Personal Information
Name: Reed Goblinslayer Player: Stan
Race: Hill dwarf Gender: Male Height: 4'1" Age: 59
Class: Fighter Level: 1 Weight: 156 lbs
XP: 0 Alignment: True Neutral
Next Level: 2,000 Kit: Highborn, Dwarf (CRE)
Ability Scores
Str: 15 Weight Allowance: 55 lbs Bend Bars/Lift Gates: 7%
Attack Adj.: +0 Damage Adj.: +0 Max. Press: 170 lbs Open Doors: 8
Dex: 13 Missile Adjustment: +0 Pick Pockets: +0% Open Locks: +0%
Reaction Adjustment: +0 Armor Class: +0 Move Silently: +0% Climb Walls: +0%
Con: 12 System Shock: 80% Poison Save: +0
Hit Point Adjustment: +0 Resurrection Chance: 85%
Int: 13 Max. Spell Level: 6th Max. Spells Per Level: 9 Illusion Immunity: None
Bonus Proficiencies: 3 Chance to Learn New Spell: 55%
Wis: 11 Bonus Clerical Spells: 0, 0, 0, 0, 0, 0, 0 Clerical Spell Failure Chance: 10%
Magic Defense Adjustment: +0 Spell Immunity: None
Cha: 9 Loyalty Base: +0 Maximum Number of Henchmen: 4
Initial Reaction Adjustment: +0
Saving Throws
Paralyzation: 14 Poison: 11 Death Magic: 14 Petrification: 15 Polymorph: 15
Rod: 13 Staff: 13 Wand: 13 Breath Weapon: 17 Spell: 14
Combat
Hit Points: 10
Base THAC0: 20
Melee THAC0: 20
Missile THAC0: 20
Armor
Natural armor class 10
Full armor, brigandine -4
Shield, body adj. -2
FINAL: 4
Weapon Proficiencies
Axe, hand/throwing
Crossbow, light
Sword, two-handed
Warhammer
Secondary Skills
Scribe
Native Languages
Dwarf, Gnome, Human - regional dialect, Orc
Weapons
THAC0 Attacks/ Speed Damage Range (-2) (-5)
Weapon Melee Missile Round Factor Sm-Med Large Type Size Short Medium Long
Crossbow, light 21 1 7 P M
Crossbow, light quarrel 1d4 1d4 P S 12 24 36
Warhammer 21 21 1 4 1d4+1 1d4 B M 2 4 6
Sword, two-handed 21 1 10 1d10 3d6 S L
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.

Class Abilities
Fighter
    Followers - Attracts followers after a stronghold is built and 9th level is reached.
    Weapon specialization - Allows specialization in one weapon.


Inventory
  • Items Carried
    • Backpack
      • Dry rations (1 week)
      • Flint and steel
      • Torch x3
      • Wineskin
    • Belt pouch, small
      • * Gold Pieces x248
    • Belt pouch, small
      • * Copper Pieces x8
    • Warhammer
  • Items Readied
    • Crossbow, light
      • Crossbow, light quarrel
  • Items Worn
    • Bolt case
      • Crossbow, light quarrel x10
    • Full armor, brigandine
    • Scabbard, hanger, baldric
      • Sword, two-handed
    • Shield, body
Movement and Encumbrance
Encumbrance: Unencumbered Light Moderate Heavy Severe
Weight (lbs): 0-55 56-85 86-115 116-145 146-170
Movement: 6 4 3 2 1
THAC0: -1 -2 -4
AC: +1 +3
Currently carrying 95.82 pounds (Moderate Encumbrance, 3 Movement)
Character History

Kit - Highborn, Dwarf (CRE)
Highborns are members of families who hold political power within a clan. A Highborn dwarf may belong to the ruling family of a stronghold. They are able to trace their lineage back to the beginnings of time. Highborn ancestors include the great warriors and craftsmen of legend. They tend to behave in an arrogant manner to other dwarves, believing their lineage makes them superior to their fellows. They consider themselves the epitome of dwarf culture, the finest members of their race.

Special Benefits: Dwarves of lawful alignment respect Highborn dwarves and react to them with a +3 bonus. A Highborn may also demand food and shelter from other dwarves, and this is willingly provided for him and his retinue. The Highborns administer justice among members of their clan. In matters involving two clans, only the ruling family of the stronghold can make binding decisions.

Special Hindrances: A Highborn dwarf may administer justice, but his decisions may be later overruled by a Highborn clansman of greater status.

Highborns need to maintain their status by finding and purchasing the best goods available. This means that they always spend an additional 10% to 25% on goods and services. If a Highborn fails to do so, his reaction bonus drops by -1 each occurrence, until it reaches 0. He may only increase his reaction to its former level by engaging in conspicuous consumption. This means a new suit of clothes and new equipment for himself and his retainers, all purchased at 25% above the usual price. He must throw a banquet for his entire clan (costing 1,000 to 5,000 gp), giving gifts to show that he deserves the respect offered him by those of lower status. These gifts are usually craft related, such as a fine set of tools, an anvil, or a loom.

Nonlawfully aligned dwarves tend to be irritated by Highborn dwarves' superiority and react to them at -3.

Highborn dwarves are too proud for their own good, seeing themselves and their race as superior to all others. This attitude causes other races to react to them with a -2 penalty.
Traits

Generated by the Advanced Dungeons & Dragons Core Rules 2.0 Expansion on 02/02/2014 08:26 PM