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The Old School: 1e adventuring! (RG)
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<blockquote data-quote="Deuce Traveler" data-source="post: 5467795" data-attributes="member: 34958"><p><strong>Sgt Stubbs Silverhammer</strong></p><p></p><p>Originally Posted by Deuce Traveler </p><p>Going with a Dwarven Fighter, so the stats should now be as follows:</p><p></p><p>Str 14, Int 12, Wis 14, Dex 14, Con 15, Cha 10</p><p></p><p>Character will be named Sgt Stubbs Silverhammer, an odd dwarf who left home at his young age to join the humans fighting on their borders because he grew up dreaming about riding with a lance on horseback. Poor Corporal Silverhammer wants to become a knight or a paladin, not understanding the biases of both his own dwarves and of humans. He worked for the militia along the human borderlands, and impressed the humans he worked for enough to reach the rank of sergeant and earn some significant pay that he worked hard to save. The money purchased his equipment once his term of 3 years of service in the militia expired. He insists on keeping his rank, as he believes that titles are important to men.</p><p></p><p>Will purchase some items and finish up his racial advantages and post a complete character sheet soon.</p><p></p><p>Sgt Stubbs Silverhammer, Male Dwarf, Fighter 1, Alignment: Lawful Good</p><p></p><p>Strength - 14</p><p>Intelligence - 12</p><p>Wisdom - 14</p><p>Dexterity - 14</p><p>Constitution - 15 (+1 to hp)</p><p>Charisma - 10</p><p></p><p>Armor Class: 3</p><p>Hit points: 11</p><p></p><p>Saving Throws:</p><p>Paralyzation, Poison, and Death Magic: 14</p><p>Petrification or Polymorph: 15</p><p>Rod, Staff, or Wand: 16</p><p>Breath Weapon: 17</p><p>Spells: 17</p><p></p><p>Languages: Common, Lawful Good, Dwarf, Gnome, Goblin, Kobold, Orcish</p><p></p><p>Racial Bonuses: </p><p></p><p>+4 bonus to saving throws for magic wands, staves, rods, and spells.</p><p></p><p>+4 bonus to saving throws vs toxic substances</p><p></p><p>Extra Languages: Common, Lawful Good, dwarven, gnome, goblin, kobold and orcish</p><p></p><p>Infravision, 60'</p><p></p><p>Able to detect the following when within 10 feet: detect grade or slope in passage (75%), detect new construction or passage/tunnel (75%), detect sliding or shifting walls or rooms (67%), detect traps involving pits, falling blocks, and other stonework (50%) or determine approximate depth underground (50%)</p><p></p><p>In melee combat, add 1 to dice rolls to hit half-orcs, orcs, goblins, and hobgoblins</p><p>Subtract 4 from opponents roll when oppenent is a ogre, ogre magi, troll, giant or titan</p><p></p><p>Add 1 to Con, subtract 1 from Cha </p><p></p><p>Equipment: Banded Mail, Small Shield, Long Sword, 2x Throwing Axes, Backpack, Tinderbox w/ Flint and Steel, 1 Week Iron Rations, 5 Torches, Full Waterskin, Large Sack</p><p></p><p>Money: 3gp, 29 cp</p></blockquote><p></p>
[QUOTE="Deuce Traveler, post: 5467795, member: 34958"] [b]Sgt Stubbs Silverhammer[/b] Originally Posted by Deuce Traveler Going with a Dwarven Fighter, so the stats should now be as follows: Str 14, Int 12, Wis 14, Dex 14, Con 15, Cha 10 Character will be named Sgt Stubbs Silverhammer, an odd dwarf who left home at his young age to join the humans fighting on their borders because he grew up dreaming about riding with a lance on horseback. Poor Corporal Silverhammer wants to become a knight or a paladin, not understanding the biases of both his own dwarves and of humans. He worked for the militia along the human borderlands, and impressed the humans he worked for enough to reach the rank of sergeant and earn some significant pay that he worked hard to save. The money purchased his equipment once his term of 3 years of service in the militia expired. He insists on keeping his rank, as he believes that titles are important to men. Will purchase some items and finish up his racial advantages and post a complete character sheet soon. Sgt Stubbs Silverhammer, Male Dwarf, Fighter 1, Alignment: Lawful Good Strength - 14 Intelligence - 12 Wisdom - 14 Dexterity - 14 Constitution - 15 (+1 to hp) Charisma - 10 Armor Class: 3 Hit points: 11 Saving Throws: Paralyzation, Poison, and Death Magic: 14 Petrification or Polymorph: 15 Rod, Staff, or Wand: 16 Breath Weapon: 17 Spells: 17 Languages: Common, Lawful Good, Dwarf, Gnome, Goblin, Kobold, Orcish Racial Bonuses: +4 bonus to saving throws for magic wands, staves, rods, and spells. +4 bonus to saving throws vs toxic substances Extra Languages: Common, Lawful Good, dwarven, gnome, goblin, kobold and orcish Infravision, 60' Able to detect the following when within 10 feet: detect grade or slope in passage (75%), detect new construction or passage/tunnel (75%), detect sliding or shifting walls or rooms (67%), detect traps involving pits, falling blocks, and other stonework (50%) or determine approximate depth underground (50%) In melee combat, add 1 to dice rolls to hit half-orcs, orcs, goblins, and hobgoblins Subtract 4 from opponents roll when oppenent is a ogre, ogre magi, troll, giant or titan Add 1 to Con, subtract 1 from Cha Equipment: Banded Mail, Small Shield, Long Sword, 2x Throwing Axes, Backpack, Tinderbox w/ Flint and Steel, 1 Week Iron Rations, 5 Torches, Full Waterskin, Large Sack Money: 3gp, 29 cp [/QUOTE]
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