@Edwin Voskamp's

"He had the look of someone who knew that, if he didn't have the answer, he could work it out faster than anyone else."

"Never say die!"


@Edwin Voskamp's AD&D Game: Freehold - Claire

Personal Information
Name: Claire Player: Linda S. Voskamp
Race: High elf Gender: Female Height: 4'7" Age: 117
Class: Cleric Level: 2 Weight: 87 lbs
XP: 2,107 Alignment: Chaotic Good
Next Level: 3,000 Kit: Herbalist, Elf (CRE)
Ability Scores
Str: 13 Weight Allowance: 45 lbs Bend Bars/Lift Gates: 4%
Attack Adj.: +0 Damage Adj.: +0 Max. Press: 140 lbs Open Doors: 7
Dex: 17 Missile Adjustment: +2 Pick Pockets: +5% Open Locks: +10%
Reaction Adjustment: +2 Armor Class: -3 Move Silently: +5% Climb Walls: +5%
Con: 13 System Shock: 85% Poison Save: +0
Hit Point Adjustment: +0 Resurrection Chance: 90%
Int: 13 Max. Spell Level: 6th Max. Spells Per Level: 9 Illusion Immunity: None
Bonus Proficiencies: 3 Chance to Learn New Spell: 55%
Wis: 17 Bonus Clerical Spells: 2, 2, 1, 0, 0, 0, 0 Clerical Spell Failure Chance: 0%
Magic Defense Adjustment: +3 Spell Immunity: None
Cha: 9 Loyalty Base: +0 Maximum Number of Henchmen: 4
Initial Reaction Adjustment: +0
Saving Throws
Paralyzation: 10 Poison: 10 Death Magic: 10 Petrification: 13 Polymorph: 13
Rod: 14 Staff: 14 Wand: 14 Breath Weapon: 16 Spell: 15
Combat
Hit Points: 12
Base THAC0: 20
Melee THAC0: 20
Missile THAC0: 18
Armor
Natural armor class 10
Full armor, chain mail -5
Shield, medium adj. -1
DEX Defensive adj. -3
FINAL: 1
Weapon Proficiencies
Lasso
Long bow
Sickle
Non-Weapon Proficiencies
Fire-Building 16
Heal 15
Herbalism 11
Local History 9
Musical Instrument 16
Reading/Writing 14
Rope Use 17
Native Languages
Common, Elf, Goblin, Orc
Weapons
THAC0 Attacks/ Speed Damage Range (-2) (-5)
Weapon Melee Missile Round Factor Sm-Med Large Type Size Short Medium Long
Sickle 21 1 4 1d4+1 1d4 S S
Lasso 19 1 10 B L 2 4 6
Long bow 18 2 8 P L
Long bow, sheaf arrow 1d8 1d8 P S 10 20 34
Racial Abilities
Bow bonus - +1 bonus to attack rolls with long or short bows.
Infravision - 60' infravision range.
Resistance 90% - 90 percent resistant to sleep and charm-related spells.
Secret doors - Because of their acute senses, elves are quick to spot concealed doors and hidden entranceways. Merely passing within 10' of a concealed door allows an elf a one-in-six chance (a 1 on 1d6) to notice it. If actively searching, an elf's chances improve to a two-in-six chance (1 or 2 on 1d6) to find secret doors, and a three-in-six chance (1, 2, or 3 on 1d6) to notice a concealed door.
Stealth - When the elf is alone and is not wearing metal armor, he gains a bonus to surprise opponents. The opponent suffers a -4 penalty, a -2 if the elf has to open a door.
Sword bonus - +1 bonus to attack rolls when using a long or short sword.

Class Abilities
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

Kit - Herbalist, Elf (CRE)
Even when these priests have run out of healing spells, they are not useless as healers. The elf Herbalist can soothe fevers and mend wounds with the utmost ability and speed.

Special Benefits.
If in their chosen terrain, Herbalists function nearly perfectly. They can restore 1d4 points of damage to a wounded creature if they can reach it within four rounds after being wounded. Under the Herbalist's ministrations, the creature will recover twice as fast than it normally would (see the Player's Handbook, p. 59).
Herbalists are very knowledgeable about the various herbs found in their domains. They can locate even the hard-to-find ones, although that might take some searching. Their herb lore is unsurpassed, except by druids.
A Herbalist can, at 5th level, identify plants and pure water without error, so long as the items are within his chosen terrain. This makes the Herbalist's task much easier and means that there is little chance of inadvertently poisoning a friend.
Finally, Herbalists can add a new terrain every five levels. That is, if they have traveled far enough outside their own terrains that the DM feels they warrant an additional terrain, they may take one. The new terrain confers all the abilities mentioned above, although they must again work through five levels before they can identify its plants without error.

Special Hindrances.
Herbalists are highly trained within their own field. Unfortunately, when they venture beyond that field, they may make mistakes. When outside their chosen terrain and attempting to heal a friend nonmagically, Herbalists must make an Herbalism proficiency check at -2. Failure indicates the possibility of having picked a poisonous plant (25% chance).
Herbalists may never brew poison. Although they have the knowledge necessary to do so, they feel that their skills are better suited for healing than for killing. The only time they will experiment with poison is to test antidotes against it. Any Herbalist who brews poisons for use against others loses all the abilities in this kit.

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. D = Automatically destroys 2d6 undead.
T = Automatically turns 2d6 undead. D* = Automatically destroys 2d6+2d4 undead.
Inventory
  • Items Carried
    • Backpack
      • Candle x8
      • Grappling hook
      • Lasso
      • Musical insturment (average)
      • Sack, large
      • Soap
      • Torch
    • Candle x2
    • Holy item
    • Lasso
    • Long bow
    • Piton x5
    • Wineskin, Large
    • Wineskin, Large
  • Items Readied
    • Sickle
  • Items Stored
    • Club
    • Long bow, sheaf arrow x40
    • Quarterstaff
    • Rope, hemp (50 ft)
    • Sack, large
      • Herbs (per lb)
      • Piton x8
      • Rations,iron (1 week)
      • Wineskin
      • Wineskin
      • Winter blanket
  • Items Worn
    • Belt
      • Belt pouch, large
        • Chalk
        • Signal whistle
      • Belt pouch, large
      • Healer's bag
      • Quiver
        • Long bow, sheaf arrow x20
    • Clothing
    • Full armor, chain mail
    • Shield, medium
Movement and Encumbrance
Encumbrance: Unencumbered Light Moderate Heavy Severe
Weight (lbs): 0-45 46-69 70-93 94-117 118-140
Movement: 12 8 6 4 1
THAC0: -1 -2 -4
AC: +1 +3
Currently carrying 92.90 pounds (Moderate Encumbrance, 6 Movement)
Spells
Class 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
Cleric 4
Cleric Spell Failure Rate: 0% Maximum Wizard Spells Per Level: 9
Wizard Chance to Learn New Spell: 55% Maximum Wizard Spell Level: 6th
Spells Memorized
  • Cleric
    • 1st Level
      • Cure Light Wounds x2
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
Portrait

Character History
God is Labelas Enoreth, Elven God of Longevity

Notes:
Tower of Mordenheim (dread, many days east, no one ever returned)
Elven King, Dwarven Mail, in Elven Forest, SW 5 days. 4 days S, due West of Dwarf village.
3 Gold per orc head
Bullwhip Cracking
I attended a bullwhip handling seminar given by Gery L. Deer in Ann Arbor, organised by a friend of mine who had seen Gery perform at a local Science Fiction convention. Since I have practiced diligently and acquired two more whips: it is boatloads of fun!
Tekumel Published
With two friends I have developed a new RPG set on Tekumel for Guardians Of Order, a Canadian RPG company. It is out!
RPG Updates
I have been running my new game settings, based on my serial campaign concept, as well as have complete websites: ShadowWorld Mainline, ShadowWorld WWII and Grand Design.
I am working on a new current day ShadowWorld setting, with a new, entirely different cosmology.
More ...
Underworld is now ShadowWorld
Underworld, though laying claim to prior use, was renamed to ShadowWorld in the summer of 2002, to avoid confusion with earlier published role playing games with same or similar names.
It was moved to its own website.
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