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Personal Information
Name: Feonim Shinkicker Player: me
Race: Mountain dwarf Gender: Male Height: 4'5" Weight: 163 lbs
Classes: Fighter/Cleric Levels: 2/2 Alignment: Lawful Good
XP: 2,000/1,500 Next Level: 4,000/3,000
Kit: Weapon Master
Ability Scores
Str: 17 Stamina: 16 Weight Allowance: 70 lbs Bend Bars/Lift Gates: 16%
Muscle: 18/0 Attack Adj.: +1 Damage Adj.: +2 Max. Press: 255 lbs Open Doors: 11
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: 17 Health: 18 System Shock: 99% Poison Save: +0
Fitness: 16 Hit Point Adjustment: +2 Resurrection Chance: 96%
Int: 11 Reason: 13 Max. Spell Level: 6th Max. Spells Per Level: 9 Illusion Immunity: None
Knowledge: 9 Bonus Proficiencies: 2 Chance to Learn New Spell: 35%
Wis: 12 Intuition: 11 Bonus Clerical Spells: 0, 0, 0, 0, 0, 0, 0 Clerical Spell Failure Chance: 10%
Willpower: 13 Magic Defense Adjustment: +0 Spell Immunity: None
Cha: 13 Leadership: 14 Loyalty Base: +1 Maximum Number of Henchmen: 6
Appearance: 12 Initial Reaction Adjustment: +0
Saving Throws
Paralyzation: 10 Poison: 5 Death Magic: 10 Petrification: 13 Polymorph: 13
Rod: 9 Staff: 9 Wand: 9 Breath Weapon: 16 Spell: 10
Combat
Hit Points: 19
Base THAC0: 19
Melee THAC0: 18
Missile THAC0: 17
Armor
Natural armor class 10
Full chain mail 6
Balance Defensive adj. -3
FINAL: 3
Weapon Proficiencies
Full armor, chain mail
Jitte
Maul
Nunchaku
Shield (small)
Warhammer (Specialist)
Fighting Style:
Two Weapon (+2)
Weapon and Shield
Non-Weapon Proficiencies
Religion 6
Spellcraft 7
Herbalism 6
Engineering 5
Blacksmithing 11
Native Languages
Dwarf - mountain dialect, Giant eagle, Gnome, Hill giant
Weapons
THAC0 Attacks/ Speed Damage Range (-2) (-5)
Weapon Melee Missile Round Factor Sm-Med Large Type Size Short Medium Long
Maul 18 1 8 2d4+2 1d10+2 B L
Jitte 18 1 2 1d4+2 1d2+2 B S
Nunchaku 18 17 1 3 1d6+2 1d6+2 B M 1
Warhammer 16 15 3/2 4 1d4+5 1d4+4 B M 2 4 6
Racial Abilities
Infravision - Dwarves have infravision to 60 feet - the ability to see heat patterns given off by living warm-blooded creatures in the dark.
Melee combat - Dwarves have a +1 bonus to their attack rolls vs. orcs, half-orcs, goblins, and hobgoblins. Further, when ogres, half-ogres, ogre magi, trolls, giants, or titans fight dwarves, these aggressors suffer a -4 penalty on all attack rolls. Dwarves are small and have defensive tactics against these large foes.
Mining detection abilities - A character with this skill is familiar with mining, tunnelling and stonework. By concentrating for one round the character can:
Determine the approximate depth underground, 1-3 on 1d6.
Detect any sliding or shifting walls or rooms, 1-4 on 1d6.
Detect any grade or slope in the passage they are passing through, 1-5 on 1d6.
Detect stonework traps, pits, and deadfalls, 1-3 on 1d6
Detect new construction in stonework, 1-5 on 1d6.
Saving throw bonuses - Bonus to saving throws vs. poison, rods, wands, and spells based on their Constitution/Health subability score.
Warhammer bonus - +1 bonus to attack rolls with a war hammer.

Class Abilities
Fighter
    1d12 for hit points - d12 Hit Point die.
    Followers - Attracts followers after a strongold is built and 9th level is reached.
    Magic resistance - 2% magic resistance per level.
    Weapon specialization - Allows specialization in one weapon.
    Clerical weapons only - May only use bludgeoning weapons.
    Limited armor - May not wear armor heaver than chain.
    Melee weapons only - May only use melee weapons.
Cleric
    Followers - Allows followers after building a stronghold and becoming name level.
    Turn undead - Allows the cleric to turn undead.
    Minor Spheres of Magic - Elemental, All
    Major Spheres of Magic - All, Astral, Charm, Combat, Creation, Divination, Guardian, Healing, Necromantic, Protection, Summoning, Sun

Disadvantages
Compulsive Honesty - Wisdom/Willpower check must be sucessful for character to act deceitful, and will only attempt to lie in a life or death situation.
Irritating Personality - A sucessful Wisdom/Willpower check is required in social situations, or the character must roleplay their irritating personality qualities.

Turning Undead
Skeleton or 1 HD: 7 Wight or 5 HD: 19 Mummy or 7 HD: - Ghost or 10 HD: -
Zombie: 10 Ghast: 20 Spectre or 8 HD: - Lich or 11+ HD: -
Ghoul or 2 HD: 13 Wraith or 6 HD: - Vampire or 9 HD: - Special: -
Shadow or 3-4 HD: 16 # = Roll # or greater on a 1d20 to turn 2d6 undead. T = Automatically turns 2d6 undead.
D = Automatically destroys 2d6 undead. D* = Automatically destroys 2d6+2d4 undead.
Inventory
  • Items Carried
    • Backpack
      • Dry rations (1 week)
      • Flint and steel
      • Holy item
      • Torch x3
      • Wineskin
    • Backpack
    • Belt pouch, large
    • Holy item
    • Iron pot
    • Jitte
    • Maul
    • Nunchaku x2
    • Warhammer
  • Items Readied
    • Maul
  • Items Stored
    • Full armor, chain mail
    • Honey
    • Rations,standard (1 week)
    • Shield, small
  • Items Worn
    • Baldric, bandoleer(leather)
    • Boots, soft
    • Cap, hat
    • Gloves
    • Tabard
  • Spending Money
    • * Copper Pieces x7
    • * Gold Pieces x9
    • * Silver Pieces
Movement and Encumbrance
Encumbrance Unencumbered Light Moderate Heavy Severe
Weight (lbs) 0-70 71-100 101-130 131-160 161-195
Movement 8 5 4 2 1
THAC0 -1 -2 -4
AC +1 +3
Currently carrying 53.90 pounds (None Encumbrance, 8 Movement)
Cleric Spells Granted
Spell Time Range Area of Effect Components
1st Level
Analyze Balance 1 rd 80 yds 1 creature, object, or 10' sq V, S, M
Astral Celerity 4 0 The caster V, S
Bless 1 rd 60 yds 50-ft cube V, S, M
Blessed Watchfulness 4 Touch Creature touched V, S
Call Upon Faith 1 0 The caster V, S, M
Cause Fear 1 10 yds 1 creature/4 lvls V, S, M
Cause Light Wounds 5 Touch Creature touched V, S, M
Combine 1 rd Touch Circle of priests V, S
Command 1 30 yds 1 creature V
Create Water 1 rd 30 yds Up to 27 cubic ft V, S, M
Cure Light Wounds 5 Touch Creature touched V, S, M
Curse 1 rd 60 yds 50-ft cube V, S, M
Darkness 4 120 yds 20-ft radius globe V, S, M
Destroy Water 1 rd 30 yds Up to 27 cubic ft V, S, M
Detect Evil 1 rd 0 10 ft x 120 yds V, S, M
Detect Good 1 rd 0 10 ft x 120 yds V, S, M
Detect Magic 1 rd 0 10 ft x 30 yds V, S, M
Detect Poison 4 0 Special V, S, M
Detect Snares & Pits 4 0 10 x 40 ft V, S, M
Dispel Fatigue 4 30 yds 1 creature V, S, M
Endure Cold/Endure Heat 1 rd Touch Creature touched V, S, M
Firelight 4 Touch 1 object V, S, M
Invisibility to Undead 4 Touch 1 creature V, S, M
Light 4 120 yds 20-ft radius globe V, S, M
Locate Animals or Plants 1 rd 100 yds + 20 yds/lvl 20 yds/lvl x 20 ft V, S, M
Log of Everburning 1 Touch Special V, S, M
Magical Stone 4 Touch 3 pebbles V, S, M
Orison 4 10 yds Varies V, S
Protection From Evil 4 Touch 1 creature V, S, M
Protection From Good 4 Touch 1 creature V, S, M
Purify Food & Drink 1 rd 30 yds 1 cubic ft/lvl, in 10 sq ft V, S, M
Putrefy Food and Drink 1 rd 30 yds 1 cubic ft/lvl, in 10 sq ft V, S, M
Remove Fear 1 10 yds 1 creature/4 lvls V, S, M
Ring of Hands/Ring of Woe* 5 0 Special V, S, M
Sacred Guardian 1 Touch Creature touched V, S, M
Sanctuary 4 Touch 1 creature V, S, M
Shillelagh 2 Touch 1 oak club V, S, M
Speak With Astral Traveler 1 rd Touch 1 creature V, S, M
Strength of Stone 4 Touch 1 creature V, S, M
Sunscorch 4 40 yds 1 creature V, S
Wind Column 1 o The caster S

Generated by the Advanced Dungeons & Dragons Core Rules CD-ROM 2.0 on 03/27/00 22:08:19