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AD&D Generic Character Sheet: Equipment

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0% found this document useful (0 votes)
27 views

AD&D Generic Character Sheet: Equipment

4scribd

Uploaded by

Pa Dooley
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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AD&D Generic Character Sheet

Name Jack Ketch Race Human Age ?? Sex Male


Alignment N (evil tendencies) Class Warrior Assassin Kit
STR 18(76) To Hit +2 Dam +4 Enc. 185 Press 330 Doors 14 Bars 30
DEX 19 Attack Adj. +3 Reaction Adj. +3 Defence Adj. -4
CON 16/17* Ht Pt Adj. +2/+3* System Shock 95 Resurrection 96 Poison Save 0
INT 15 Bonus Prof 4 Max # Spells Max. Spell Lvl. To Know Spell Spell Immunity
WIS 07 Mental Bonus -1 Bonus 1st 2nd 3rd 4th Spell fail Spell Immunity
CHA 12 No Henchmen 5 Reaction Adj. -- Loyalty Adj. --
XP Next Lvl Hero Points Magic resistance %
SAVING THROWS Armour Type Bracers AC4 / Dex / Ring
P/P/DM 10 / 6 / 7 Armour Class DEX AC Surprised AC
R/S/W 8 Magic AC Shield AC Total AC -1
P/P 11 HIT POINTS
Breath 12 1 2 3 4 5 6 7 8 9 10
Spells 11 11(12*) 19(21) 26(29) 33(37) 40(45) 49(55) 58(65) ()
11 12 13 14 15 16 17 18 19 20

Weapon THAC0 14 Damage Range Notes


Dagger (S) (M) 07 D4 / D3 +2/+2 +7 hit +8 dam
Comp Short Bow 11 D6 / D8 4 / 8 / 17 +3 hit +1 dam
Long Sword 12 D8 / D12 +2hit +4 dam
Shortsword x2 (M) 10 D6 / D8 +2/+2 +4 hit +6 dam
Thrown Dagger 13 D4 / D3 1/2/3 +3 hit +4 dam

Two Weapon Specialisation


Proficiencies Roll Proficiencies Roll Proficiencies Roll Proficiencies Roll
Trailing Local History Tumbling
Disguise Blind Fighting
Observation Alertness
Intimidation Herbalism
Speak Flan Voice Mimicry
R/W Common Ride Horse
THIEF SKILLS Basic Race DEX Kit Armour Magic Other Level Total
Pick Pockets 15 80
Open Locks 10 72
Find / Remove Traps 05 60
Move Quietly 10 80
Hide In Shadows 05 63
Hear Noise 15 25
Climb Walls 60 104
Read Languages 00 35
Backstab +4 to hit x3 damage
Notes
* Girdle of Dwarvenkind +2 to hit with all dagger -1 to save vs. Life/Death magic
+1 per die to hit points +1 to protection Dagger +2
Ring of protection +1 Rod of lordly might Shortsword +2 x2
Arrows +2 (18)

Bathtub used 3 times

Gods Mariebo (good luck) / Ralishas (bad luck)

Equipment Rod of lordly might


Dagger +2 Shortsword +2 x2
Arrows +2 (18) Dagger x2 in wrist sheaths
5 daggers + 1 of superb quality Dagger x2 in boot sheaths
5 silver flight arrows Dagger x2 on belt in back
5 silver sheath arrows Ornate dagger on left hip
Composite short bow strength adjusted to +1 Long sword on back
4 x throwing daggers Short swords either hip
Ornate std dagger on belt with poison pin buckle Picks in hair, inside belt, in boots, lining of cloak,
Long sword and sheath seams of clothing,
Back pack Garrotte wires in boot heel and in hat band
Tent 3 man
Blanket Gear stored in castle
Bulls eye lantern 3 x suits of leather armour (elven size)
50’ silk rope 50 ft hemp rope
5 pitons & hammer 3x backpacks
Sacks large x3 small x10 pouch of lockpicks
2 skins lamp oil shortsword and sheath
Flint & steel 3x spears
Wheatstone 4x hand axes
Wine skin x2 2x halberds
Signet ring with hidden knife blade camping gear for 3
Collapsible grappling hook 50 silver trade bars (1200gp)
Greek fire 1 flask 2 carts
Set of thieves picks 3 mules
1 moths dried food
In Hardby Safety Deposit Box 2x large rain barrels
8 +2 arrows hexagonal table with 6 chairs each chair has a dagger
12 silver flight arrows sheath in the leg
45 flight arrows Pouch of Ghoul Dust
40 sheath arrows Pouch of Silver Dust
12 throwing daggers
50’ silk rope
5 wood-biter arrows
4 std daggers
1 winter blanket
15 pitons
12 candles
1 wine skin
2 flasks Greek fire
3 skins of lamp oil
Crampons
2 spider fangs 5” long
set of leather armour
1 potion of extra healing
10 silver trade bars (400gp)
Grey magical cloak (to be identified)
2900 in coins and gems

Location of gear
Dagger +1 back of neck in sheath
Magical Items details

Girdle of Dwarvenkind
-1 charisma for all except dwarves
+1 charisma for stout Halflings and all gnomes
+2 charisma for all dwarves
+1 to Constitution
60 foot infravision
Detect stonework – detect depth
Speak and read Dwarven
+4 to saves vs. Poison, Death Magic, Rod staff wand, Spells

Rod of Lordly Might (45 charges)


Magic effects
Paralysation on touch if wielder commands it
Fear 6 foot radius on all enemies viewing it
Drain 2d4 hit points from opponent touched. Given to rod wielder up to rod wielders max.
All above use only one charge
Weapon effects.
Mace +2
Button #1 Sword of flame +1
Button #2 Battle Axe +4
Button #3 Spear +3
Mundane uses
Button #4 Ladder 5 to 50 foot long up to 4,000 lbs weight, can be used to force doors with a storm giants
strength
Button #5 Retracts Ladder
Button #6 Compass and depth height gauge

Ring of Protection +1

Fire stone
Amber coloured stone that stays hot but not enough to burn. Gives Protection from Fire and Control / Command
Elementals of Fire

Potions
2 extra healing
Hill Giant control
Growth
Sweet water
Longevity
Speed
Diminution

Items not identified (at a guess from the last adventure)


Big Copper ring(protection?)
Wand in box Bone wand in fitted box
Ring (improved sight – infra vision?)
Magical Gem (bring wealth – luck stone?)
10 sacks of 100gp
20 other gems 3 very good 17 others good to normal
Runes on cloak

Seek the one who is hidden to tell of the power of the seven
One lord temporal
One lord spiritual
One lord magical
To venture as it is written to find the seven of heaven

Seek the one who is hidden to tell of the power of the seven
One lord temporal
One lord spiritual
One lord magical
To venture as it is written to find the seven of heaven

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