William Smith1
Explorer
I have started a thread on "Playing the Game" where we will play by post. Here is the link: http://www.enworld.org/forum/showth...-amp-D-2nd-Edition-Who-knows-where-it-will-go!
Will
Will
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. |
In case you are wondering. I do most of the tables column first in a single row because otherwise there are large gaps between the rows. So the saving throws, for example have each column listed vertically before moving on to the next column.
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 to be determined |