@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 - 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
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: 18 Missile Adjustment: +2 Pick Pockets: +10% Open Locks: +15%
Reaction Adjustment: +2 Armor Class: -4 Move Silently: +10% Climb Walls: +10%
Con: 16 System Shock: 95% Poison Save: +0
Hit Point Adjustment: +2 Resurrection Chance: 96%
Int: 14 Max. Spell Level: 7th Max. Spells Per Level: 9 Illusion Immunity: None
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%
Magic Defense Adjustment: +3 Spell Immunity: None
Cha: 14 Loyalty Base: +1 Maximum Number of Henchmen: 6
Initial Reaction Adjustment: +2
Saving Throws
Paralyzation: 14 Poison: 14 Death Magic: 14 Petrification: 15 Polymorph: 15
Rod: 16 Staff: 16 Wand: 16 Breath Weapon: 17 Spell: 17
Combat
Hit Points: 11
Base THAC0: 20
Melee THAC0: 20
Missile THAC0: 18
Armor
Natural armor class 10
Full armor, chain mail -5
DEX Defensive adj. -4
FINAL: 1
Weapon Proficiencies
Long bow (Specialist)
Sword, long
Non-Weapon Proficiencies
Bowyer/Fletcher 17
Hunting 16
Religion 17
Spellcraft 12
Tracking 22
Native Languages
Common, Elf, Goblin, Hobgoblin, Orc
Reading/Writing 15
Common
Weapons
THAC0 Attacks/ Speed Damage Range (-2) (-5)
Weapon Melee Missile Round Factor Sm-Med Large Type Size Short Medium Long
Long bow 17 2 8 P L
Long bow, flight arrow 1d6 1d6 P S 14 28 42
Long bow, sheaf arrow 1d8 1d8 P S 10 20 34
Lasso 20 1 10 B L 2 4 6
Dagger 22 20 1 2 1d4 1d3 P S 2 4 6
Sword, short 22 1 3 1d6 1d8 P S
Sword, long 20 1 5 1d8 1d12 S M
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.

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

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.
Inventory
  • Animals
    • Dog, war
    • Dog, war
  • Items Carried
    • Grappling hook
    • Holy item
    • Lasso
    • Torch
    • Wineskin, Large
  • Items Readied
    • Long bow
  • 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
        • Dagger
      • Quiver
        • Long bow, flight arrow x20
      • Quiver
        • Long bow, sheaf arrow x20
      • Scabbard, hanger, baldric
        • Sword, short
      • Scabbard, hanger, baldric
        • Sword, long
    • Belt
      • Belt pouch, large
        • Candle x2
        • Fishhook
        • Flint and steel
        • Whetstone
      • Belt pouch, large
        • Piton x3
    • Clothing
    • Full armor, chain mail
    • Knife sheath
      • Dagger
    • Knife sheath
      • Dagger
  • Spending Money
    • * Copper Pieces x29
    • * Electrum Pieces x33
    • * Gold Pieces x99
    • * Platinum Pieces x32
    • * Silver Pieces x24
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: -1 -2 -4
AC: +1 +3
Currently carrying 84.01 pounds (Light Encumbrance, 8 Movement)
Spells
Class 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
Ranger
Cleric 3
Cleric Spell Failure Rate: 0% Maximum Wizard Spells Per Level: 9
Wizard Chance to Learn New Spell: 60% Maximum Wizard Spell Level: 7th
Spells Memorized
  • Cleric
    • 1st Level
      • Cure Light Wounds x3
Ranger Spells Granted
Spell Time Range Area of Effect Components
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
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.

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.
©1995-2005 Copyright Edwin Voskamp.  All Rights Reserved.  | Disclaimers  | Legal  | Sitemap  | Help  | Updated: May 2, 2005 18:00 CDT