Personal Information
Name: Grimm'wor Heavyfist Player:
Race: Half-ogre Gender: Male Height: 8'8" Age: 24
Class: Fighter Level: 3 Weight: 220 lbs
XP: 4,000 Alignment: Lawful Evil
Next Level: 8,000 Kit: Weapon Master
Ability Scores
Str: 18/34 Stamina: 16 Weight Allowance: 70 lbs Bend Bars/Lift Gates: 60%
Muscle: 20 Attack Adj.: +3 Damage Adj.: +8 Max. Press: 700 lbs Open Doors: 17(10)
Dex: 14 Aim: 12 Missile Adjustment: +0 Pick Pockets: +0% Open Locks: +0%
Balance: 16 Reaction Adjustment: +1 Armor Class: -2 Move Silently: +0% Climb Walls: +0%
Con: 15 Health: 17 System Shock: 97% Poison Save: +0
Fitness: 13 Hit Point Adjustment: +0 Resurrection Chance: 90%
Int: 11 Reason: 13 Max. Spell Level: 6th Max. Spells Per Level: 9 Illusion Immunity: None
Knowledge: 9 Bonus Proficiencies: 2 Chance to Learn New Spell: 35%
Wis: 12 Intuition: 10 Bonus Clerical Spells: 0, 0, 0, 0, 0, 0, 0 Clerical Spell Failure Chance: 15%
Willpower: 14 Magic Defense Adjustment: +0 Spell Immunity: None
Cha: 7 Leadership: 5 Loyalty Base: -4 Maximum Number of Henchmen: 2
Appearance: 9 Initial Reaction Adjustment: +0
Saving Throws
Paralyzation: 13 Poison: 13 Death Magic: 13 Petrification: 14 Polymorph: 14
Rod: 15 Staff: 15 Wand: 15 Breath Weapon: 16 Spell: 15
Combat
Hit Points: 33
Base THAC0: 18
Melee THAC0: 15
Missile THAC0: 18
Armor
Natural armor class 10
Full armor, light scale -3
Shield, body adj. -2
Balance Defensive adj. -2
FINAL: 3
Weapon Proficiencies
Axe, battle (Specialist)
Knife
Fighting Style:
One-handed Weapon
Non-Weapon Proficiencies
Blind Fighting 12
Endurance 3
Running 7
Native Languages
Human - Regional dialect
Weapons
THAC0 Attacks/ Speed Damage Range (-2) (-5)
Weapon Melee Missile Round Factor Sm-Med Large Type Size Short Medium Long
Axe, battle 14 3/2 7 1d8+10 1d10+10 S M
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:
Axe, battle 15 3/2 7 1d8+10 1d10+10 S M
Offhand:
Axe, battle 17 3/2 7 1d8+10 1d10+10 S M
Racial Abilities
Hit point bonus - For every level gained, the Half Ogre will receive one extra hit point.
Infravision - Infravision with a 30' range.

Class Abilities
Fighter
    Magic resistance - 2% magic resistance per level.
    Spell resistance - +1 bonus to all saves vs. spell.
    Weapon specialization - Allows specialization in one weapon.
    Melee weapons only - May only use melee weapons.

Traits
Alertness - +1 bonus to surprise rolls.
Fast Healer - 1 hit point is regained 2d12 rounds after wound is taken. Character heals 2 hit points per night of rest.

Disadvantages
Bad Tempered - Character must make a Wisdom/Willpower check when insulted. If check fails, the chracter will insult the person back.


Inventory
  • Items Carried
    • Backpack
      • Dry rations (1 week)
      • Flint and steel
      • Torch x3
      • Wineskin
  • Items Readied
    • Axe, battle
  • Items Worn
    • Full armor, light scale
    • Shield, body
  • Spending Money
    • * Copper Pieces x7
    • * Gold Pieces x61
    • * Silver Pieces x6
Movement and Encumbrance
Encumbrance: Unencumbered Light Moderate Heavy Severe
Weight (lbs): 0-70 71-100 101-130 131-160 161-195
Movement: 13 9 6 3 1
THAC0: -1 -2 -4
AC: +1 +3
Currently carrying 55.60 pounds (None Encumbrance, 13 Movement)
Kit - Weapon Master
Weapon Master
    Equipment: A weapon master cannot wear any armor heavier than chain mail. The weapon master begins play with one weapon of the type he has mastered at no cost.
    Benefits: A weapon master is so skilled with one melee weapon that he can, as he enters combat, display his amazing level of skill. This causes all opponents who see the display to suffer a -2 initiative penalty for the first two rounds of combat.
    Hindrances: So total is the weapon master's devotion to his weapon that he cannot become proficient with weapons of another type. For example, if the character's choice weapon is a mace, he can only gain proficiencies in bludgeoning weapons. If the chosen weapon is a sword, he can only wield slashing weapons without suffering penalties to hit.

Generated by the Advanced Dungeons & Dragons Core Rules 2.0 Expansion on 05/21/2000 11:31 PM


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