG: 30%
Reaction/Missile Adj: +0 AC Bonus: -0
HP Adj: +3/+2 System Shock Survival: 97% Resurrection Survival: 98%
Additional Languages: 1
Magic Saves Adj: +2 Bonus Spells: 2 1st, 2 2nd Spell failure: 0%
Max # Henchmen: 3 Loyalty Adj: -2 Reaction Adj: -1

SAVING
THROWS


Priest-1
Warrior-1
Adjustments

Totals
Paralyzation, Poison
& Death Magic


10
14
+4 vs Poison

10 (6 vs Poison)
Rod, Staff
& Wand


14
16
+4 racial

10 (8 vs mind affecting)
Petrification
& Polymorph


13
15


13
Breath
Weapon


16
17


16

Spells

15
17
+4 racial

11 (9 vs mind affecting)
+2 vs Mind Affecting effects


Weapon

Morning Star
Sling, bullet

THACO

17
20
Damage Vs
Small/Medium


2d4+5
1d4+1
Damage
Vs Large


1d6+6
1d6+1
Range
S/M/L


---
5/10/20
Attacks
per Round


3/2
1

FEATURES
RACE: DWARF
Languages Spoken: Common, Dwarven
Vision: 60 feet infravision
Underground Senses: Detect slopes: 5 in 6; Detect new construction: 5 in 6; Detect shifting/moving walls/floors/ceilings: 4 in 6; Detect stonework traps, pits, or dead falls: 3 in 6; Determine approximate depth underground: 3 in 6
Combat Training: +1 in melee vs orcs, half-orcs, goblins, and hobgoblins. Giants (ogres, trolls, ogre magi, giants and titan) are -4 to hit against dwarves.
Anti-magical Nature: +4 to saving throws vs poison, rods, staves, wands, and spells. 20% failure chance when using magic items not suited to class.

CLASS: FIGHTER
Level: 1 -- XP Earned: 0/2000 XP Bonus: +10%
Weapon Specialization: 3/2 attack with specialized weapon, +1 to hit, +2 damage

CLASS: CLERIC
Level: 1 -- XP Earned: 0/1500 XP Bonus: +10%
Spell Spheres: Major: All, Astral, Charm, Combat, Creation, Divination, Guardian, Healing, Necromantic, Protection, Summoning, Sun; Minor: Elemental; Banned: Animal, Plant, Weather
Spells per Day: 1st: 3
Typical Spells: cure light wounds, protection from evil, cause fear
Turn Undead:
Undead
Type
Wight
or 5HD
Shadow
or 3-4HD
Ghoul
or 2HD
ZombieSkeleton
or 1HD
Priest-12019161310

PROFICIENCIES:
# of Weapon Proficiencies: 4; Non-Proficiency Penalty: -2; Next Proficiency: Level 4
Weapon Specialization: Morning Star
Weapon Proficiencies: Sling, Hammer
# of Non-Weapon Proficiencies: 3; Next Proficiency: Level 4
Proficiencies: Religion (16-), Fire Building (15-), Blacksmitting (18- )
Languages Spoken: Common, Dwarven, Orcish

EQUIPMENT
Morning star
Plate Mail
Small Shield (3 gp)
Sling and 40 bullets (45 cp)
Red tabbard, leather belt, leather hard boots, fine hose, wool gloves, neck sash (5 gp)
Holy symbol, affixed to neck sash (25 gp)
Backpack
50' of rope​
cooking kit (pot, ladle, herbs)​
2 torches​
10 candles (1 sp)​
8 pieces of chalk (1 sp, for all ten)​
2 flasks of oil​
4 bars of soap (25 sp for all 5)​
2 changes of clothing (10 gp)​
1 gown (12 sp)​
1 pair of shoes and 1 pair of fine shoes (6 gp)​
2 wineskins (16 sp)​
a bedroll​
a small tent​
Belt pouch, large (3 sp)
a knife​
1 bar of soap (see backpack)​
scroll case (empty) (8 sp)​
sewing kit (3 sewing needles and 3 yrds of cloth: 3 gp)​
Belt pouch, small (2) (1 sp)
flint & steel​
2 pieces of chalk (see backpack)​
41 gp 9 sp 15 cp (divided between the 2 small pouches)​

HISTORY
height, weight, age: 1d10+41 49 4d10+105 120 40+5d6 55
ability rolls: 7#1d6 4 1 6 4 4 6 2
percentage strength: 1d100 76
hit points: (1d10+3+1d8+2)/2 10
starting money: 5d4*10 90
Dwarf: +1 Con, -1 Cha
str: 8 + 6 + 4 = 18/76
dex: 8
con: 9 + 6 + 2 = 17
Int: 8 + 1
Wis: 8 + 4 + 4 = 16
Cha: 7
 
Last edited:

TallIan

Explorer
All the die rolls are in the Build Data spoiler block at the bottom.


Uhtred Firebeard
Race: Male Dwarf
Alignment: Lawful Neutral
Height: 4' 4"
Weight: 152#
Eyes: Green
Hair: Black
Age: 55
Class: Fighter-1
Surprise: Normal
Movement: 6"
Initiative: +0
AC: 2 (Plate mail and shield)
Hit Points: 10/10
Strength:
Dexterity:
Constitution:
Intelligence:
Wisdom:
Charisma:
18/57
11
18
8
10
10
To Hit: +2 Damage: +3 Weight Allowed: 160 Open Door: 13 BB/LG: 25%
Reaction/Missile Adj: +0 AC Bonus: -0
HP Adj: +2(+4) System Shock Survival: 99% Resurrection Survival: 100%
Additional Languages: 1
Magic Saves Adj: 0 Bonus Spells: 0 Spell failure: 15%
Max # Henchmen: 4 Loyalty Adj: 0 Reaction Adj: 0

SAVING
THROWS


Priest-1
Adjustments

Totals
Paralyzation, Poison
& Death Magic


14
+4 vs Poison

14 (6 vs Poison)

Rod, Staff
& Wand


16
+4 racial

16 (12 vs mind affecting)
Petrification
& Polymorph


15



15

Breath
Weapon


17



17


Spells


17
+4 racial

17 (13 vs mind affecting)
+2 vs Mind Affecting effects

Weapon


Battle Axe
X-bow

THACO


18
20
Damage Vs
Small/Medium


1d8+4
1d4
Damage
Vs Large


1d8+4
1d6
Range
S/M/L


---
60/120/180
Attacks
per Round


3/2
1
FEATURES
RACE: DWARF
Languages Spoken: Common, Dwarven
Vision: 60 feet infravision
Underground Senses: Detect slopes: 5 in 6; Detect new construction: 5 in 6; Detect shifting/moving walls/floors/ceilings: 4 in 6; Detect stonework traps, pits, or dead falls: 3 in 6; Determine approximate depth underground: 3 in 6
Combat Training: +1 in melee vs orcs, half-orcs, goblins, and hobgoblins. Giants (ogres, trolls, ogre magi, giants and titan) are -4 to hit against dwarves.
Anti-magical Nature: +4 to saving throws vs poison, rods, staves, wands, and spells. 20% failure chance when using magic items not suited to class.


CLASS: FIGHTER
Level: 1 -- XP Earned: 0/2000 XP Bonus: +10%
Weapon Specialization: 3/2 attack with specialized weapon, +1 to hit, +2 damage


PROFICIENCIES:
# of Weapon Proficiencies: 4; Non-Proficiency Penalty: -2; Next Proficiency: Level 4
Weapon Specialization: Battle Axe
Weapon Proficiencies: Cross bow; AN OTHER
# of Non-Weapon Proficiencies: 3; Next Proficiency: Level 4
Proficiencies: Animal Handling; Stone Masonry; Rope Use


EQUIPMENT


Battle Axe
Plate Mail
Medium Shield (7 GP)
Light Crossbow (35 GP)
Bolts(40) (40 SP)
Grey tabbard, leather belt, leather hard boots, hose, gloves, (6 GP 15 SP)
Backpack
50' of rope
cooking kit (pot, ladle, herbs)
2 torches
8 pieces of chalk (1 sp, for all ten)
2 flasks of oil
1 changes of clothing (5 gp)
1 grappling hook
1 pair of shoes
3 wineskins (24 sp)
7 rations (3 GP)
a bedroll
a small tent​
Belt pouch, large (3 sp)
a knife
sewing kit (3 sewing needles and 3 yrds of cloth: 3 gp)
Belt pouch, small (2) (1 sp)
flint & steel
2 pieces of chalk (see backpack)
45 GP 8 EP 6 SP 0 cp (divided between the 2 small pouches)
Guard Dog


HISTORY
Uhred was apprenticed to a stone mason to learn a trade, but he had always dreamed of joining the army. He spent much of his spare time preparing for that and as such was a mediocre apprentice. He was somewhat resigned to a life in a small town when he met Arjilia.


Her merchant father did not like her associating with lowly tradesmen so they had to keep thier affair secret. It didn't stay secret for long though as one of her fathers hired thugs discovered them. Arjilia's father has turned much of his considerable wealth to ruining Uhtred so the summons from Wealand has arrived just in time.



[sblock="Build Data"]Rolls: Post 35
Dwarf: +1 Con, -1 Cha
STR 8 + 6 + 4 = 18/57
DEX 8 + 3 = 11
CON 8 + 5 + 4 + 1 = 18
INT 8 + = 8
WIS 8 + 2 = 10
CHA 8 + 3 - 1 = 10


Gold: Post 38


HP: Post 42


Age: 5d6 15
height: 1d10 6
weight: 4d10 22


[/sblock]
 

Greenmtn

Explorer
Clalick Knappvep
Male Gnome
Illusionist 1/Thief 1
CG
Str 8
Dex 18
Con 12
Int 18
Wis 10
Cha 9

Languages: Common, Gnome, Elf, Dwarf, Goblin, Halfling, Kobold, Thieves Cant
THAC0 20
AC 10
HP ((1d4)[3]+(1d6)[2]/2)
Movement 6
Age 50
Hieght 3'4"
Weight 80lbs

Spells per Day 2
Prepared - Change Self, Sleep (I can't seem to find how many spells I should know)

Thief Skills
PP 25
OL 40
F/RT 30
MS 30
HS 30
DN 30
CW 45
RL 20

Backstab Modifier x2

Saving throws
PPD 13
RSW 11
PP 12
BW 15
S 12

Weapon Proficiencies - Dagger, Quarterstaff
Non Weapon Proficiencies - Brewing, Appraising, Reading/Writing, Spellcraft

Money
Starting GP ((1d4+1)[2]+(2d6)[10]/2*10) = 60
Current GP 5, SP 5

Equipment:
Clothing - belt, breeches, Cloak, Gloves, tunic, shoes, belt pouch
Dagger
backpack
50' of rope
knife and knife sheath
cook kit
torches x2
flint & steel
2 flasks of oil
bedroll
Thieves tools
Spell book
Writing ink
small metal mirror
2 loafs of bread
Cheese

Clalick's father knew that he was a bright boy and went to great lengths to get him training in the magical arts. He was to be a child that would make his father proud.
Or at least that was the plan. The time away from home started out well enough with Clalick doing well in his studies. Then the reports started coming in. Clalick was constantly in trouble. Breaking into the wizards library, messing with dangerous spell components unsupervised, until finally he was sent home with a note saying that he could no longer study under the wizard that had been training him. Apparently it was a fairly big deal that he had messed with an ancient spell that he wasn't even supposed to have access to... And summoned an illusionary beast that he wasn't powerful enough to control and caused a massive panic in the town and nearly cost him his life.

Back at his parents he was a disappointment to his father. It is hard to say if going off to the city is really a way for the boy to try to make something of himself, or just a way for his father to get him out of his sight so that he isn't reminded of the lost opportunities and poor investments.
Mother, as mothers tend to be, was more tender. She gave him a dagger and some money to buy provisions. Telling him as he took the blade from her hands. "It's dangerous in the city alone. Take this."
 

JustinCase

the magical equivalent to the number zero
Aego Aenovindë
NG elf enchanter 1

View attachment 105519



Aego Aenovindë
Race: Male Elf
Alignment: Neutral Good
Class: Enchanter 1 (specialist wizard)
Surprise: +1
AC: 8 (dexterity)
Hit Points: 4/4
Strength:
Dexterity:
Constitution:
Intelligence:
Wisdom:
Charisma:
8
16
10
17
8
16
To Hit: +0 Damage: +0 Weight Allowed: 35 Open Door: 5 BB/LG: 1%
Reaction/Missile Adj: +1 AC Bonus: -2
HP Adj: 0 System Shock Survival: 70% Resurrection Survival: 75%
Additional Languages: 6 Max Spell Level: 8th Chance to learn spell: 90% Ench./60% other Max # of spells per level: 14
Magic Saves Adj: +0
Max # Henchmen: 8 Loyalty Adj: +4 Reaction Adj: +5

SAVING
THROWS


Wizard-1
Adjustments

Totals

Paralyzation, Poison
& Death Magic


14


14

Rod, Staff
& Wand


11


11

Petrification
& Polymorph


13


13

Breath
Weapon


15


16


Spells


12
+1 vs Ench.

12 (13 vs Ench.)
90% resistance to sleep and all charm-related spells effects



Weapon


Staff
Dagger (thrown)


THACO


20
19

Damage Vs
Small/Medium


1d6
1d4

Damage
Vs Large


1d6
1d3

Range
S/M/L


---
1/2/3

Attacks
per Round


1
2/1

FEATURES
RACE: Elf
Languages Spoken: Common, Elf, Gnome, Halfling, Goblin, Orc, Gnoll
Vision: 60 feet infravision
Elven Trance: 90% resistance to sleep and all charm-related spells, in addition to regular saves
Elven Senses: 1-in-6 chance to notice concealed doors; 1-in-2 chance when actively searching; 1-in-3 chance to notice secret doors when actively searching
Elven Stealth: When alone or with only elves and halflings within 90 feet, can gain bonus to surprise; opponents take -4 penalty on surprise rolls

CLASS: Enchanter (specialist wizard)
Level: 1 -- XP Earned: 0/2000 XP Bonus: +10%
Specialist Wizard: Enchantment; banned schools are Invocation and Necromancy. Can cast 1 extra spell per day from the Enchantment school. Bonus 15% chance to learn Enchantment spells; penalty -15% chance to learn other schools’ spells. Opponents take -1 penalty versus Enchantment spells

MAGIC
Spells in spellbook: Detect Magic, Read Magic, Armor, Charm Person, Sleep
Spells prepared: Charm Person, Sleep

EQUIPMENT
Staff (quarterstaff)
Dagger
Signet ring
Backpack
50’ of rope
spell book
5 scroll cases
10 sheets of parchment
10 candles
cook kit
2 torches
2 flasks of oil
bedroll​
Belt pouch, large
flint & steel
a knife
sealing wax 1lb​
Belt pouch, small
28 gp
2 sp​

HISTORY
Aego is a smart young elf but easily distracted. Being very sociable, he spent more time playing games and carousing than studying magic -- except for the spells that could befriend or encharm people. After a second (reported) incident of Aego magically entrancing an attractive visitor to the small elven village, the normally very patient Archmage Sahrax finally put his foot down. He would no longer teach the boy.

His parents were not impressed with Aego's pleading and refused to find him a new teacher. The only affordable way to learn more magic, they told him, was to become an adventurer.

Disgruntled, Aego left his home town with his spellbook, practical stuff his parents gave him, a brand new staff -- a gift from Sahrax after a rushed ceremony to mark the end of Aego's apprenticeship -- and a note to find a wizard named Weleand at a certain time and place...


[sblock="Build Data"]Rolls for HP and starting gold: http://www.enworld.org/forum/showth...n-a-PbP-Game&p=7581798&viewfull=1#post7581798
Rolls for stats: http://www.enworld.org/forum/showth...n-a-PbP-Game&p=7577002&viewfull=1#post7577002
Elf: +1 Dex, -1 Con
STR 8 + = 8
DEX 8 + 5 +2 + 1 = 16
CON 8 + 3 - 1 = 10
INT 8 + 6 + 3 = 17
WIS 8 + = 8
CHA 8 + 6 + 2 = 16
[/sblock]
 

JharyOConnah

Explorer
Jhary O Connah

Male Halfling
True Neutral
Bard 1
AC 6
HP 6

STR 9
DEX 18 (+2 reaction/missile; -4 defense)
CON 13
INT 14
WIS 9
CHA 16

Languages Halfling, Common, Planar Common (hazy), thieves cant

+1 thrown weapons
Surprise bonus, enemies -4 on rolls
Infravision 30ft

0 Spells

Climb Wall 35
Detect Noise 20
Pick Pockets 40
Read Languages 5
Open Locks 15
Move Silently 15
Hide in Shadows 20

Influence Reactions (upgrade mood of groups)

Bardic Song (+1 to hit for rounds per level/saving throw)

Group immune to song magic 30ft

Blue Jerkin, Red pantaloons, Blue feathered hat, Yellow belt, Pouch, Comfortable doe-skin boots, Flint and tinder, Handkerchief, Snuff, Miniature zither

Dagger 1d4
Sling, stone 1d4

Almost all Jhary could remember were the streets of the City State of the Invincible Overlord. Except every once in a while the hobbit had a strange recollection of another place he remembered as home. He couldn't remember his parents or their faces but for some odd reason he was pretty sure his poppa was some guy named Brando B. He also remembered something about a mountain...a green field… maybe his momma Celestia? The recollections were as fuzzy as his feet.
 

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