Well, while I’m getting the Legend of the Five Rings log caught up – it’s quite a few sessions behind – here’s another bit of nostalgia and an example for some of the players who are fooling around with making some second edition characters. It’s also an illustration of why Skills and Powers gave fighters a notable boost: between specialities and the ability to adjust your most critical characteristic scores, they got a good deal more powerful.
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Personal Information
| Name: Saelinnyth | Player: | ||
| Race: Elf | Gender: Female | Height: 4’8″ | Age: 114 |
| Classes: Fighter/Thief | Levels: 1/1 | Weight: 94 lbs | |
| XP: 0/0 | Alignment: Neutral Good | ||
| Next Level: 2,000/1,250 | Kit: Thug | ||
| Str: | 17 | Stamina: | 15 | Weight Allowance: 55 lbs |
Bend Bars/Lift Gates: 50% |
||||
| Muscle: | 19 | Attack Adj.: +3 |
Damage Adj.: +7 |
Max. Press: 640 lbs |
Open Doors: 16(8) |
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| Dex: | 17 | Aim: | 18 | Missile Adjustment: +2 |
Pick Pockets: +10% |
Open Locks: +15% |
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| Balance: | 16 | Reaction Adjustment: +1 |
Armor Class: -2 |
Move Silently: +0% |
Climb Walls: +0% |
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| Con: | 16 | Health: | 14 | System Shock: 88% |
Poison Save: +0 |
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| Fitness: | 18 | Hit Point Adjustment: +2(+4) |
Resurrection Chance: 100% |
||||||
| Int: | 15 | Reason: | 15 | Max. Spell Level: 7th |
Max. Spells Per Level: 11 |
Illusion Immunity: None |
|||
| Knowledge: | 15 | Bonus Proficiencies: 4 |
Chance to Learn New Spell: 65% |
||||||
| Wis: | 12 | Intuition: | 12 | Bonus Clerical Spells: 0, 0, 0, 0, 0, 0, 0 |
Clerical Spell Failure Chance: 5% |
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| Willpower: | 12 | Magic Defense Adjustment: +0 |
Spell Immunity: None |
||||||
| Cha: | 16 | Leadership: | 18 | Loyalty Base: +8 |
Maximum Number of Henchmen: 15 |
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| Appearance: | 14 | Initial Reaction Adjustment: +2 | |||||||
| Paralyzation: 13 | Poison: 13 | Death Magic: 13 | Petrification: 12 | Polymorph: 12 |
| Rod: 14 | Staff: 14 | Wand: 14 | Breath Weapon: 16 | Spell: 15 |
| Hit Points: |
9 |
| Base THAC0: |
20 |
| Melee THAC0: |
17 |
| Missile THAC0: |
18 |
| Natural armor class |
10 |
| Composite armor, chain hauberk |
-4 |
| Balance Defensive adj. |
-2 |
| FINAL: |
4 |
| Composite long bow |
| Dagger |
| Sword, long (Expert, Chosen Weapon) |
| Fighting Style: |
| Two Weapon (+2) |
| Blind Fighting |
9 |
|
| Endurance |
8 |
|
| Hunting |
7 |
|
| Navigation |
8 |
|
| Rope Use |
13 |
|
| Survival |
8 |
|
| Throwing |
13 |
|
| Tracking |
7 |
|
| Modern Languages |
12 |
|
| Dwarf, Orc | ||
| Native Languages | ||
| Elf | ||
|
THAC0 |
Attacks |
Speed |
Damage |
Range |
-2 |
-5 |
-10 |
||||||
| Weapon |
Melee |
Missile |
Round |
Factor |
Sm-Med |
Large |
Type |
Size |
PB |
S |
M |
L |
EX |
| Sword, long |
15 |
3/2 |
5 |
1d8+8 |
1d12+8 |
S |
M |
||||||
| Composite Long Bow, Strength |
19 |
2 |
7 |
P |
L |
||||||||
| Composite Long Bow, Sheaf Arrow |
1d8+8 |
1d8+8 |
P |
S |
8 |
16 |
34 |
||||||
| Dagger |
17 |
18 |
1 |
2 |
1d4+8 |
1d3+8 |
P |
S |
2 |
4 |
6 |
||
|
THAC0 |
Attacks/ |
Speed |
Damage |
Range |
-2 |
-5 |
-10 |
||||||
| Weapon |
Melee |
Missile |
Round |
Factor |
Sm-Med |
Large |
Type |
Size |
PB |
S |
M |
L |
EX |
| Primary: | |||||||||||||
| Sword, long |
15 |
3/2 |
5 |
1d8+8 |
1d12+8 |
S |
M |
||||||
| Composite Long Bow, Strength |
19 |
2 |
7 |
P |
L |
||||||||
| Composite Long Bow, Sheaf Arrow |
1d8+8 |
1d8+8 |
P |
S |
8 |
16 |
34 |
||||||
| Dagger |
17 |
18 |
1 |
2 |
1d4+8 |
1d3+8 |
P |
S |
2 |
4 |
6 |
||
| Offhand: | |||||||||||||
| Sword, long |
15 |
1 |
5 |
1d8+8 |
1d12+8 |
S |
M |
||||||
| Composite Long Bow |
19 |
1 |
7 |
P |
L |
||||||||
| Composite Long Bow, Sheaf Arrow |
1d8+8 |
1d8+8 |
P |
S |
8 |
16 |
34 |
||||||
| Dagger |
17 |
18 |
1 |
2 |
1d4+8 |
1d3+8 |
P |
S |
2 |
4 |
6 |
||
-
Bow bonus – +1 bonus to attack rolls with long or short bows.
-
Infravision – 60′ infravision range.
-
Less sleep – The elf requires only four hours worth of sleep to be rested. This is especially valuable to spell-casters.
-
Resistance 90% – 90 percent resistant to sleep and charm-related spells.
-
Sword bonus – +1 bonus to attack rolls when using a long or short sword.
-
Water breathing – The elf can breathe under water for 1 hour per experience level per day.
Fighter
-
Magic resistance – 2% magic resistance per level.
-
Weapon specialization – Allows specialization in one weapon.
Thief
-
Backstab – Surprise attack may inflict double damage. For every four levels beyond first, the damage multiplier increases by one.
-
Climb walls* 75% – Able to climb vertical or smooth surfaces.
-
Detect noise* 20% – May hear faint noises.
-
Find/remove traps* 40% – Skill at finding and disarming traps.
-
Followers – Attracts folllowers when a stronghold is built.
-
Hide in shadows* 15% – Grants the ability to hide in shadows.
-
Move silently* 15% – May move without making a sound.
-
Open locks* 35% – Skill at opening locks with the proper tools.
-
Scroll Use 10% – May use magic scrolls at 10th level.
-
Ambidexterity – reduces two weapon fighting penalty by 2.
-
Lucky – A successful Wisdom/Intuition check allows the character to have a stroke of luck.
Disadvantages
-
Bad Tempered – Character must make a Wisdom/Willpower check when insulted. If check fails, the chracter will insult the person back.
-
Powerful Enemy – Agents of the powerful enemy will always be after the character.
| Skill |
Base |
Racial Mods |
Ability Scores |
Discretionary Points |
Armor |
Final |
| Climb walls |
60 |
+0 |
+0 |
+15 |
+0 |
75% |
| Detect noise |
15 |
+5 |
+0 |
+0 |
+0 |
20% |
| Find/remove traps |
5 |
+0 |
+5 |
+30 |
+0 |
40% |
| Hide in shadows |
5 |
+10 |
+0 |
+0 |
+0 |
15% |
| Move silently |
10 |
+5 |
+0 |
+0 |
+0 |
15% |
| Open locks |
10 |
-5 |
+15 |
+15 |
+0 |
35% |
Items Carried
-
Backpack
-
Dry rations (1 week)
-
Flint and steel
-
Rope, silk (50 ft)
-
Thieves’ picks
-
Torch x3
-
Wineskin
-
Belt pouch, large
-
Mirror, small metal
-
Oil, Greek fire (flask) x2
-
Composite Long Bow, Strength
-
Dagger
-
Quiver
-
Composite Long Bow, Strength, Sheaf Arrow x24
-
Items Readied
-
Sword, long x2
Items Worn
-
Belt
-
Boots, soft
-
Breeches
-
Composite armor, chain hauberk
-
Good cloth cloak
Spending Money
-
* Copper Pieces x7
-
* Gold Pieces x9
-
* Silver Pieces x6
Movement and Encumbrance
| Encumbrance: |
Unencumbered |
Light |
Moderate |
Heavy |
Severe |
| Weight (lbs): |
0-55 |
56-85 |
86-115 |
116-145 |
146-170 |
| Movement: |
13 |
9 |
6 |
3 |
1 |
| THAC0: |
-1 |
-2 |
-4 |
||
| AC: |
+1 |
+3 |
|||
| Currently carrying 78.10 pounds (Light Encumbrance, 9 Movement) | |||||
-
Benefits: Due to their rough-and-tumble lifestyle and penchant for street brawls, thugs gain a +1 bonus to all damage rolls.
-
Hindrances: Thugs are often wanted by the local law enforcers. In a relatively confined area such as a city, a thug can never relax. Around the next corner might be a member of the constabulary-or the thug’s next victim
Filed under: Character Sheets Tagged: | AD&D, Character Sheet, Role Playing Game, RPG