William Smith1
Explorer
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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) |
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:
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 |
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) |
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 Belt pouch, large (3 sp)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 a knife Belt pouch, small (2) (1 sp)sewing kit (3 sewing needles and 3 yrds of cloth: 3 gp) flint & steel Guard Dog2 pieces of chalk (see backpack) 45 GP 8 EP 6 SP 0 cp (divided between the 2 small pouches) 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. |
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.) |
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 Belt pouch, largespell book 5 scroll cases 10 sheets of parchment 10 candles cook kit 2 torches 2 flasks of oil bedroll flint & steel Belt pouch, smalla knife sealing wax 1lb 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... |