Personal Information
Name: Ret Elfcleaver Player: Grey Knowles
Race: Hill dwarf Gender: Male Height: 4'5" Age: 62
Class: Fighter Level: 1 Weight: 123 lbs
XP: 732 Alignment: Lawful Neutral
Next Level: 2,000 Kit: None
Ability Scores
Str: 18/71 Weight Allowance: 160 lbs Bend Bars/Lift Gates: 25%
Attack Adj.: +2 Damage Adj.: +3 Max. Press: 305 lbs Open Doors: 13
Dex: 18 Missile Adjustment: +2 Pick Pockets: +10% Open Locks: +15%
Reaction Adjustment: +2 Armor Class: -4 Move Silently: +10% Climb Walls: +10%
Con: 14 System Shock: 88% Poison Save: +0
Hit Point Adjustment: +0 Resurrection Chance: 92%
Int: 11 Max. Spell Level: 5th Max. Spells Per Level: 7 Illusion Immunity: None
Bonus Proficiencies: 2 Chance to Learn New Spell: 45%
Wis: 12 Bonus Clerical Spells: 0, 0, 0, 0, 0, 0, 0 Clerical Spell Failure Chance: 5%
Magic Defense Adjustment: +0 Spell Immunity: None
Cha: 13 Loyalty Base: +0 Maximum Number of Henchmen: 5
Initial Reaction Adjustment: +1
Saving Throws
Paralyzation: 14 Poison: 10 Death Magic: 14 Petrification: 15 Polymorph: 15
Rod: 12 Staff: 12 Wand: 12 Breath Weapon: 17 Spell: 13
Hit Points: 10
Base THAC0: 20
Melee THAC0: 18
Missile THAC0: 18
Natural armor class 10
Full armor, light scale -3
Shield, medium adj. -1
DEX Defensive adj. -4
Weapon Proficiencies
Axe, battle (Specialist)
Flail, footman's
Short bow
Non-Weapon Proficiencies
Alertness NWP 13
Armorer 9
Brewing 11
Display Weapon Prowess 18
Native Languages
Dwarf - hill dialect
THAC0 Attacks/ Speed Damage Range (-2) (-5)
Weapon Melee Missile Round Factor Sm-Med Large Type Size Short Medium Long
Axe, battle 17 3/2 7 1d8+5 1d8+5 S M
Short bow 18 2 7 P M
Short bow, flight arrow 1d6 1d6 P S 10 20 30
Racial Abilities
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.

Class Abilities
    Followers - Attracts followers after a stronghold is built and 9th level is reached.
    Weapon specialization - Allows specialization in one weapon.

  • Items Carried
    • Backpack
      • Dry rations (1 week)
      • Flint and steel
      • Grappling hook
      • Torch x4
      • Whetstone
      • Wineskin
      • Winter blanket
    • Pipe, self-lighting
    • Quiver
      • Short bow, flight arrow x21
    • Short bow
  • Items Readied
    • Axe, battle
  • Items Stored
    • Flail, footman's
    • Sack, large
      • Breeches
      • Rope, hemp (50 ft)
      • Shirt
  • Items Worn
    • Belt
    • Belt pouch, large
    • Boots, riding
    • Breeches
    • Full armor, light scale
    • Gloves
    • Good cloth cloak
    • Shield, medium
    • Shirt
  • Spending Money
    • * Copper Pieces x8
    • * Gold Pieces x62
    • * Silver Pieces x3
Movement and Encumbrance
Encumbrance: Unencumbered Light Moderate Heavy Severe
Weight (lbs): 0-160 161-199 200-238 239-277 278-305
Movement: 6 4 3 2 1
THAC0: -1 -2 -4
AC: +1 +3
Currently carrying 75.30 pounds (None Encumbrance, 6 Movement)

Character History
Born to the typical Dwarven family, and a noble bloodline at that, Ret grew up just as every dwarf should. He spent his younger days learning the armouring craft from his father and his nights sleeping. The only thing that seemed unusual, though certainly not to him, was that he was growing up on a Dwarven Citadel. He would sometimes stare out one of the windows or spend some time at the docks watching the stars or the newcomers. He was fascinated by the vastness of space and the ability to travel in it. His parents both disapproved saying that there's no reason to stop hammering and go gallavanting off in to space. Ret thought gallavanting sounded like a good time and was found to spend more and more time at the docks.

He acquired an interesting item while there at the docks; a halfing pipe. Some little thief had disembarked with his crew and was soon wandering amongst the crates that the dwarves always had stacked ready for delivery. Ret caught the little guy poking about and as the two became friends, the halfing told Ret of the worlds beyond the citadel, outside of the citadel's orbit, and of other citadels. This last part Ret found most intriguing since, well, one's choice of woman is very limited on a citadel.

Now, as Ret becomes an adult Dwarf, he has taken the opportunity to leave his parents, the citadel, and all that he knows (except his beer and pipe), and find some of the adventure he knows awaits him, some of the fame he feels sure to get, some of the gold and with the gold he'll get beer, woman, and more tobacco for his pipe.

Quote 1: Yeah, I've seen elves. Dunno why everyone thinks they're the shit. I mean, after all, with arms so skinny, I bet they couldn't even lift my old toddlin' hammer.

Quote 2: Mmmmmm... Beeeeeer! *swallows his beer* I tell ya, I ain't seen all the spheres, but I gotta theory... See, I think the spheres are like my beer. All the spheres are round and all the bubbles in my beer are round, right? Must be a lot of spheres! I'll betchya there's some good beer in them spheres. *gulps more* Hey!!! Who drank my beer!

Quote 3: Remind me to tell you about the time I stayed at the forge for a month straight hammering out all kinds of crap.

Quote 4: *snick...snick...snick* Damn flint never lights on this pipe. AH! There we go.... ahhhh....Now........ where's my beer?

Generated by the Advanced Dungeons & Dragons Core Rules 2.0 Expansion on 03/05/2000 01:05 PM