Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Next
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
Character Builds & Optimization
[AD&D 1e]Temple of Elemental Evil RG
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Scott DeWar" data-source="post: 5959062" data-attributes="member: 49929"><p>2: Good possibility here; dwarvin fighter/thief?</p><p>[code]</p><p></p><p>Name: Veerdunn Glootneir - gambler and expert consumer of ale</p><p>[B][U]Status - Alive and unused[/U][/B]</p><p>[B][U]Vital Stats[/U][/B]</p><p>Armor Class: 5</p><p>Studded 20 lbs 90 ft -3 ac adj</p><p>Hit Points: 13 [1d10 + 1d6] /2 </p><p>Move 90 feet</p><p>Exp: Fighter 0/1900 [no bonus] ; thief 0/1250 [10% bonus]</p><p></p><p>Neutral Good</p><p>Follower of Ulaa (godess of Hills, mountains, gemstones) additionally </p><p> venerates Fortubo (god of Stone, metals, mountains) and Xan Yae </p><p> (goddess of Twilight, shadows, stealth)</p><p>82 year old male</p><p>4' 3" 129.5 cm 173 lbs 78.6 kg</p><p>stout in stature; </p><p>Languages: Common, ......</p><p></p><p>[B][U]Ability Scores[/U][/B]</p><p>STR: 14 - Hit Prob: norm, Dam Adj: norm, Bend/Lift 7%, Wgt Allow: 200, </p><p> Open Door: 1-2</p><p>INT: 11 - Max Lang: 2</p><p>WIS: 10 - Mag Atk Adj: -</p><p>DEX: 16 - React/Missile Adj: +1 , Defense Adj: -2</p><p>CON: 14 - Hit Point Adj: - , System Shock: 92%, Resurrect Survival: 88%</p><p>CHA: 09 - Max Hench: 4</p><p></p><p>[B][U]Summary of dwarfish Racial abilities:[/U][/B]</p><p>* +1 constitution, -1 charisma (with respect to all but dwarfs)</p><p>* +1 to hit against [U]goblins, half-orcs, hobgoblins, and orcs[/U]</p><p>* +1 bonus per 3.5 points of Con to saves against magic and poison</p><p>* -4 penalty to any attacks made against the dwarf by [U]giants, ogres, </p><p> ogre magi, titans and trolls.[/U]</p><p>languages: Dwarfish, gnomish, goblin, kobold, and orcish, and the </p><p> common tongue</p><p>* Infravision*: 60 ft</p><p></p><p>[sblock=dwarvish detection]</p><p>Within ten ft, a dwarf can detect certain facts concerning engineering,</p><p> stonework, etc. Although no significant time is required, the</p><p> character must deliberately observe his or her surroundings (i.e., the</p><p> player must state that the dwarf is using this particular talent</p><p> in order to gain information).</p><p>• Detect the existence of slopes or grades: 75%</p><p>• Detect the existence of new construction: 75%</p><p>• Detect sliding or shifting rooms or walls: 66%</p><p>• Detect traps involving stonework: 50%</p><p>• Determine depth underground: 50%</p><p>[/sblock]</p><p></p><p>[B][U]class features [Fighter/thief][/U][/B]</p><p>[U]Fighter[/U]</p><p>Hit Die Type: d10 (max 9 hit dice)</p><p>Armour/Shield Permitted: Any</p><p>Weapons Permitted: Any</p><p>Weapon Proficiencies: 4 + 1 every 2 levels</p><p>Penalty to hit for non proficiency: -2</p><p>Weapon Specialization: Optional</p><p></p><p>[sblock=Att/rnd]</p><p>[U]Bonus attacks:[/U] Fighters with melee weapons attack once per round at</p><p> 1st to 6th levels (1/1 attacks); at 7th to 12th levels, they attack</p><p> thrice every two rounds (3/2 attacks); and at 13th or higher levels</p><p> they attack twice per round (2/1 attacks). A partial additional</p><p> attack (e.g. 3/2 attacks) means that the extra attack is taken on</p><p> odd-numbered rounds in the combat sequence, hence two attacks</p><p> on the first round, one on the second, two on the third and one on</p><p> the fourth, if applicable.</p><p></p><p>[U]fighting the Unskilled:[/U] When the fighter is attacking creatures with</p><p> less than a full hit die (i.e. less than 1d8 hit points), the fighter</p><p> receives one attack for each of his or her levels of experience,</p><p> e.g. a 4th-level fighter attacking goblins would receive 4 attacks</p><p> per round.</p><p>nB: A fighter exercising multiple attacks departs from the normal</p><p> initiative procedure. The fighter will automatically attack first in</p><p> the round unless fighting an opponent with multiple attacks of its</p><p> own (in which case initiative should be rolled as normal). The</p><p> fighter’s second attack in any given melee round will come last in</p><p> the sequence.</p><p></p><p>[U]Weapon Specialization (optional):[/U] With the permission of the GM, weapon</p><p> specialization may be selected during character generation. If weapon</p><p> specialization is not selected during character generation, it remains</p><p> forever unavailable to the character, barring some magical or divine</p><p> intervention. If weapon specialization is in play, fighters may take a</p><p> second proficiency in the same weapon as the first, granting them one</p><p> extra attack every 2 rounds with the weapon (hence 3/2 attacks with</p><p> a melee weapon at 1st level, 2/1 at 7th and 5/2 at 13th), +1 to hit</p><p> and +2 damage owing to their skill. Specialization costs one proficiency</p><p> “slot” for melee weapons and crossbows, and two “slots” for missile</p><p> weapons other than crossbows.</p><p></p><p>[U]double Specialization (optional):[/U] For melee weapons that are not </p><p> polearms or two-handed swords, a third weapon proficiency may be used </p><p> to specialize further; this increases combat bonuses to +3 to hit and</p><p> +3 damage with the weapon.</p><p>[/sblock]</p><p></p><p>[U]Thief[/U]</p><p>Hit Die Type: d6</p><p>Experience bonus: Dex 16+</p><p>Thieves’ Cant: Thieves have their own language.</p><p>Backstab: +4 att; X 2 dam</p><p></p><p></p><p>[U][B]Saving Throws[/B][/U]</p><p></p><p>Rod, Staff, Wand: 16</p><p>Breath Weapon: 17</p><p>Paralyze, Poison, Death Magic: 14</p><p>Petrification, Polymorph: 15</p><p>Spell: 17</p><p></p><p>+4 vs magic and poison [dwarf]</p><p></p><p>[U][B]Combat[/B][/U]</p><p>THACO : 20</p><p>[B] Dam Dam</p><p>[U]weapon thac0 s-m lg range gnotes[/U][/B]</p><p>Dagger 19 1d4+2 1d3 ~~~ specialized att/rnd 3/2</p><p>Xbow, lt 19 1d4+1 1d4+1 60 ft </p><p>Dagger 19 1d4 1d4 10 ft </p><p> [U]Bolt Qty[/U]: 00000 00000 00000 0000</p><p></p><p></p><p></p><p></p><p>[B][U]Thief skills[/U][/B]</p><p>[U]SKILL BASE DEX RACE MISC TOTAL GNOTES[/U]</p><p>CLIMB 80 % --- - 10% --- 70%</p><p>TRAPS 25 % --- + 15% --- 40%</p><p>NOISE 10 % --- --- --- 10%</p><p>HIDE 20 % --- --- --- 20%</p><p>MOVE 20 % --- - 5% --- 15%</p><p>LOCKS 30 % + 5% + 15% --- 50%</p><p>POCKETS 35 % --- --- --- 35%</p><p>LANG 1 % --- - 5% --- -4%</p><p></p><p>Wealth</p><p>120 gp Starting</p><p>Backpack 10 2.00 gp</p><p>Bedroll 5 0.20 gp</p><p>Blanket, woolen 2 0.05 gp</p><p>Cloak 2 0.03 gp</p><p> Pin (cloak) - 0.40 gp</p><p> Gloves, kidskin, pair ½ 3.00 gp</p><p> Boots, soft 3 1.00 gp</p><p> Belt - 0.50 gp</p><p> Tunic, woollen 1 0.05 gp </p><p>Flint and steel - 1.00 gp</p><p>Iron spikes, X 12 5 1.00 gp </p><p> Hammer (tool, not war) 2 0.50 gp</p><p> Rope, silk (/50 ft) 5 10.00 gp</p><p>Lantern, hooded 2 7.00 gp </p><p> Oil (lamp) 4 pts 4 0.40 gp </p><p> Candle, beeswax X 10 - 0.10 gp</p><p>Pouch, belt, large 2 0.40 gp </p><p>Quiver (24 bolts) 2 3.00 gp</p><p>Rations, iron X 7 Days 7 5.00 gp </p><p>Thieves’ Tools 1 30.00 gp</p><p>Twine, linen (per 100 ft) ½ 0.08 gp</p><p>Scrollcase, bone ½ 4.00 gp</p><p> Vellum (/sheet) X 20 - 6.00 gp </p><p> Quill (pen) - 0.10 gp</p><p> Chalk, piece X 5 - 0.05 gp</p><p>Waterskin (3 pint) 1 1.00 gp</p><p>Whetstone ½ 0.02 gp </p><p></p><p>Studded 20 15.00 gp</p><p>Crossbow, light 4 12.00 gp</p><p>Bolt, light crossbow X 24 4 4.00 gp</p><p>[U]Dagger X 3 3 6.00 gp[/U]</p><p> 113.98 gp</p><p></p><p>weight carried: 87 lbs encumberence adj +20 lb</p><p>cash:</p><p>gp 5</p><p>sp 9</p><p>cp 12</p><p></p><p></p><p></p><p>[/code]</p></blockquote><p></p>
[QUOTE="Scott DeWar, post: 5959062, member: 49929"] 2: Good possibility here; dwarvin fighter/thief? [code] Name: Veerdunn Glootneir - gambler and expert consumer of ale [B][U]Status - Alive and unused[/U][/B] [B][U]Vital Stats[/U][/B] Armor Class: 5 Studded 20 lbs 90 ft -3 ac adj Hit Points: 13 [1d10 + 1d6] /2 Move 90 feet Exp: Fighter 0/1900 [no bonus] ; thief 0/1250 [10% bonus] Neutral Good Follower of Ulaa (godess of Hills, mountains, gemstones) additionally venerates Fortubo (god of Stone, metals, mountains) and Xan Yae (goddess of Twilight, shadows, stealth) 82 year old male 4' 3" 129.5 cm 173 lbs 78.6 kg stout in stature; Languages: Common, ...... [B][U]Ability Scores[/U][/B] STR: 14 - Hit Prob: norm, Dam Adj: norm, Bend/Lift 7%, Wgt Allow: 200, Open Door: 1-2 INT: 11 - Max Lang: 2 WIS: 10 - Mag Atk Adj: - DEX: 16 - React/Missile Adj: +1 , Defense Adj: -2 CON: 14 - Hit Point Adj: - , System Shock: 92%, Resurrect Survival: 88% CHA: 09 - Max Hench: 4 [B][U]Summary of dwarfish Racial abilities:[/U][/B] * +1 constitution, -1 charisma (with respect to all but dwarfs) * +1 to hit against [U]goblins, half-orcs, hobgoblins, and orcs[/U] * +1 bonus per 3.5 points of Con to saves against magic and poison * -4 penalty to any attacks made against the dwarf by [U]giants, ogres, ogre magi, titans and trolls.[/U] languages: Dwarfish, gnomish, goblin, kobold, and orcish, and the common tongue * Infravision*: 60 ft [sblock=dwarvish detection] Within ten ft, a dwarf can detect certain facts concerning engineering, stonework, etc. Although no significant time is required, the character must deliberately observe his or her surroundings (i.e., the player must state that the dwarf is using this particular talent in order to gain information). • Detect the existence of slopes or grades: 75% • Detect the existence of new construction: 75% • Detect sliding or shifting rooms or walls: 66% • Detect traps involving stonework: 50% • Determine depth underground: 50% [/sblock] [B][U]class features [Fighter/thief][/U][/B] [U]Fighter[/U] Hit Die Type: d10 (max 9 hit dice) Armour/Shield Permitted: Any Weapons Permitted: Any Weapon Proficiencies: 4 + 1 every 2 levels Penalty to hit for non proficiency: -2 Weapon Specialization: Optional [sblock=Att/rnd] [U]Bonus attacks:[/U] Fighters with melee weapons attack once per round at 1st to 6th levels (1/1 attacks); at 7th to 12th levels, they attack thrice every two rounds (3/2 attacks); and at 13th or higher levels they attack twice per round (2/1 attacks). A partial additional attack (e.g. 3/2 attacks) means that the extra attack is taken on odd-numbered rounds in the combat sequence, hence two attacks on the first round, one on the second, two on the third and one on the fourth, if applicable. [U]fighting the Unskilled:[/U] When the fighter is attacking creatures with less than a full hit die (i.e. less than 1d8 hit points), the fighter receives one attack for each of his or her levels of experience, e.g. a 4th-level fighter attacking goblins would receive 4 attacks per round. nB: A fighter exercising multiple attacks departs from the normal initiative procedure. The fighter will automatically attack first in the round unless fighting an opponent with multiple attacks of its own (in which case initiative should be rolled as normal). The fighter’s second attack in any given melee round will come last in the sequence. [U]Weapon Specialization (optional):[/U] With the permission of the GM, weapon specialization may be selected during character generation. If weapon specialization is not selected during character generation, it remains forever unavailable to the character, barring some magical or divine intervention. If weapon specialization is in play, fighters may take a second proficiency in the same weapon as the first, granting them one extra attack every 2 rounds with the weapon (hence 3/2 attacks with a melee weapon at 1st level, 2/1 at 7th and 5/2 at 13th), +1 to hit and +2 damage owing to their skill. Specialization costs one proficiency “slot” for melee weapons and crossbows, and two “slots” for missile weapons other than crossbows. [U]double Specialization (optional):[/U] For melee weapons that are not polearms or two-handed swords, a third weapon proficiency may be used to specialize further; this increases combat bonuses to +3 to hit and +3 damage with the weapon. [/sblock] [U]Thief[/U] Hit Die Type: d6 Experience bonus: Dex 16+ Thieves’ Cant: Thieves have their own language. Backstab: +4 att; X 2 dam [U][B]Saving Throws[/B][/U] Rod, Staff, Wand: 16 Breath Weapon: 17 Paralyze, Poison, Death Magic: 14 Petrification, Polymorph: 15 Spell: 17 +4 vs magic and poison [dwarf] [U][B]Combat[/B][/U] THACO : 20 [B] Dam Dam [U]weapon thac0 s-m lg range gnotes[/U][/B] Dagger 19 1d4+2 1d3 ~~~ specialized att/rnd 3/2 Xbow, lt 19 1d4+1 1d4+1 60 ft Dagger 19 1d4 1d4 10 ft [U]Bolt Qty[/U]: 00000 00000 00000 0000 [B][U]Thief skills[/U][/B] [U]SKILL BASE DEX RACE MISC TOTAL GNOTES[/U] CLIMB 80 % --- - 10% --- 70% TRAPS 25 % --- + 15% --- 40% NOISE 10 % --- --- --- 10% HIDE 20 % --- --- --- 20% MOVE 20 % --- - 5% --- 15% LOCKS 30 % + 5% + 15% --- 50% POCKETS 35 % --- --- --- 35% LANG 1 % --- - 5% --- -4% Wealth 120 gp Starting Backpack 10 2.00 gp Bedroll 5 0.20 gp Blanket, woolen 2 0.05 gp Cloak 2 0.03 gp Pin (cloak) - 0.40 gp Gloves, kidskin, pair ½ 3.00 gp Boots, soft 3 1.00 gp Belt - 0.50 gp Tunic, woollen 1 0.05 gp Flint and steel - 1.00 gp Iron spikes, X 12 5 1.00 gp Hammer (tool, not war) 2 0.50 gp Rope, silk (/50 ft) 5 10.00 gp Lantern, hooded 2 7.00 gp Oil (lamp) 4 pts 4 0.40 gp Candle, beeswax X 10 - 0.10 gp Pouch, belt, large 2 0.40 gp Quiver (24 bolts) 2 3.00 gp Rations, iron X 7 Days 7 5.00 gp Thieves’ Tools 1 30.00 gp Twine, linen (per 100 ft) ½ 0.08 gp Scrollcase, bone ½ 4.00 gp Vellum (/sheet) X 20 - 6.00 gp Quill (pen) - 0.10 gp Chalk, piece X 5 - 0.05 gp Waterskin (3 pint) 1 1.00 gp Whetstone ½ 0.02 gp Studded 20 15.00 gp Crossbow, light 4 12.00 gp Bolt, light crossbow X 24 4 4.00 gp [U]Dagger X 3 3 6.00 gp[/U] 113.98 gp weight carried: 87 lbs encumberence adj +20 lb cash: gp 5 sp 9 cp 12 [/code] [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
Character Builds & Optimization
[AD&D 1e]Temple of Elemental Evil RG
Top