Classic 1st edition AD&D Game Characters


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Name: Elana Drushin, Female Human Druid 1

Str 13 (600 coins carry weight, 1-2/d6 open door, 4% bend bars/lift gates)
Int 8
Wis 17 (+3 to saves invol. will force)
Dex 17 (attack/react +2, def +3)
Con 14 (88% system shock, 92% resurrection survival)
Cha 17 (10 henchmen, +30% loyal, +30% reaction)
HP 8
AC 4

Secondary Skill:
Trader/Barterer

Saves:
Para/Poison/Death:10
Petrify/Poly:13
Rod/staff/wand:14
Breath Wpn:16
Spell:15


Against will force saves: +3
against fire or lightning: +2

Weapons:
Scimitar (+0 to hit, Spd 4, 1d8 vs. S/M, 1d8 vs. L)
Sling and 20 bullets (+2 to hit, 1d4+1, 1d6+1)

Armor: Leather armor, small wooden shield
Other: Thieves' tools
Languages: Common, Druid, Slyvan or Faerie Lang.

Current Equipment:
Scimitar (40 coins weight)
Sling & 20 bullets
Leather Armor
Small Wooden Shield
Thieves' tools (backup set for a party thief)
1 week food
1 waterskin
mistletoe

Class Abilities:
--------------------
3 level one spells (most common mem'ed: 2 entangles, faerie fire)
 
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Name: Grittlegruber
Race: Dwarf
Alignment: Neutral
Sex: Male
Class: Thief
Level: 1

Str 12
Int 11
Wis 11
Dex 16 +1 reaction/attacking adjustment, -2 defensive adjustment
Con 16 +2 hit point adjustment, system shock 95%, resurrection 96%
Chr 6 (7 for dwarves) loyalty base -15%, reaction adjustment -10%

AC 6 (8)
HP 8
Armor leather armor

Weapons short sword, light crossbow

Other Equipment

40 crossbow bolts
Quiver, 2 score bolt cap.
Thieves’ picks and tools
2 weeks iron rations
Leather backpack
2 large sacks
Rope 50’
12 large iron spikes
Mirror, small sliver
36 gold pieces
11 silver pieces
6 copper pieces

Weapon Proficiencies short sword and light crossbow

Class Functions backstab (+4 to hit, double damage), pick pockets 30%, open locks 40%, find/remove traps 35%, move silently 15%, hide in shadows 10%, hear noise 10%, climb walls 75%, read languages -5%, thieves’ cant

Special +4 save vs. spells; +4 save vs. poison; speak dwarven, gnome, goblin, kobold, and orcish; 60’ infravision; detect grade or slope 75%, detect new construction 75%, detect sliding walls 66.6%, detect pit traps and falling blocks 50%, determine depth underground 50%; +1 to hit orcs, goblins and the like; -4 for giant types to hit dwarves

Secondary skill: jeweler
 
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Name:Falryn Mac Lyr Race: Half-Elf Sex:Male
Class: Cleric/Ranger Level:1/1 Alignment:neutral/good

str 16
dex 10
con 17 ss 97% rs 98% + 3hp/die
Int 13
Wis 17 +3 magic defense, 2 lst,2 2nd, 1 3rd level bonus spells
cha 10

AC:3
HP:16
Mv: 9
Armor: splintmail and shield

Weapon Proficiences:
Longsword, Longbow, Footman's mace

Secondary Skill: Hunter/Fisher


Weapons:
Longsword dmg 1-8+1 vs. s/m 1-12+1 vs. L
Footman's mace dmg 1-6+2 vs s/m 1-6+1 vs. L
Longbow dmg 1-6 rof 2/1 r 7/14/21

Special: surprised on 1/6, infravision 60', detect seceret/concealed doors
1/6, 30% resistance to sleep and charm spells.

Spells: clw x3

Languages: Common, Elvish, Gnome, halfling, goblin, hobgoblin, orcish, and gnoll


Equipment:Backpack, 1 wk iron rations, waterskin, wooden holy symbol of Elahna, 50' rope, flint and steel, High soft boots, cloak, 20 arrow quiver w/arrows, 12 silver arrows w/quiver.

Money: 1 gp 13 sp
 
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Name: Jasper Greenbottle
Race: Halfling (Hairfoot)
Sex: Male
Class: Fighter/Thief
Alignment: Chaotic neutral
Level: 1

Str 11 (1-2/d6 open door, 2% bend bars/lift gates)
Dex 16 (attack/react +1)
Con 14 (88% system shock, 92% resurrection survival)
Int 14
Wis 14
Cha 10 (4 henchmen)
HP 8
AC 6

Weapons: Longsword (Spd 5, 1d8 vs. S/M, 1d12 vs. L), dagger (Spd 2, 1d4 vs. S/M, 1d3 vs. L)
Armor: Leather
Other: Thieves' tools, small belt pouch, rope (50'), torches (10), backpack, holy water (2 vials), 54gp
Racial: +4 save vs. wands, staves, rods, spells; +4 save vs. poison
Languages: Common, dwarven, elven, gnome, goblin, halfling, orcish, thieves' cant
Class Functions: 35% pick pockets, 35% open locks, 25% find/remove traps, 25% move silently, 25% hide in shadows, 15% hear noise, climb 70%; backstab x2 damage, +4 to hit if surprised).
Teamster/freighter
 
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Lexander

Name: Lexandar
Race: Elf
Sex: Male
Class: Mage
Level: 1
Alignment: Neutral Good
Str: 5 -2 to hit -1 damage -250gp weight allowance (that means that you can carry 25 pounds before your encumbered) 1 in 6 to open a locked door, 0% chance of bending bars.]
Int: 18 [Extra Lang: 3, Spell Level: 9th, Chance to know: 85%, Min spells/Level: 9, Max spells/level: 18]
Wis: 13 [nothing]
Dex: 18 [+3 reaction/attacking adjustment, -4 defensive adjustment]
Con: 11, [system shock 75%, resurrection 80%]
Cha: 16, [Max Henchmen: 8, loyalty base: +20, reaction adjustment +25]

AC 6
HP 4

Languages: Elvish, Common, Gnome, Halfling, goblin, hobgoblin, Orc, and knoll
Weapon: Dagger

Spell Known: Charm Person

Spell Book: Charm Person, Comprehend Languages, Detect Magic, Enlarge, Feather Fall, Hold Portal, Identify, Light, Magic Missile, Read Magic, Shield, Shocking Grasp, Sleep, Spider Climb, Tenser’s Floating Disk, Unseen Servant, Write.

Equipment (50gp to start)
Wizard’s robes.
Sash
Cap
Belt
Dagger
1 weeks rations
Waterskin
Spellbook
High soft boots.
Back Pack

Left: 35 GP 8sp.

Lexandar History:
Lex was born to a family of minor Elven nobility. On the day of his birth his uncle cursed him. His uncle is an undead monstrosity called a Litch. He tried to absorb the power and life force from the infant Lex but his mother stopped his evil deed. This uncle is still at large somewhere in the world and Lex feels that killing him finally will break the curse Lex is under.
The curse forces Lex to strain as if he has no strength. He is healthy and his life is not in jeopardy from the curse but he cannot defend himself with out magical aid. Lex now travels from place to place seeking news of “Etherial the Night Darkness” as his Uncle is now called.
 

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