[Recruiting Fresh Again!] The Old School: 1e AD&D


log in or register to remove this ad


Great, so so far we have:

Austin Haarelsen, Male Human Cleric (Scott DeWar)
Lidia, Female Human Druid (ghostcat)

We originally also had:

Kelthalas "Kel" Greyleaf, Male Elf Thief (garyh)
Amirad the Gallant, Male Human Paladin (Thondor)
Litlandial "Little Mo" Mohindran, Female Half-Elf Cleric/Fighter/Magic-User (The Digger)
Zhantain, Male Human Psionic Ranger (Darkwolf71)
Hulan, Male Human Magic-User (Gli'jar)

These other five are more than welcome to jump back in.

But yes, we ARE still recruiting! If you've ever wanted to give 1e AD&D a try, here's your chance!
 

I have NOT read through the rest of the thread, I have NEVER played pre-3e before, and I do believe I'll LOVE this.

Anything special I should know?

Strength (3d6=11, 3d6=14, 3d6=8, 3d6=10, 3d6=11, 3d6=15)
Intelligence (3d6=9, 3d6=12, 3d6=14, 3d6=4, 3d6=9, 3d6=13)
Wisdom (3d6=10, 3d6=7, 3d6=12, 3d6=4, 3d6=9, 3d6=8)
Dexterity (3d6=10, 3d6=6, 3d6=13, 3d6=12, 3d6=10, 3d6=11)
Consitution (3d6=12, 3d6=10, 3d6=8, 3d6=6, 3d6=12, 3d6=8)
Charisma (3d6=12, 3d6=10, 3d6=14, 3d6=9, 3d6=10, 3d6=6)


Strength - 15
Intelligence - 14
Wisdom - 12
Dexterity - 13
Constitution - 12
Charisma - 14

Taking Elf Fighter/Magic-User, so:

Strength - 15
Intelligence - 14
Wisdom - 12
Dexterity - 14
Constitution - 11
Charisma - 14

Hit dice are d10 and d4, so max HD divided by classes (14/2) gives me 7 HP.

Spells:
Starting Spells (1d10=2, 1d10=6, 1d10=2)
Read Magic, Charm Person, Protection From Evil, Detect Magic

Cash (5d4=10)

100gp

Height, Weight Under/Over/Average (1d100=27, 1d100=99)
Height, Average. Weight, Over.

Height Modifier (1d100=28)
Weight Modifier (1d20=20)

Height, 4'10". Weight, 120.

Age = 180
Mature, +1 Strength, +1 Wisdom

Secondary Skill (1d100=26)
Secondary Skill: Hunter/Fisher





So, in finality:

Maruial Afalines, Male Elf, Fighter 1 / Magic-User 1

Strength - 16
Intelligence - 14
Wisdom - 13
Dexterity - 14
Constitution - 11
Charisma - 14

Armor Class: 6
Hit points: 7

Saving Throws:
Paralyzation, Poison, and Death Magic: 14
Petrification or Polymorph: 13
Rod, Staff, or Wand: 11
Breath Weapon: 15
Spells: 12

Spells: Read Magic, Charm Person, Protection From Evil, Detect Magic

Weapon Proficiencies: Short Sword, Long Sword, Short Bow, Long Bow

Languages: Common, Chaotic Neutral, Elvish, Gnome, Halfling, Goblin, Hobgoblin, Orcish, Gnoll

Racial Bonuses: 90% resistance vs Sleep and Charm; +1 to attack rolls with Bows, Short Swords, and Long Swords; 60' infravision; Notices secret doors 1:6, Finds secret doors 1:3, Finds concealed portals 1:2; Surprises monsters 2:3 outside of armor and 90' from party, Surprises monsters 1:3 when entering through portal

Equipment: Studded Leather, Large Shield, Small Helm, Long Sword, Short Bow, Quiver of Score, Twenty Arrows, Backpack, Waterskin, Large Belt Pouch (Components), Small Belt Pouch (Money), Tinder Box, Belt, Hard Boots, Cloak, Spellbook, Hooded Lantern, 3x Flasks of Oil, 50' Rope, 2x Leather Scroll Cases, Large Sack, Standard Rations

Money: 5gp, 8sp, 4cp

Height: 4'10", Weight: 120, Age: 180



Forgive me if I can't find the attack matrix or how encumbrance works.
 
Last edited:



I'm in. I'll be making a character and will post soon. Two cleric-types and a fighter/mage... that leaves openings for a fully fighter-type, a fully magic-user type, and a thief...

I had invisible castle roll 3d6 thirty-six times in a row, set them into six sets for each of Str, Int, Wis, Dex, Con, Cha and got these numbers:

http://invisiblecastle.com/roller/view/2858257/

Str: 14
3d6 → [2,4,4] = (10)
3d6 → [5,4,5] = (14)
3d6 → [2,2,4] = (8)
3d6 → [1,5,1] = (7)
3d6 → [3,1,1] = (5)
3d6 → [2,3,4] = (9)

Int: 12

3d6 → [3,3,6] = (12)
3d6 → [3,2,1] = (6)
3d6 → [1,3,4] = (8)
3d6 → [4,4,3] = (11)
3d6 → [4,1,1] = (6)
3d6 → [2,3,2] = (7)

Wis: 14
3d6 → [3,5,5] = (13)
3d6 → [2,2,2] = (6)
3d6 → [3,3,3] = (9)
3d6 → [3,4,2] = (9)
3d6 → [5,6,3] = (14)
3d6 → [2,4,6] = (12)

Dex: 14

3d6 → [4,5,4] = (13)
3d6 → [4,5,5] = (14)
3d6 → [3,4,6] = (13)
3d6 → [6,2,6] = (14)
3d6 → [2,2,1] = (5)
3d6 → [4,1,5] = (10)

Con: 14

3d6 → [4,4,2] = (10)
3d6 → [1,5,4] = (10)
3d6 → [1,3,6] = (10)
3d6 → [6,4,4] = (14)
3d6 → [2,1,4] = (7)
3d6 → [5,5,1] = (11)

Cha: 11

3d6 → [2,4,1] = (7)
3d6 → [2,4,5] = (11)
3d6 → [2,3,2] = (7)
3d6 → [3,2,3] = (8)
3d6 → [4,2,3] = (9)
3d6 → [3,2,4] = (9)

Str 14, Int 12, Wis 14, Dex 14, Con 14, Cha 11. I would be a decent cleric, but we already have one and a druid. I would also be an ok thief. I missed out on being a ranger by one point of Int. I was hoping for a magic-user as I wanted to base one after an element as suggested in the Color of Magic article.

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
 
Last edited:


Does studded leather count as "non-metal armor" for an elf? Because I like the surprise bonuses, but I like AC even more. I'm not sure which is more worthy.


PolterGhost: Sorry if this confuses you, but I mistakenly was on your post when I tried to leave that message on another thread. Once again, I am sorry.

There is nothing wrong with your post.
 

Does studded leather count as "non-metal armor" for an elf? Because I like the surprise bonuses, but I like AC even more. I'm not sure which is more worthy.

Considering that you also have to be "alone", trust me, like the AC more.

But I'd allow studded leather to count. The studs do not rub on each other nor do they articulate.
 

Remove ads

Top