Your "FIRST" PC converted to 3(.5)E!

Knightfall

World of Kulan DM
Ok, there's a cool thread going on under the General forum, created by haiiro, where he asks the following:


Originally posted by haiiro
Do you remember your first character's name? And if so, do you still have the character sheet?

My first PC was a dwarf named Vlagranras, and I still have his sheet (clipped into the front of my 2e PHB, I believe). Apart from his name -- which I still think is neat -- there was nothing distinctive about him, though.

Here's the thread.
http://enworld.cyberstreet.com/showthread.php?s=&threadid=38719

And while that thread is great, I figured we could take it one step farther and post a converted version of those old 'first-time' PCs here in the Rogue's Gallery.

If you prefer, you could post both the PCs original stats and an equivilant 3E version or even current 3E stats for the character if he or she still thrives in one of your campaign worlds ( or in your imagination).

And if you started with 3E, feel free to post your first D&D character here regardless.

I'll be putting up a 3E version of my character once I get a chance. Don't have his old stats so I'm going to redo him from scratch.

Cheers!

KF72
 
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My first PC, converted to 3E!

Spears
Adopted son of the First Peoples

Male half-orc Ftr3
Medium-sized (Humanoid)

Hit Dice: 13hp + 2d10+6
Hit Points: 33

Initiative: +1 (Dex)
Speed: 30ft.
Armor Class: 14 (+1 Dex, +2 Armor, +1 Shield)
Attacks: +6 melee (dagger) or +7 melee (shortspear +1) or +5 ranged (shortspear +1).
Damage: 1d4+3 (dagger) or 1d8+4 (shortspear +1).
Face/Reach: 5ft./5ft.
Special Attacks: None.
Special Qualities: Darkvision, orc blood.
Saves: Fort +6, Ref +4, Will +5.
Abilities: Str 16/+3, Dex 12/+1, Con 16/+3, Int 8/-1, Wis 18/+4, Cha 11/+0.

Height: 5' 5"
Weight: 135 lbs.
Age: 20

Languages: Common, orc.

Skill Points: 6 (Ftr)
Skills: Climb +4, Heal +4, Intuit Direction +4.5, Listen +4, Ride +4, Sense Motive +4, Spot +4, Survivial +4, Swim +4, Use Rope +1.

Feats: Improved Unarmed Attack, Lightning Reflexes.
Bonus Fighter Feats: Cleave, Power Attack.

Alignment: Neutral Good

Possessions: Belt pouch, bit and bridle, cold weather outfit, dagger, exotic riding saddle, leather armor, mount (Athel), saddlebags, shortspear +1, small wooden shield, waterskin, winter blanket.

Appearance: Spears' unique heritage means that he doesn't look or dress like the typical city dwelling orcs and half-orcs of, say, Da'aphet or Heath's City. He wears comfortable, warm clothing that is tanned dark pigments with a fur lined cloak and similar boots for protection from Malecade's harsh winters. He typically wears his long hair braided back into a pony tail with several long dreadlocks hair along the side of his face. His leather armor was specially crafted for him by his adopted Tigé tribe (halfling-like demihumans) and the halfspear was a gift from the tribes chief on his passage into adulthood. The spear is metal with several token feather hanging from just behind the spearhead. Spears' dagger is non-descript but it was his first ever weapon so he treasures it. He carries the shield on his back and only fights with it when a one-handed weapon makes it way into his hands. Despite his wild, unkempt appearance Spears is as civilized as the tigé of the Wildlands, which makes others think he is an uncouthed barbarian or a renagade member of the Sermath'kah (evil seafaring goblinoids).

Background: Spears. That is what his human friends call him. His tigé name is near impossible for them to pronounce. Roughly translated, his name is 'Child-Found-Amongst-Spears-in-Wilderness'. These spears are actually a rock formation that sits near the center of the Wildlands, which look like six spears pointing up into the sky in a semi-circle. It is in that place that a tigé tribe found him - a crying half-orc babe wrapped in althion leafs and hungry as a wild cat.

The tribe took him in and raised him as one of the First Peoples. He learned of the world's history and the story of the Ethma'rieluna, the Children of the World. He was given access to tutors from each race of the First Peoples. Trooda (intelligent, peaceful raptor-like reptilian race) druids and mystics taught him to respect the natural world, while his Teres (large reptilian monstrous humanoids) tutors taught him to expand his mind and strengthen his body. This training brought him great success amongst the First Peoples of the Wildlands but his orcish blood limited his ability to learn complex processes. Undaunted, Spears concentrated on learning to understand his surrounding and protect himself with weapon and hand.

As the half-orc boy grew to manhood, he wished to learn where he came from. His adopted family took him to the spear stones and told him of how they found him there all alone. They tried to help him learn the truth by asking the druids and priests of Jaua Ae-rielun to divine his origins. Surprisingly, there was no answer for his questions. He decided to leave his tribe and set out to find where he came from. If he was decended from the civilized orcs of the Ethma'rieluna or the savage goblinoids of the Sermath'kah.

He traveled north towards the SkyMountains to seek his origins and fulfill his destiny. It was in these journeys that he met and befriended Sir Knak Rynne (a human paladin), Simon Mardin (a human cleric), and Marty LionMountain (a human sorcerer) from Stortic [and then later, Nona Heartwood (a half-elf ranger/rouge)]. These five friends would travel and adventure together for the rest of their lives.

Personality: Amiable, inquiring, naive. Spears has a tendancy to ponder watch what others are doing first then act on what seems the right course of action. He is wise enough to know he isn't the tactician of the group and lets either Marty or Knak do the hard thinking.

Mount: Giant wild cat, Athel
Huge Animal
HD: 16d8+48 (120 hp)
Init: +2 (Dex)
Spd: 40ft.
AC: 16 (-2 size, +2 Dex, +6 natural)
Atks: 2 claws +18 melee, bite +13 melee
Dmg: Claw 2d4+8, bite 2d6+4
F/R: 15ft./10ft.
SA: Pounce, improved grab, rake 2d4+4.
SQ: Scent.
Saves: Fort +13, Ref +12, Will +11
Abilities: Str 27, Dex 15, Con 17, Int 2, Wis 12, Cha 10.
Skills: Hide +0*, Jump +11, Listen +3, Move Silently +9, Spot +3, Swim +11.
* Giant wild cats receive a +4 racial bonus to Hide and Move Silently checks. * In the area of Malecade known as the Wildlands, the Hide bonus improves to +8.
 
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Well, my very first PC, from way way way way way back (1982?), is still TECHNICALLY the same character I use now, he's just made tons of changes along the way. Only constant is that he's Human.

Fighter to Ranger to Bard to Blade to (3E) Ranger/Rogue/Sorcerer to Rogue/Sorcerer to (currently) Aristocrat/Psion.

Now, my second character ever was Ug, a Half-Ogre Fighter using some old Dragon magazine rules. Other than having to come up with our own Half-Ogre rules for 3E, he's still the same as he always was (well, now he's a Barbarian/Fighter even-split, but that's more to mimic some abilities Half-Ogres used to have).
 

Spatzimaus said:
Well, my very first PC, from way way way way way back (1982?), is still TECHNICALLY the same character I use now, he's just made tons of changes along the way. Only constant is that he's Human.

Fighter to Ranger to Bard to Blade to (3E) Ranger/Rogue/Sorcerer to Rogue/Sorcerer to (currently) Aristocrat/Psion.

Now, my second character ever was Ug, a Half-Ogre Fighter using some old Dragon magazine rules. Other than having to come up with our own Half-Ogre rules for 3E, he's still the same as he always was (well, now he's a Barbarian/Fighter even-split, but that's more to mimic some abilities Half-Ogres used to have).

Sounds like a couple cool PCs. Hope to see 'em posted here.

Cheers!

{EDIT}

Next up... Spears progressed to level 10!

KF72
 
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This is my first Character Ever, This is 2e and before I ever read any rules. My dm (who quit soon after the game started put this together for me) I lost the history to the character and have not yet converted him to 3e.

Personal Information
Name: Silvar Maghin Player:
Race: Human Gender: Male Height: 5'6" Age: 28
Class: Illusionist Level: 7 Weight: 171 lbs
XP: 66,000 Alignment: True Neutral
Next Level: 90,000 Kit: None

Ability Scores
Str: 8 Stamina: 8 Weight Allowance: 35 lbs Bend Bars/Lift Gates: 1%
Muscle: 8 Attack Adj.: +0 Damage Adj.: +0 Max. Press: 90 lbs Open Doors: 5
Dex: 17 Aim: 17 Missile Adjustment: +2 Pick Pockets: +5% Open Locks: +10%
Balance: 17 Reaction Adjustment: +2 Armor Class: -3 Move Silently: +5% Climb Walls: +5%
Con: 16 Health: 16 System Shock: 95% Poison Save: +0
Fitness: 16 Hit Point Adjustment: +2 Resurrection Chance: 96%
Int: 17 Reason: 17 Max. Spell Level: 8th Max. Spells Per Level: 14 Illusion Immunity: None
Knowledge: 17 Bonus Proficiencies: 6 Chance to Learn New Spell: 75%
Wis: 13 Intuition: 13 Bonus Clerical Spells: 1, 0, 0, 0, 0, 0, 0 Clerical Spell Failure Chance: 0%
Willpower: 13 Magic Defense Adjustment: +0 Spell Immunity: None
Cha: 11 Leadership: 11 Loyalty Base: +0 Maximum Number of Henchmen: 4
Appearance: 11 Initial Reaction Adjustment: +0

Saving Throws
Paralyzation: 12 Poison: 12 Death Magic: 12 Petrification: 10 Polymorph: 10
Rod: 8 Staff: 8 Wand: 8 Breath Weapon: 12 Spell: 9

Combat
Hit Points: 43
Base THAC0: 18
Melee THAC0: 18
Missile THAC0: 16

Armor
Natural armor class 10
Ring of Protection +1 magic adj. -1
Balance Defensive adj. -3
FINAL: 6

Weapon Proficiencies
Dagger
Sling

Non-Weapon Proficiencies
Astrology 12
Rope Use 12
Swimming 12
Modern Languages 16
Common, Elf, Goblin, Orc
Native Languages
Common, Human - Regional dialect
Reading/Writing 13
Common, Elf

Weapons
THAC0 Attacks/ Speed Damage Range (-2) (-5) (-10)
Weapon Melee Missile Round Factor Sm-Med Large Type Size PB / S / M / L / EX
Dagger +1, +2 vs. Tiny or Small creatures 17 15 1 2 1d4+1 1d3+1 P S 2 4 6
Sling 16 1 6 B S
Sling, sling bullet 1d4+1 1d6+1 B S 10 20 40

Racial Abilities
Hit point bonus - +1 bonus hit point for every time a level is attainted.


Class Abilities
Illusionist
Automatic spells - Gains one free spell every time the mage gains a new level of spells. Elementalists do not recieve one free spell every level, but may add 1d4 effective levels once a day to a spell
they cast.
Bonus spells - Memorize one free spell for each spell level. This spell must be chosen from their area of speciality.
Intense magic - -1 penalty to all saving throws on spells cast from the chosen school. Elementalists enjoy a
-2 penalty to all saving throws on spells cast from their chosen element. Wild mages do not recieve a modifyer to their spells.
Learning bonus - +15% bonus to learning any spell in the chosen school. Elementalists recieve a +25% bonus to their chosen element, and +15% to other elemental spells, but are unable to learn opposing elemental spells. Wild mages recieve a +10% bonus to learning wild magic spells.
Learning penalty - -15% penalty to learning rolls on spells outside the chosen school. Elementalists are unable to learn opposing elemental spells, and suffer a -25% penalty to learn nonelemental spells. Wild mages recieve a -5% penalty to learn standard schools of magic.
Research bonus - When researching spells in the chosen school, treat the spell as one level lower.
Saving throw bonus - +1 bonus on saves against spells in their chosen school. Elementalists recieve a +2 bonus
to their saving throws versus spells in their chosen element. Wild mages do not recieve a bonus to their saving throws.
Schools of Magic - Alteration, Conjuration/Summoning, Enchantment/Charm, Greater Divination, Illusion/Phantasm


Inventory
Items Carried
Backpack
Dry rations (1 week) x2
Rope, silk (50 ft)
Torch x5
Wineskin
Wineskin
Wineskin
Map or scroll case
Scroll of Protection from Electricity
Scroll of Protection from Lycanthropes
Potion of ESP
Potion of Extra-healing
Potion of Gaseous Form
Sling
Wand of Paralyzation
Items Readied
Dagger +1, +2 vs. Tiny or Small creatures
Items Stored
Spellbook, Travelling
Items Worn
Belt
Belt pouch, large
Sling, sling bullet x20
Belt pouch, large
Magnifying glass
Mirror, small metal
Whetstone
Boot hose
Boots, riding
Breeches
Chainse, chemise
Common robe
Ring of Protection +1
Spending Money
* Gold Pieces x140

Movement and Encumbrance
Encumbrance: Unencumbered Light Moderate Heavy Severe
Weight (lbs): 0-35 36-50 51-65 66-80 81-90
Movement: 14 10 7 3 1
THAC0: -1 -2 -4
AC: +1 +3
Currently carrying 35.80 pounds (None Encumbrance, 14 Movement)

Spells Known
Spell Time Range Area of Effect Components
1st Level
Audible Glamer 1 60 yds + 10 yds/lvl Hearing range V, S, M
Burning Hands 1 0 The caster V, S
Detect Magic 1 0 10 x 60 ft V, S
Phantasmal Force 1 60 yds + 10 yds/lvl 400 sq ft + 100 sq ft/lvl V, S, M
Read Magic 1 rd 0 Special V, S, M
Sleep 1 30 yds Special V, S, M
Spook 1 30 ft 1 creature V, S
2nd Level
Blindness 2 30 yds + 10 yds/lvl 1 creature V
Improved Phantasmal Force 2 60 yds + 10 yds/lvl 200 sq ft + 50 sq ft/lvl V, S, M
Invisibility 2 Touch Creature touched V, S, M
Melf's Acid Arrow 2 180 yds 1 target V, S, M
Mirror Image 2 0 6-ft radius V, S
Summon Swarm 2 60 yds 10-ft cube V, S, M
3rd Level
Flame Arrow 3 30 yds + 10 yds/lvl Special V, S, M
Lorloveim's Creeping Shadow 7 0 The caster's shadow V, S, M
Phantom Steed 1 turn Touch Special V, S
Wraithform 1 0 The caster S, M
4th Level
Hallucinatory Terrain 1 turn 20 yds/lvl 10 yds/lvl cube V, S, M
Phantasmal Killer 4 5 yds/lvl 1 creature V, S
Rainbow Pattern 4 10 yds 30-ft cube S, M
Shadow Monsters 4 30 yds 20-ft cube V, S

Spells
Class 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
Illusionist 5 4 3 2
Cleric Spell Failure Rate: 0% Maximum Wizard Spells Per Level: 14
Wizard Chance to Learn New Spell: 75% Maximum Wizard Spell Level: 8th
 

GWolf, those stats are a blast from the past! I love it! You plannig on putting up converted 3E stats for him?

Cheers!

KF72
 


My first character ever was a thief named Valkar Gamchan I drew a picture of him he was a ninja that weilded a Scythe. That was before I read the rules. We had the Basics set for DnD back then Red box perhaps, not sure.

Anyway once I read the rules and set down with an experienced dm for character creation. Valkar became a Norseman-Viking like fighter who was an expert at long range combat, his hand axes and arrows killed enemies by the hundreds. Well maybe I embelished a little but......

For some reason the only character sheet I can find is the one when our other parties fighter (his name was Sturm) challenged Valkar to a duel to the death(I think the player was mad that I had anhillated his team of super hero's in a gladiator version of the Marvel Super Hero's game the previous night). I won so the player set my sheet aflame, I have about a third of it, he advanced in level after that but I can't find any he got as high as 11. So here are what stats I have.

Str: 13 Dex:18
Int: 15 Con:18
Wis: 11 Cha: 7

He originally had a higher Charisma, but he got hit by Vampire.

Our DM rolled certain characteristics, Valkar was afraid of Crows, He was born on the Month of the Granite Hammer ( he recieved a +1 vs Giants), His father was a woodcutter (+1 to Constitution),

At level 11 He had several magic items a +2 longsword he had named Slayer, a magic suit of chainmail that kept him comfortable in any enviroment, a handaxe that when thrown could detonate a 3d6 fireball known as Surtur, a magic bow that looked like a griffins wings extended called Aequitas (latin for Justice I think) which on the roll of a twenty allowed me to roll an extra attack once per day, and a ring of levitation.

As a 3e character I would probably multiclass him as a Bbn/Ftr taking Weapon Focus/Specilization in both the longbow and handaxe, maybe even finesse a short sword maybe not. Definitely spring attackf and such probably an endurance and or toughness feat(s) also.

Sorry this was so long but it was fun remembering this guy, I'll never forgot the first time I used Surtur killed a Cyclops in one round I did.
 

Spears
Member of the Lions of Malecade

Male half-elf Ftr6, Clr4
Medium-sized (Humanoid)

Hit Dice: 13hp + 5d10+15 + 4d8+12
Hit Points: 101

Initiative: +1 (Dex)
Speed: 30ft.
Armor Class: 16 (+1 Dex, +4 Armor, +1 Shield)
Attacks: +14/+6 melee (The Blade) or +13/+5 melee (shortspear +1) or +11/+3 ranged (shortspear +1)
Damage: 1d6+3 (The Blade) or 1d8+3 (shortspear +1)
Face/Reach: 5ft./5ft.
Special Attacks: Turn or rebuke undead.
Special Qualities: +1 racial bonus on Listen, Search, and Spot checks, +2 racial save bonus against Enchantment spells or effects, bonus languages, divine spells, elven blood, immunity to sleep spells and similar magical effects, low light vision, spontaneous casting.
Saves: Fort +9, Ref +3, Will +6.
Abilities: Str 16/+3, Dex 12/+1, Con 16/+3, Int 10/+0, Wis 18/+4, Cha 11/+0.

Height: 5' 5"
Weight: 135 lbs.
Age: 35

Languages: Common, orc.

Skill Points: 4 (1st lvl Ftr) + 4 (2nd - 5th lvl Ftr) + 3 (1st - 3rd lvl Clr) + 2 (6th lvl Clr) + 2 (4th lvl Ftr)
Skills: Climb +5, Concentration +5, Heal +5, Intuit Direction +5, Knowledge (nature) +2, Listen +4, Ride +5, Sense Motive +4, Spot +5, Survival +4, Swim +4, Use Rope +1.

Feats: Combat Casting, Craft Magic Arms and Armor, Improved Unarmed Attack, Lightning Reflexes.
Bonus Fighter Feats: Cleave, Expertise, Improved Disarm, Power Attack.

Alignment: Neutral Good

Deity: Jaua Ae-rielun
Domains: Animal, Earth
Granted Powers: Animal Frindship once per day, Knowledge (nature) is a class skill, turn (or destroy) air creatures as a good cleric turns undead 3 times per day, rebuke (or command) earth creatures as an evil cleric rebukes undead 3 time per day.

Spells per day: 5/4+1/3+1
Spells: 0th lvl - Create Water, Detect Magic, Light, Purify Food and Drink, Read Magic. 1st - Bless, Comprehend Languages, Endure Elements,Sanctuary. 2nd - Animal Messenger, Consecrate, Spiritual Weapon.
Domain Spells: 1st - Calm Animals, Magic Stone. 2nd - Hold Animal, Soften Earth and Stone.

Possessions: Belt pouch, cold weather outfit, leather armor +2, shortspear +1, small wooden shield, unique magical dagger +2 (The Blade) *, waterskin, winter blanket.
* Has several special properties that I will detail in its own post.

Appearance: {hurts too much to type this right now. I will update it later.}

Background: {same... owww!}

Personality: Amiable, inquiring, sensible.
 
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Spatzimaus, Necromancer Games has recreated the Half-Ogre in their awesome Tome of Horrors (which brings back over 400 1st and 2nd ed monsters).
There is a Half-Ogre in my Under a Vaulted Sky:The Silver Door game.

Here they are

+6 Str, +4 Con, -2 Int, -2 Cha ECL 3
Favored Class: Barbarian
Clerics worship 'The Destroyer' (Vaprak)
Domains:Chaos, Destruction, Evil.Choose an alternate Human Deity if desired.
+2D8 HD, Base Move 30' +2 Base Attack,
Darkvision 60'. +1 to Climb, +2 to Spot,
+2 to Listen, Weapon Focus :Greatsword (or sub another),+2 Natural Armor bonus, +3 Fort Saves.
Ogre Blood: Considered an Ogre for special abilities/effects/items.

Hope that helps you.

I am going to dig up 'Talon', my oldest remembered character (1980), although he wasn't my first character, he was my fave PC for many years: he was a Human Ranger who made it to Level 13, and he kept his +1 (Quality) Broadsword the whole time :D That's Roleplaying! (My brother illustrated pictures of all the weapons in a Weapons Shop, letting us see what they looked like, not knowing if they had any special traits, my brother had created Masterworked Weapons 20 years before 3rd Ed had. I picked it solely on the cool pic, which I don't have anymore, sadly :( ).
I'll post him as soon as he's converted.
 

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