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"Never say die!"
@Edwin Voskamp's AD&D Game: Freehold - Thalen
Personal Information
| Name: Thalen Thanatos |
Player: Edwin Voskamp |
| Race: Standard half-elf |
Gender: Male |
Height: 5'7" |
Age: 21 |
| Classes: Ranger/Cleric |
Levels: 1/1 |
Weight: 129 lbs |
| XP: 1,135/1,463 |
Alignment: Chaotic Good |
| Next Level: 2,250/1,500 |
Kit: None |
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Ability Scores
| Str: |
15 |
Weight Allowance: 55 lbs |
Bend Bars/Lift Gates: 7% |
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Attack Adj.: +0 |
Damage Adj.: +0 |
Max. Press: 170 lbs |
Open Doors: 8 |
| Dex: |
18 |
Missile Adjustment: +2 |
Pick Pockets: +10% |
Open Locks: +15% |
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Reaction Adjustment: +2 |
Armor Class: -4 |
Move Silently: +10% |
Climb Walls: +10% |
| Con: |
16 |
System Shock: 95% |
Poison Save: +0 |
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Hit Point Adjustment: +2 |
Resurrection Chance: 96% |
| Int: |
14 |
Max. Spell Level: 7th |
Max. Spells Per Level: 9 |
Illusion Immunity: None |
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Bonus Proficiencies: 4 |
Chance to Learn New Spell: 60% |
| Wis: |
17 |
Bonus Clerical Spells: 2, 2, 1, 0, 0, 0, 0 |
Clerical Spell Failure Chance: 0% |
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Magic Defense Adjustment: +3 |
Spell Immunity: None |
| Cha: |
14 |
Loyalty Base: +1 |
Maximum Number of Henchmen: 6 |
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Initial Reaction Adjustment: +2 |
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Saving Throws
| Paralyzation: 14 |
Poison: 14 |
Death Magic: 14 |
Petrification: 15 |
Polymorph: 15 |
| Rod: 16 |
Staff: 16 |
Wand: 16 |
Breath Weapon: 17 |
Spell: 17 |
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Combat
| Hit Points: |
11 |
| Base THAC0: |
20 |
| Melee THAC0: |
20 |
| Missile THAC0: |
18 |
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Armor
| Natural armor class |
10 |
| Full armor, chain mail |
-5 |
| DEX Defensive adj. |
-4 |
| FINAL: |
1 |
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Weapon Proficiencies
| Long bow (Specialist) |
| Sword, long |
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Non-Weapon Proficiencies
| Bowyer/Fletcher |
17 |
| Hunting |
16 |
| Religion |
17 |
| Spellcraft |
12 |
| Tracking |
22 |
| Native Languages |
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Common, Elf, Goblin, Hobgoblin, Orc |
| Reading/Writing |
15 |
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Common |
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Weapons
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THAC0 |
Attacks/ |
Speed |
Damage |
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Range |
(-2) |
(-5) |
| Weapon |
Melee |
Missile |
Round |
Factor |
Sm-Med |
Large |
Type |
Size |
Short |
Medium |
Long |
| Long bow |
|
17 |
2 |
8 |
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P |
L |
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| Long bow, flight arrow |
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1d6 |
1d6 |
P |
S |
14 |
28 |
42 |
| Long bow, sheaf arrow |
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1d8 |
1d8 |
P |
S |
10 |
20 |
34 |
| Lasso |
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20 |
1 |
10 |
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B |
L |
2 |
4 |
6 |
| Dagger |
22 |
20 |
1 |
2 |
1d4 |
1d3 |
P |
S |
2 |
4 |
6 |
| Sword, short |
22 |
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1 |
3 |
1d6 |
1d8 |
P |
S |
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| Sword, long |
20 |
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1 |
5 |
1d8 |
1d12 |
S |
M |
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Racial Abilities Detect secret doors - Because of their acute senses, half-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 (1, 2, or 3 on 1d6) to notice a concealed door.
Infravision - Infravision with a range of 60'.
Resistance - 30% resistance to sleep and charm spells.
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Class Abilities Ranger
Empathy with animals - May befriend animals.
Followers - Attracts 2d6 followers at 10th level.
Hide in shadows 10% - May hide in natural settings.
Move silently 15% - May move silently through natural settings.
Priest spells - May begin to cast Priest spells at 8th level.
Special enemy - Familiar with one type of creature; granted a +4 to attack rolls and a -4 penalty to reaction rolls when encountering this creature.
Tracking proficiency - Given the tracking proficiency, and will improve by 1 for every three levels.
Two-weapon style - May fight with two weapons with no penalty if wearing studded leather armor or lighter.
Major Spheres of Magic - Animal, Plant
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
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Turning Undead
| Skeleton or 1 HD: |
10 |
Wight or 5 HD: |
20 |
Mummy or 7 HD: |
- |
Ghost or 10 HD: |
- |
| Zombie: |
13 |
Ghast: |
- |
Spectre or 8 HD: |
- |
Lich or 11+ HD: |
- |
| Ghoul or 2 HD: |
16 |
Wraith or 6 HD: |
- |
Vampire or 9 HD: |
- |
Special: |
- |
| Shadow or 3-4 HD: |
19 |
| # = 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. |
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Inventory
- Animals
- Items Carried
- Grappling hook
- Holy item
- Lasso
- Torch
- Wineskin, Large
- Items Readied
- Items Stored
- Backpack
- Long bow, flight arrow x100
- Long bow, sheaf arrow x40
- Piton x10
- Sack, large
- Shield, buckler
- Torch
- Wineskin
- Wineskin
- Full armor, studded leather
- Lantern, bullseye
- Quarterstaff
- Sack, large
- Club
- Rations,iron (1 week)
- Rope, hemp (50 ft)
- Sling, sling stone x100
- Torch x10
- Sack, large
- Oil, lamp (per flask) x20
- Wineskin, Large
- Items Worn
- Baldric, bandoleer(leather)
- Knife sheath
- Quiver
- Long bow, flight arrow x20
- Quiver
- Long bow, sheaf arrow x20
- Scabbard, hanger, baldric
- Scabbard, hanger, baldric
- Belt
- Belt pouch, large
- Candle x2
- Fishhook
- Flint and steel
- Whetstone
- Belt pouch, large
- Clothing
- Full armor, chain mail
- Knife sheath
- Knife sheath
- Spending Money
- * Copper Pieces x29
- * Electrum Pieces x33
- * Gold Pieces x99
- * Platinum Pieces x32
- * Silver Pieces x24
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Movement and Encumbrance
| Encumbrance: |
Unencumbered |
Light |
Moderate |
Heavy |
Severe |
| Weight (lbs): |
0-55 |
56-85 |
86-115 |
116-145 |
146-170 |
| Movement: |
12 |
8 |
6 |
4 |
1 |
| THAC0: |
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-1 |
-2 |
-4 |
| AC: |
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+1 |
+3 |
| Currently carrying 84.01 pounds (Light Encumbrance, 8 Movement) |
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Spells
| Class |
1st |
2nd |
3rd |
4th |
5th |
6th |
7th |
8th |
9th |
| Ranger |
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| Cleric |
3 |
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| Cleric Spell Failure Rate: 0% |
Maximum Wizard Spells Per Level: 9 |
| Wizard Chance to Learn New Spell: 60% |
Maximum Wizard Spell Level: 7th |
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Ranger Spells Granted
| Spell |
Time |
Range |
Area of Effect |
Components |
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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 |
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Portrait

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Character History Wardogs Sinann and Sanenn
THAC0 19
AC 6
Attacks 1
Damage 2d4
HP (2HD+2) 14 (Sinann) / 10 (Sanenn)
Special Enemy are Orcs
Next level: 2,250 (Ranger) / 2,000 (Cleric)
God is Solonor Thelandira, The Woodsmaster
(Lesser God in the Elven pantheon)
God of Archery, Hunting, Stealth
Silver Arrow with Green Fletching
Chaotic Good
Plane: Olympus (Arvandor)
Raiment: Green hood, green/brown robes (leaf colors preferred)
Animal: Stag
Holy Days: Full Moon (Celene), sacrifice of hunting trophys
Alignment any non-evil
Hunters, fighers, rangers, scouts, trackers
Elf, Half-elf
Dexterity 15
Proficiencies: Warriors, Priests, General
Bonus proficiency Bowyer/Fletcher
Preferred weapon: Longbow
Allowed weapons: Bows, spears, club, staff, slings, net, lasso, (short) blades
Chainmail or lighter armors, no shield
Additional Spells: Call upon Faith, Dispel Fatigue
Solonor is a god of few words,preferring to spend his time hunting fantastic creatures in the forests of Arvandor, or fiends on the thresholds of the Lower Planes. His warrior priesthood emulates this, by hunting for their people and participating in raids against humanoids and other evil creatures. His temples are usually small shrines built near the edges of elven communities. Elven hunters often make small offerings at these shrines as they leave in search of game.
Solonor's crusaders use the bow in preference to all other weapons (in fact, their combat skills with sword and spear are noticeably inferior to most others). They assist in the training of new hunters, and in the rites of adulthood in less civilized areas. His priesthood rarely roams far from home, when they are travelling it is nearly always part of a quest to thwart evil influences.
Solonor is one of the few male gods known to be on good terms with Ehlonna (of the forests). He is one of the most revered of the Elven gods (nearly all archers count him as their patron), though he is not known to be the primary god of any communities.
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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!
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, 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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