Personal Information
Name: Pilas (Pip) Player:
Race: Human Gender: Female Height: 7'6" Age: 30
Class: Fighter Level: 7 Weight: 190 lbs
XP: 71,502 Alignment: Chaotic Neutral
Next Level: 125,000 Kit: Barbarian (Spelljammer: Ridgewalker Clan of Arreat)
Ability Scores
Str: 18/64 Weight Allowance: 160 lbs Bend Bars/Lift Gates: 25%
Attack Adj.: +2 Damage Adj.: +3 Max. Press: 305 lbs Open Doors: 13
Dex: 15 Missile Adjustment: +0 Pick Pockets: +0% Open Locks: +0%
Reaction Adjustment: +0 Armor Class: -1 Move Silently: +0% Climb Walls: +0%
Con: 16 System Shock: 95% Poison Save: +0
Hit Point Adjustment: +2 Resurrection Chance: 96%
Int: 9 Max. Spell Level: 4th Max. Spells Per Level: 6 Illusion Immunity: None
Bonus Proficiencies: 2 Chance to Learn New Spell: 35%
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: 16 Loyalty Base: +4 Maximum Number of Henchmen: 8
Initial Reaction Adjustment: +5
Saving Throws
Paralyzation: 10 Poison: 10 Death Magic: 10 Petrification: 11 Polymorph: 11
Rod: 12 Staff: 12 Wand: 12 Breath Weapon: 12 Spell: 13
Combat
Hit Points: 69
Base THAC0: 14
Melee THAC0: 12
Missile THAC0: 14
Armor
Natural armor class 10
DEX Defensive adj. -1
FINAL: 9
Weapon Proficiencies
Axe, hand/throwing
Composite long bow
Sword, two-handed (Specialist)
Warhammer (Specialist)
Non-Weapon Proficiencies
Blind Fighting 12
Direction Sense 13
Endurance 16
Hunting 11
Swimming 18
Tracking 12
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 Glimmerblade 15 3/2 10 1d10+3 3d6+3 S L
Axe, hand/throwing 14 14 3/2 4 1d6+3 1d4+3 S M 2 4 6
Composite long bow 14 2 7 P L
Warhammer 13 13 2 4 1d4+6 1d4+5 B M 2 4 6
Offhand:
Sword, two-handed Glimmerblade 17 1 10 1d10+3 3d6+3 S L
Axe, hand/throwing 16 14 1 4 1d6+3 1d4+3 S M 2 4 6
Composite long bow 14 1 7 P L
Warhammer 15 13 1 4 1d4+6 1d4+5 B M 2 4 6
Class Abilities
Fighter
    Followers - Attracts followers after a stronghold is built and 9th level is reached.
    Weapon specialization - Allows specialization in two weapons (DM Mod)

Kit - Barbarian
Barbarian
    Benefits/Hindrances: Barbarians are intense, and NPCs tend to have very strong reactions to them. People either are drawn by the barbarian's animal magnetism or repulsed by his primitive qualities. This effect comes into play when NPCs meet barbarians for the first time. If the NPC's reaction roll result is 8 or less, an additional -2 bonus is applied to the result. For example, if the character is acting indifferently toward a shopkeeper and the shopkeeper's reaction result is a 7, the shopkeeper is indifferent. However, since the character is a barbarian, the -2 bonus applies, lowering the shopkeeper's result to a 5-a friendly response. The shopkeeper has been won over by the barbarian's presence. However, if the shopkeeper's reaction roll was a 14 or higher, the modifier becomes a +2 penalty, resulting in a 16-threatening-score. For more information on reaction results, see the Dungeon Master Guide.

Inventory
  • Items Carried
    • Axe, hand/throwing x2
    • Backpack
      • Flint and steel
      • Grappling hook
      • Rations,iron (1 week) x2
      • Rope, hemp (50 ft)
      • Torch x5
      • Wineskin
      • Wineskin
      • Winter blanket
    • Belt pouch, large
    • Belt pouch, small
      • Whetstone
    • Belt pouch, small
    • Composite long bow
    • Warhammer
  • Items Readied
    • Sword, two-handed Glimmerblade
  • Items Worn
    • Belt
  • Spending Money
    • * Gold Pieces x50

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