@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
Race: High elf Gender: Female Height: 4'7" Age: 117
Class: Cleric Level: 4 Weight: 87 lbs
XP: 8,900 Alignment: Chaotic Good
Next Level: 13,000 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: 29
Base THAC0: 18
Melee THAC0: 18
Missile THAC0: 16
Armor
Natural armor class 10
Full armor, banded mail -6
DEX Defensive adj. -3
FINAL: 1
Weapon Proficiencies
Lasso
Long bow
Sickle
Non-Weapon Proficiencies
Artistic Proficiency 17
Fire-Building 16
Heal 15
Heraldry 13
Herbalism 11
Local History 9
Musical Instrument 16
Reading/Writing 14
Rope Use 17
Singing 9
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
Long bow 15 2 8 P L
Long bow, sheaf arrow 1d8 1d8 P S 10 20 34
Lasso 16 1 10 B L 2 4 6
Sickle 18 1 4 1d4+1 1d4 S S
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

Turning Undead
Skeleton or 1 HD: T Wight or 5 HD: 13 Mummy or 7 HD: 20 Ghost or 10 HD: -
Zombie: 4 Ghast: 16 Spectre or 8 HD: - Lich or 11+ HD: -
Ghoul or 2 HD: 7 Wraith or 6 HD: 19 Vampire or 9 HD: - Special: -
Shadow or 3-4 HD: 10
# = 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.
Spells
Class 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
Cleric 5 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 x7
    • 2nd Level
      • Cure Moderate Wounds x4
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

Inventory
  • Items Carried
    • Candle x2
    • Holy item
    • Lasso
    • Potion of Speed
    • Scroll of Protection from Cold
    • Scroll of Protection from Gas
    • Shield, medium
    • Wineskin, Large
  • Items Readied
    • Long bow
  • Items Stored
    • Backpack
      • Candle x8
      • Lasso
      • Musical insturment (average)
      • Sack, large
      • Soap
    • Belt pouch, large
      • Grappling hook
      • Piton x5
      • Torch
    • 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
    • Wineskin, Large
  • Items Worn
    • Belt
      • Belt pouch, large
        • Chalk
        • Flint and steel
        • Signal whistle
      • Healer's bag
      • Quiver
        • Long bow, sheaf arrow x20
      • Sickle
    • Clothing
    • Full armor, banded mail
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 68.00 pounds (Light 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
2nd Level
Aid 5 Touch 1 creature V, S, M
Astral Awareness 5 0 The caster V, S
Augury 2 rds 0 Special V, S, M
Barkskin 5 Touch 1 creature V, S, M
Chant 2 rds 0 30-ft radius V, S, M
Chill Metal 5 40 yds Special V, S, M
Create Holy Symbol 2 0 The caster V
Cure Moderate Wounds 5 Touch Creature touched V, S
Detect Charm 1 rd 30 yds 1 creature/rd V, S, M
Draw Upon Holy Might 2 0 The caster V, S, M
Dust Devil 2 rds 30 yds 5 x 4 ft cone V, S, M
Enthrall 1 rd 0 90-ft radius V, S, M
Ethereal Barrier 1 turn 120 yds Two 10-ft sqs/lvl V, S, M
Find Traps 5 0 10 ft x 30 yds V, S, M
Fire Trap 1 turn Touch Object touched V, S, M
Flame Blade 4 0 3-ft long blade V, S, M
Heat Metal 5 40 yds Special V, S, M
Hold Person 5 120 yds 1d4 persons in 20-ft cube V, S, M
Iron Vigil 1 turn 0 The caster V, S
Know Alignment 1 rd 10 yds 1 creature or object V, S, M
Music of the Spheres 4 50 yds 20-ft diameter circle V, S, M
Mystic Transfer* 1 rd 0 The caster V, S, M
Obscure Alignment 1 rd 10 yds 1 creature or object V, S, M
Produce Flame 5 0 Special V, S, M
Resist Acid and Corrosion 5 Touch Creature touched V, S
Resist Fire/Resist Cold 5 Touch 1 creature V, S, M
Restore Strength 5 Touch Creature touched V, S
Sanctify 1 turn 10 yds 10 yd x 10 yd sq/priest V, S, M
Silence, 15-foot Radius 5 120 yds 15-ft radius V, S, M
Slow Poison 1 Touch 1 creature V, S, M
Soften Earth and Stone 5 10 yds/lvl 10-ft sq/lvl V, S, M
Speak With Animals 5 0 1 animal within 30 ft V, S, M
Spiritual Hammer 5 10 yds/lvl Special V, S, M
Undetectable Charm 1 rd 30 yds 1 creature/rd V, S, M
Watery Fist 5 60 yds Special V, S, M
Withdraw 5 0 The caster V, S, M
Wyvern Watch 5 30 yds 10-ft radius V, S, M
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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