1st Edition AD&D: Greyhawk (Full)

Code:
Name: Hanon the Acolyte
Class: Cleric
Level: 1
Race: Human
Gender: Male
Alignment: Lawful Good
Diety: Little help plz
 
Str: 16 +0to hit, +1dmg, +350(W.A.), 1-3(O.D.), 10%(BB/LG)              
Int: 13 +3 additional languages
Wis: 16 +2 Magical Attack adjustment, +2 additional 1stlvl, +2 addititonal 2ndlvl
Dex:  8 +0 reaction/attacking adjustment, +0 defensive adjustment
Con: 15 +1 hp adjustment, 91% System Shock Survival, 94% Ressurection Survival
Cha: 14 6 maximum henchmen, +5% Loyalty Base, +10% Reaction Adkustment
Com: 12 plain to average
[URL="http://invisiblecastle.com/roller/view/2495211/"]Rolls [/URL]
 
HP: [URL="http://invisiblecastle.com/roller/view/2495215/"]8 (1d8+0)[/URL] Yes Max hp + 1 for CON = 9hp
AC: 4 (Chain+Shield) or is it 16??
Init: +0
XP: 0 Needed for next level: 1,500 (+10% to XP awards)
 
Saving Throws:
Paralyzation, Poison or Death Magic
Petrification or Polymorph
Rod, Staff or Wand
Breath Weapon
Spell
 
Weapon:                To Hit  Dmg S/M  Dmg L
Mace,footman's                  1d6+2   1d6+1
hammer                            1d4+2  1d4+1
 
Languages: Common, Celestial, Dwarven, Goblin
 
Class Abilities: 
Armor-any, Shield-any, Weapons- club, flail, [COLOR=yellow]hammer[/COLOR], [COLOR=yellow]mace[/COLOR], staff, lasso, sap, staff sling, Oil: yes Poison: no
Turn Undead- DM use only
inital # of Prof. 2(highlighted above), Non-weapon prof penalty -3, Added prof. per lvl 1/4
 
Equipment:                         Cost  Weight
Chain                              75gp
Shield,Large                       15gp
Mace,footman's                      8gp
Hammer                              1gp
Holy Symbol,iron                    2gp
Belt                                3sp
Boots,low and hard                  1gp
Robe                                6sp
Backpack                            2gp
Tinderbox                           1gp
Waterskin                          15sp
Belt Pouch,small                   15sp
Torches(2)                          2cp
NEED TO FINISH THIS PART
 
 
Total Weight:lb    Money:[URL="http://invisiblecastle.com/roller/view/2495637/"] Starting Gold = 140gp [/URL]
 
Age: 19
Height: 5'11"
Weight: 195lb
Eyes: brown
Hair: sandy brown
Skin: light
 
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If we can hire a mage henchman, I think it would be the best option.

Voda Vosa, here is your dwarf fighter:

Strength 16 (+0 to hit, +1 damage, +350 weight allow, 3/6 open doors, 10% bend bars/lift gates)
Intelligence 13 (3 additional languages)
Wisdom 13 (no adjustment)
Dexterity 14 (no adjustment)
Constitution 17 (+3 hp/level, 97% system shock survival, 98% resurrection survival)
Charisma 10 (max 4 henchmen)
Comeliness roll 3d6-1

HP 1d10+3, minimum 9

Racial abilities:
+4 to saving throws vs. poison, rods, wands, staves, spells.
60' infravision
Detect slope in passage 3/4
Detect new construction 3/4
Detect sliding/shifting walls 4/6
Detect construction traps 3/6
Determine depth underground 3/6
+1 to hit vs. orcs, goblins, hobgoblins, half-orcs
-4 AC vs. ogres, orge magi, trolls, giants, titans (this is good)

Languages: Common, Alignment Tongue, Dwarven, Gnome, Goblin, Kobold, Orcish, 2 additional

Weapon Proficiency: 4 slots. You may spend 2 slots (3 slots for a bow) on one weapon for Weapon Specialization; this gives you +1 to hit, +2 damage, and three attacks every 2 rounds. For an additional slot you can double specialize; that gives you +3 to hit and +3 damage.

Starting money: 5d4x10 gp
 

Cool, thank you very much!.

I'll like to specilize (use 3 slots) in something like a broadsword, or something similar. Does using a shield take up a slot? If not, then add a crossbow if possible.

As assitional languages I'll like elven and giant.
 

I'm happy to play either the human ranger or an elf fighter/mage. I'm over 50% done with rolling up the elf. Hopefully I'll be done tonight. I think both characters will be mechanically interesting to play. Whichever one I play they'll have similar personalities. With the party having at least two tanks besides my ranger and no mage it seems like a good idea for me to play the elf. That being said, airwalkrr, if you want me to stick with the human ranger I'll do that.

My biggest mechanical reason for preferring grey over high elves is the possibility of not having -1 CON. But since I will have that as a grey elf anyway I'll go with high elf.
 

Cool, thank you very much!.

I'll like to specilize (use 3 slots) in something like a broadsword, or something similar. Does using a shield take up a slot? If not, then add a crossbow if possible.

As assitional languages I'll like elven and giant.

Elven, no problem. Giant, you'll have to choose a type (Hill, Stone, Fire, Frost, Cloud, or Storm). Each type of Giant speaks a different language.

As for the Broadsword and similar weapons, here's a quick cheat-sheet:

Broad Sword: 2d4 vs. S-M, 1d6+1 vs. L, 7.5 lbs, 10 gp
Long Sword: 1d8 vs. S-M, 1d12 vs. L, 6 lbs, 15 gp
Battle Axe: 1d8 vs. S-M, 1d8 vs. L, 7.5 lbs, 5 gp
Footman's Flail: 1d6+1 vs. S-M, 2d4 vs. L, 15 lbs, 3 gp
Footman's Military Pick: 1d6+1 vs. S-M, 2d4 vs. L, 6 lbs, 8 gp
Morning Star: 2d4 vs. S-M, 1d6+1 vs. L, 12.5 lbs, 5 gp
Scimitar: 1d8 vs. S-M, 1d8 vs. L, 4 lbs, 15 gp
Falchion Sword: 1d6+1 vs. S-M, 2d4 vs. L, 6 lbs, 10 gp

These are all one-handed weapons.

As for a crossbow, there's the heavy crossbow (fire rate 1/2 rounds, range 8/16/24, 1d4+1 vs. S-M, 1d6+1 vs. L, 8 lbs, 20 gp, quarrels 4 lbs and 2 gp for 20)
and the light crossbow (fire rate 1/1 rounds, range 6/12/18, 1d4 vs. S-M, 1d4 vs. L, 5 lbs, 12 gp, quarrels 2 lbs and 1 gp for 20)

airwalkrr, are we using weapon speed factors?

Voda Vosa, roll for HP and starting gold. That may help the decision.

Here are your saving throws. They are not adjusted by your racial abilities, yet.

Paralysis, Poison, or Death Magic: 14
Petrification or Polymorph: 15
Rod, Staff, or Wand: 16
Breath Weapon: 17
Spell: 17
 


Here's an updated player list:

pneumatik: Luth, NG human ranger
InVinoVeritas: Valeska, LG human paladin
possum: Thamior, NG elf fighter/thief
Voda Vosa: dwarf fighter
Holyman: Hanon, LG human cleric

Re: hirelings/henchmen. Acquiring a mage in this manner is definitely a possibility. I'll refresh myself on the rules for hirelings and henchmen. The main difference, as I recall, is that hirelings are NPCs under the control of the DM; they are paid a stipend and have all their costs provided for in exchange for their service. Henchmen are like secondary characters under the control of the player; they receive a share of the loot like everyone else.

[sblock=for DM's eyes]pneumatik
psionics roll: none
secondary skills: farmer/gardener
starting age: 22; increase strength to 17 and wisdom to 17

InVinoVeritas
psionics roll: none
secondary skill: bowyer/fletcher and fisher (netting)
starting age: 19; decrease wisdom to 15 and increase constitution to 16
I do not feel that the Seelie Court is an acceptable divine patron for a paladin, what with their associations with chaos. A lawful good church would be preferred, although a lawful neutral or neutral good church might suffice. Alternately you could follow a cause or a noble patron. Do you know much about the Greyhawk setting? If not, I can provide some pointers.
Roll percentile for your starting strength, dexterity, and constitution.

possum
psionics roll: none
secondary skills: forester
starting age: 160; decrease wisdom to 9 and increase constitution to 13
For hit points, roll 1d10 and 1d6, then divide the result by 2, rounding up. If the roll is less than the minimum, take the minimum.[/sblock]
 

Hello,
So I have been looking at this thread for a while, now, and (belatedly) would like to submit a character.

Here are the rolls using method v, which if applied to a (human) mage would be

Str 18, Int 17, Wis 17, Dex 18, Con 14, Cha 16, Com 13

(a mage with 18 str and 18 dex! woo! fear my dagger of wrath!)

(Since i am coming late, I'm open to suggestions. For pure survivability, though, and illusionist would have the extra two hit points:

Str 12, Int 18, Wis 17, Dex 17, Con 16, Cha 14, Com 19.

I'd be content either way; or, if you like the idea of hiring a spellcaster, the rolls could be easily applied to a thief or a monk.)

if accepted I could work up a full sheet. Sorry to come late to the party.

Seeing this party, reminds me (ominously) of a song. [ame="http://www.youtube.com/watch?v=EMLcy86bZNw&feature=related"]Need a mage?[/ame].

KS
 

That sounds great Kobold Stew. Welcome aboard. With six players I'm probably going to cut it off there. I'll return to recruiting if anyone happens to drop.

Voda Vosa
psionics roll: none
secondary skills: farmer/gardener and trapper/furrier (note that even dwarves who often live underground must partake of such professions so these skills are not necessarily unusual)
starting age: 54; increase Strength to 17 and Wisdom to 14

Holyman
psionics roll: none
secondary skills: limner/painter
starting age: 19; reduce Wisdom to 16, increase Constitution to 15

Kobold Stew
psionics roll: none
secondary skills: no skill of measurable worth; either being a mage is all you ever wanted to be and all your ever learned or you never learned enough of a trade to be considered skilled at it
starting age: 37; increase Wisdom to 18

That brings the starting line-up to:
pneumatik: Luth, NG human ranger
InVinoVeritas: Valeska, LG human paladin
possum: Thamior, NG elf fighter/thief
Voda Vosa: dwarf fighter
Holyman: Hanon, LG human cleric
Kobold Stew: human mage

A note about secondary skills. If you think the skill rolled for your character doesn't fit your vision for the character, that's okay! There are plenty of reasons to explain such a circumstance. Perhaps your character was forced into a trade by overbearing parents or guardians and ultimately rebelled by entering the life of an adventurer. Remember, secondary skills are just that: secondary. Your character measures himself or herself as a hero, not as a crafts-worker. Any secondary skills are merely additional tools that may aid you in some small way down the road and are not meant to hamper role-playing in any way.
 

And here's a bit to whet your appetite for the adventure to come!

The Forgotten Depths of Kulkanor
Nestled within the gaping maw in the earth that is the Rift Canyon lies a dungeon from many ages past. The Forgotten Depths of Kulkanoor are whispered about from Admundfort to Rookroost for its terrible traps, lurking monsters, and greatest of all, undiscovered treasure. Said to be the lair of the ancient giant king Kulkanor, the halls of this dungeon hold many wonders for heroes to behold. Many tell tales of a wicked dark elf conjurer who now rules from the deserted throne of dragon bone and mithral. He is said to command legions of demons and lesser monsters such as troglodytes, trolls, and kobolds. These monsters prey upon the surroundings of the dungeon and contribute to making the Rift Canyon a very dangerous place. But the treasures of Kulkanor cannot be ignored by ambitious adventurers. Deep within is said to reside the Orc-Stone of Pneromancy, a powerful artifact that holds the keys to a forgotten magic once practiced by the giants who used to rule over the Rift Canyon. Is this item fact or fiction? Is it within the hoard of the evil drow tyrant or is its location unknown, waiting to be discovered by brave heroes such as yourselves? There is only one way to find out.
 

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