Personal Information
Name: Legolas Player:
Race: High elf Gender: Male Height: 5'3" Age: 119
Class: Preist of Strength Level: 5 Weight: 113 lbs
XP: 23,702 Alignment: Neutral Good
Next Level: 27,500 Kit: Fighting-Monk (CRE)
Ability Scores
Str: 16 Weight Allowance: 70 lbs Bend Bars/Lift Gates: 10%
Attack Adj.: +0 Damage Adj.: +1 Max. Press: 195 lbs Open Doors: 9
Dex: 18 Missile Adjustment: +2 Pick Pockets: +10% Open Locks: +15%
Reaction Adjustment: +2 Armor Class: -4 Move Silently: +10% Climb Walls: +10%
Con: 15 System Shock: 90% Poison Save: +0
Hit Point Adjustment: +1 Resurrection Chance: 94%
Int: 14 Max. Spell Level: 7th Max. Spells Per Level: 9 Illusion Immunity: None
Bonus Proficiencies: 4 Chance to Learn New Spell: 60%
Wis: 13 Bonus Clerical Spells: 1, 0, 0, 0, 0, 0, 0 Clerical Spell Failure Chance: 0%
Magic Defense Adjustment: +0 Spell Immunity: None
Cha: 12 Loyalty Base: +0 Maximum Number of Henchmen: 5
Initial Reaction Adjustment: +0
Saving Throws
Paralyzation: 9 Poison: 9 Death Magic: 9 Petrification: 12 Polymorph: 12
Rod: 13 Staff: 13 Wand: 13 Breath Weapon: 15 Spell: 14
Combat
Hit Points: 42
Base THAC0: 16
Melee THAC0: 16
Missile THAC0: 14
Armor
Natural armor class 10
DEX Defensive adj. -4
FINAL: 6
Weapon Proficiencies
Mace, footman's
Martial Arts (Specialist)
Sword, two-handed
Warhammer
Non-Weapon Proficiencies
Blind Fighting 13
Endurance 15
Monster Lore 14
Reading/Writing 15
Religion 13
Riding, Land 16
Swimming 16
Tumbling 18
Native Languages
Common, Elf
Weapons - Primary and Offhand
THAC0 Attacks/ Speed Damage Range (-2) (-5)
Weapon Melee Missile Round Factor Sm-Med Large Type Size Short Medium Long
Primary:
Sword, two-handed 18 1 10 1d10+1 3d6+1 S L
Cestus 21 1 2 1d4+1 1d3+1 B S
Mace, footman's 18 1 7 1d6+2 1d6+1 B M
Warhammer +3 15 13 1 4 1d4+5 1d4+4 B M 2 4 6
Offhand:
Sword, two-handed 20 1 10 1d10+1 3d6+1 S L
Cestus 23 1 2 1d4+1 1d3+1 B S
Mace, footman's 20 1 7 1d6+2 1d6+1 B M
Warhammer +3 17 13 1 4 1d4+5 1d4+4 B M 2 4 6
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
Preist of Strength
    Followers - Allows followers after building a stronghold and becoming name level.
    Turn undead - Allows the cleric to turn undead.
    Immunity - Immunity to undead lifedraining and paralysis, and to the spells chill touch, energy drain, enervation, ray of enfeeblement, and vampiric touch.
    Incite Berserker Rage - This power allows a preist to inspire a fighter (anyone belonging to the warrior class) to a state like berserker rage. The warrior must be willing to have this war-blessing bestowed upon him.

It takes one round for a preist to incite a single warrior to bersreker rage; the rage lasts six turns. A preist can use this power on any number of warriors per day, one at a time. A warrior may only be enraged once per day.

Grants a +2 to hit and damage and may be ended by warrior at will.
    Minor Spheres of Magic - Elemental, All, Necromantic
    Major Spheres of Magic - All, Combat, Healing

Kit - Fighting-Monk (CRE)
This priest belongs to an order devoted in large part to the study of fighting styles, especially barehanded martial arts. These monks live and study in monasteries devoted to their orders. If, for example, they are priests of the god of War, these monks do not live and study in ordinary temples of that god; they have their own secluded monastery away from the normal temples.

These monks do not confine their war-training to the monasteries, however. They travel the wide world in order to learn the secrets of life, the world, magic and the gods. As an order, they sometimes volunteer their services to rulers in times of war, and act as elite forces against the enemy.

These monks are most appropriate for an oriental-flavored campaign and the DM may wish to decide that they cannot be used in his campaign. Before you create a Fighting-Monk character, consult your DM and ask if he is allowing the Fighting-Monk kit in his campaign.
Turning Undead
Skeleton or 1 HD: T Wight or 5 HD: 10 Mummy or 7 HD: 19 Ghost or 10 HD: -
Zombie: T Ghast: 13 Spectre or 8 HD: 20 Lich or 11+ HD: -
Ghoul or 2 HD: 4 Wraith or 6 HD: 16 Vampire or 9 HD: - Special: -
Shadow or 3-4 HD: 7
# = 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
  • Items Carried
    • Backpack
      • Cestus
      • Good cloth cloak
      • Grappling hook
      • Rope, hemp (50 ft)
      • Tent, small
      • Winter blanket x2
    • Belt pouch, large
      • Gloves
      • Pouch
      • Whetstone
    • Belt pouch, small
      • Candle x5
      • Flint and steel
      • Holy item
    • Belt pouch, small
    • Mace, footman's
    • Warhammer +3
    • Wineskin
    • Wineskin
    • Wineskin
    • Wineskin
  • Items Readied
    • Sword, two-handed
  • Items Stored
    • Cestus
    • Mace, footman's x2
    • Rations,standard (1 week) x3
    • Shield, medium +2
    • Sword, bastard
    • Sword, long
    • Sword, short x2
    • Torch x5
Spells
Class 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
Preist of Strength 3 3 1
Cleric Spell Failure Rate: 0% Maximum Wizard Spells Per Level: 9
Wizard Chance to Learn New Spell: 60% Maximum Wizard Spell Level: 7th
Preist of Strength Spells Granted
Spell Time Range Area of Effect Components
1st Level
Bless 1 rd 60 yds 50-ft cube V, S, M
Cause Light Wounds 5 Touch Creature touched V, S, M
Combine 1 rd Touch Circle of priests V, S
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
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
Dispel Fatigue 4 30 yds 1 creature V, S, M
Firelight 4 Touch 1 object V, S, M
Invisibility to Undead 4 Touch 1 creature 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
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
Shillelagh 2 Touch 1 oak club V, S, M
Strength of Stone 4 Touch 1 creature V, S, M
Wind Column 1 o The caster S
2nd Level
Aid 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
Cure Moderate Wounds 5 Touch Creature touched V, S
Dust Devil 2 rds 30 yds 5 x 4 ft cone 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
Produce Flame 5 0 Special 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
Slow Poison 1 Touch 1 creature V, S, M
Soften Earth and Stone 5 10 yds/lvl 10-ft sq/lvl V, S, M
Spiritual Hammer 5 10 yds/lvl Special V, S, M
Watery Fist 5 60 yds Special V, S, M
3rd Level
Air Breathing 6 Touch 1 creature V, S, M
Animate Dead 1 rd 10 yds Special V, S, M
Blindness/Deafness 1 rd Touch 1 creature V, S, M
Cure Blindness or Deafness 1 rd Touch 1 creature V, S, M
Cure Disease 1 rd Touch 1 creature V, S, M
Disease 1 rd Touch 1 creature V, S, M
Feign Death 1/2 Touch Person touched V
Flame Walk 5 Touch Creature(s) touched V, S, M
Hold Poison 1 Touch Creature touched V, S, M
Meld Into Stone 6 0 The caster V, S, M
Negative Plane Protection 1 rd Touch 1 creature V, S, M
Prayer 6 0 60-ft radius V, S, M
Protection From Fire 6 Touch 1 creature V, S, M
Pyrotechnics 6 160 yds 10 or 100 x fire V, S, M
Repair Injury 1 turn Touch Creature touched V, S
Stone Shape 1 rd Touch 9 cubic ft + 1 cubic ft/lvl V, S, M
Unearthly Choir* 5 0 Special V
Water Breathing 6 Touch 1 creature V, S, M
Water Walk 6 Touch Special V, S, M
Wind Servant 6 20 yds/lvl Special V, S
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