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1st Edition AD&D: Greyhawk (Full)
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<blockquote data-quote="InVinoVeritas" data-source="post: 5165360" data-attributes="member: 41485"><p>If we can hire a mage henchman, I think it would be the best option.</p><p> </p><p>Voda Vosa, here is your dwarf fighter:</p><p> </p><p>Strength 16 (+0 to hit, +1 damage, +350 weight allow, 3/6 open doors, 10% bend bars/lift gates)</p><p>Intelligence 13 (3 additional languages)</p><p>Wisdom 13 (no adjustment)</p><p>Dexterity 14 (no adjustment)</p><p>Constitution 17 (+3 hp/level, 97% system shock survival, 98% resurrection survival)</p><p>Charisma 10 (max 4 henchmen)</p><p>Comeliness roll 3d6-1</p><p> </p><p>HP 1d10+3, minimum 9</p><p> </p><p>Racial abilities:</p><p>+4 to saving throws vs. poison, rods, wands, staves, spells.</p><p>60' infravision</p><p>Detect slope in passage 3/4</p><p>Detect new construction 3/4</p><p>Detect sliding/shifting walls 4/6</p><p>Detect construction traps 3/6</p><p>Determine depth underground 3/6</p><p>+1 to hit vs. orcs, goblins, hobgoblins, half-orcs</p><p>-4 AC vs. ogres, orge magi, trolls, giants, titans (this is good)</p><p> </p><p>Languages: Common, Alignment Tongue, Dwarven, Gnome, Goblin, Kobold, Orcish, 2 additional</p><p> </p><p>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.</p><p> </p><p>Starting money: 5d4x10 gp</p></blockquote><p></p>
[QUOTE="InVinoVeritas, post: 5165360, member: 41485"] 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 [/QUOTE]
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