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"Never say die!"
@Edwin Voskamp's AD&D Game: Freehold - Zooo
Personal Information
| Name: Zooo |
Player: Kevin Wolkowitz |
| Race: Hill dwarf |
Gender: Male |
Height: 4'4" |
Age: 56 |
| Class: Fighter |
Level: 2 |
Weight: 141 lbs |
| XP: 2,891 |
Alignment: True Neutral |
| Next Level: 4,000 |
Kit: None |
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Portrait

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Ability Scores
| Str: |
16 |
Stamina: |
16 |
Weight Allowance: 70 lbs |
Bend Bars/Lift Gates: 10% |
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Muscle: |
16 |
Attack Adj.: +0 |
Damage Adj.: +1 |
Max. Press: 195 lbs |
Open Doors: 9 |
| Dex: |
14 |
Aim: |
14 |
Missile Adjustment: +0 |
Pick Pockets: +0% |
Open Locks: +0% |
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Balance: |
14 |
Reaction Adjustment: +0 |
Armor Class: +0 |
Move Silently: +0% |
Climb Walls: +0% |
| Con: |
17 |
Health: |
17 |
System Shock: 97% |
Poison Save: +0 |
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Fitness: |
17 |
Hit Point Adjustment: +2(+3) |
Resurrection Chance: 98% |
| Int: |
11 |
Reason: |
11 |
Max. Spell Level: 5th |
Max. Spells Per Level: 7 |
Illusion Immunity: None |
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Knowledge: |
11 |
Bonus Proficiencies: 2 |
Chance to Learn New Spell: 45% |
| Wis: |
14 |
Intuition: |
14 |
Bonus Clerical Spells: 2, 0, 0, 0, 0, 0, 0 |
Clerical Spell Failure Chance: 0% |
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Willpower: |
14 |
Magic Defense Adjustment: +0 |
Spell Immunity: None |
| Cha: |
8 |
Leadership: |
8 |
Loyalty Base: -1 |
Maximum Number of Henchmen: 3 |
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Appearance: |
8 |
Initial Reaction Adjustment: +0 |
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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 |
| Axe, battle +1 |
17 |
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3/2 |
6 |
1d8+4 |
1d10+4 |
S |
M |
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| Axe, battle |
18 |
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3/2 |
7 |
1d8+3 |
1d10+3 |
S |
M |
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| Club |
21 |
21 |
1 |
4 |
1d6+1 |
1d3+1 |
B |
M |
2 |
4 |
6 |
| Sword, long |
19 |
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1 |
5 |
1d8+1 |
1d12+1 |
S |
M |
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Combat
| Hit Points: |
25 |
| Base THAC0: |
19 |
| Melee THAC0: |
19 |
| Missile THAC0: |
19 |
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Armor
| Natural armor class |
10 |
| Full armor, splint mail |
-6 |
| Shield, large adj. |
-1 |
| FINAL: |
3 |
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Weapon Proficiencies
| Axe, battle (Specialist) |
| Short bow |
| Sword, long |
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Non-Weapon Proficiencies
| Hunting |
8 |
| Set Snares |
7 |
| Modern Languages |
9 |
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Elf |
| Native Languages |
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Duergar, Dwarf, Dwarf - deep dialect, Dwarf - gray (duergar) dialect, Dwarf - gray dialect, Dwarf - hill dialect, Dwarf - mountain dialect, Gnoll, Gnome, Goblin, Orc |
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Saving Throws
| Paralyzation: 14 |
Poison: 10 |
Death Magic: 14 |
Petrification: 15 |
Polymorph: 15 |
| Rod: 12 |
Staff: 12 |
Wand: 12 |
Breath Weapon: 17 |
Spell: 13 |
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Movement and Encumbrance
| Encumbrance: |
Unencumbered |
Light |
Moderate |
Heavy |
Severe |
| Weight (lbs): |
0-70 |
71-100 |
101-130 |
131-160 |
161-195 |
| Movement: |
6 |
4 |
3 |
1 |
1 |
| THAC0: |
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-1 |
-2 |
-4 |
| AC: |
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+1 |
+3 |
| Currently carrying 100.80 pounds (Light Encumbrance, 4 Movement) |
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Inventory
- Items Carried
- Backpack
- Axe, battle
- Club
- Dry rations (1 week)
- Flint and steel
- Holy Water (vial)
- Torch x4
- Waterskin
- Waterskin
- Items Readied
- Items Worn
- Belt
- Belt pouch, small
- Belt pouch, small
- Sword, long
- Full armor, splint mail
- Helmet, cap (AC 6)
- Shield, large
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Racial Abilities Determine age - By examining a building or ruins, the dwarf stands an excellent change of determining the approximate age of the structure. The chance of success is 1-5 on 1d6.
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.
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Class Abilities Fighter
Followers - Attracts followers after a stronghold is built and 9th level is reached.
War machines - The knowlege of how to operate war machines.
Weapon specialization - Allows specialization in one weapon.
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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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