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Tordek, Level 1 Dwarf Fighter:

Tordek is an eldest son in a Dwarven warclan. He is on a quest to prove himself. He cannot return to his home until
he has made his clan proud, and he intends to earn esteem by proving himself in battle. Dwarves live
undergroundand ar famous for their fighting ability. Tordek's job on an adventuring team is to kill the monsters and
protect his teammates. (Alignment: Good)
Initiative: 11 (Once combat starts, the character with the highest initiative goes first)
Speed: 3 (You can move 3 spaces per turn)
Spells: None (Fighters are not trained in magic)
War Axe Attack/Damage: d20+4 / d10+2
[Short] Bow Attack/Damage: d20+2 / d6
(Roll an attack each turn that you attack a monster. If you roll high enough that you hit, you deal damage to the
monster. Damage reuces the monster's hit points.)
Armor Class: 17 (Axe and Shield) or 15 (Bow)
Hit Points: 15 (If you run out of hit points, you die.)
Skills:
Diplomacy: d20-2 (Convince & persuade others)
Disable Device: --- (Jam or disarm traps, etc. - only Rogues can have this skill)
Hide: d20-5 (Conceal yourself so others can't see you)
Listen: d20+1 (Hear monsters trying to sneak up on you)
Move Silently: d20-5 (Sneak around quietly)
Open Lock: --- (Pick a lock - only Rogues can have this skill)
Search: d20 (Locate secret doors and other hidden details)
Spot: d20+1 (Notice monsters lurking in the shadows)
Ability Scores:
Strength: 15 (+2 bonus to axe attack & damage, kicking down doors)
Dexterity: 13 (+1 bonus to Armor Class, bow attack, Reflex saving throws, Hide & Move Silently skills)
Constitution: 16 (+3 bonus to Hit Points, Fortitude saving throws)
Intelligence: 10 (no effect on Search skill)
Wisdom: 12 (+1 bonus to Listen and Spot skills, Will saving throws)
Charisma: 6 (-2 penalty to Diplomacy skill)
Saving Throws:
Fortitude: d20+5 (To resist poison, paralyzation, etc.)
Reflex: d20+1 (To avoid fiery tras, Hell Hound's breath, etc.)
Will: d20+1 (To resist mental attacks)
Equipment:
Scale Mail
Large Shield
War Axe
[Short] Bow and 20 arrows
Backpack
(Dwarves see 12 spaces in the dark. Tordek doesn't need to carry any torches.)

Lidda, Level 1 Halfling Rogue


Lidda is a Halfling. Halflings are about half as tall as people, and they tend to be sneaky. Lidda is no exception. Lidda's job on
an adventuring team is to handle tricky things, such as locked doors or potential traps. In combat, she does well if she can sneak
attack her opponents.
Initiative: 17 (Once combat starts, the character with the highest initiative goes first)
Speed: 4 spaces (You can move 4 spaces per turn)
Spells: None (Rogues don't cast spells.)
Shortsword Attack/Damage: d20+1 / d6
[Light] Crossbow Attack/Damage: d20+4 / d8
(Roll an attack each turn that you attack a monster. If you roll high enough that you hit, you deal damage to the monster.
Damage reuces the monster's hit points.)
Armor Class: 16 (Sword or Crossbow)
Hit Points: 7 (If you run out of hit points, you die.)
Skills:

Diplomacy: d20-1 (Convince & persuade others)


Disable Device: D20+7 (Jam or disarm traps, etc. - only Rogues can have this skill)
Hide: d20+11 (Conceal yourself so others can't see you)
Listen: d20+6 (Hear monsters trying to sneak up on you)
Move Silently: d20+9 (Sneak around quietly)
Open Lock: d20+7 (Pick a lock - only Rogues can have this skill)
Search: d20+6 (Locate secret doors and other hidden details)
Spot: d20+4 (Notice monsters lurking in the shadows)

Ability Scores:

Strength: 10 (no effect on sword attack & damage, kicking down doors)
Dexterity: 17 (+3 bonus to Armor Class, bow attack, Reflex saving throws, Hide & Move Silently skills)
Constitution: 13 (+1 bonus to Hit Points, Fortitude saving throws)
Intelligence: 14 (+2 bonus to Search skill)
Wisdom: 10 (no effect on Listen and Spot skills, Will saving throws)
Charisma: 8 (-1 penalty to Diplomacy skill)

Saving Throws:

Fortitude: d20+2 (To resist poison, paralyzation, etc.)

Reflex: d20+6 (To avoid fiery tras, Hell Hound's breath, etc.)

Will: d20+1 (To resist mental attacks)


Equipment:

Leather Armor
Shortword
[Lightt] Crossbow and 20 bolts
Backpack
Thieves' Tools
3 torches, flint & steel (In the dark, a halfling can see within 4 spaces of a lit torch)

Regdar, Level 1 Human Fighter:


Regdar is a champion of good, pledging his mighty sword to th ecause of justice. He adventures to put down evil and gain skill
and experience that he can use in that crusade. Of all the weapons he has been trained to use, Regdar prefers a greatsword, even
though it prevents him from using a shield to protect himself. Regdar's job on an adventuring team is to kill the monsters and
protect his team mates. (Alignment: Good)
Initiative: 11 (Once combat starts, the character with the highest initiative goes first)
Speed: 4 spaces (You can move 4 spaces per turn)
Spells: None (Fighters are not trained in magic)
Greatsword Attack/Damage: d20+4 / 2d6+3
[Short] Bow Attack/Damage: d20+2 / d6
(Roll an attack each turn that you attack a monster. If you roll high enough that you hit, you deal damage to the monster.
Damage reuces the monster's hit points.)
Armor Class: 15 (Sword or Bow)
Hit Points: 12 (If you run out of hit points, you die.)
Skills:

Diplomacy: d20+1 (Convince & persuade others)


Disable Device: --- (Jam or disarm traps, etc. - only Rogues can have this skill)
Hide: d20-3 (Conceal yourself so others can't see you)
Listen: d20-1 (Hear monsters trying to sneak up on you)
Move Silently: d20-3 (Sneak around quietly)
Open Lock: --- (Pick a lock - only Rogues can have this skill)
Search: d20 (Locate secret doors and other hidden details)
Spot: d20-1 (Notice monsters lurking in the shadows)

Ability Scores:

Strength: 15 (+2 bonus to sword attack & damage, kicking down doors)
Dexterity: 12 (+1 bonus to Armor Class, bow attack, Reflex saving throws, Hide & Move Silently skills)
Constitution: 14 (+2 bonus to Hit Points, Fortitude saving throws)
Intelligence: 10 (no effect on Search skill)
Wisdom: 8 (-1 penalty Listen and Spot skills, Will saving throws)
Charisma: 13 (+1 bonus to Diplomacy skill)

Saving Throws:

Fortitude: d20+4 (To resist poison, paralyzation, etc.)


Reflex: d20+1 (To avoid fiery tras, Hell Hound's breath, etc.)
Will: d20-1 (To resist mental attacks)

Equipment:

Scale Mail
Greatsword
[Short] Bow and 20 arrows

Backpack
3 torches, flint & steel (In the dark, a human can see within 4 spaces of a lit torch)
Jozan, Level 1 Human Cleric:

Jozan is a loyal follower of Pelor, a mighty sun god devoted to the cause of good and justice. Pelor grants Jozan the
ability to cast powerful spells and turn away undead monsters. Jozan's job on the adventuring team is to protect his
teammates with spells and help kill the monsters. (Alignment: Good)
Initiative: 9 (Once combat starts, the character with the highest initiative goes first)
Speed: 4 spaces (You can move 4 spaces per turn)
Spells: (You can cast each spell once per adventure. You don't have to roll to cast a spell.)
Zero-Level: Detect Magic
Zero-Level: Light
Zero-Level: Read Magic
1st-Level: Bless
1st-Level: Cure Light Wounds
1st-Level: Protection From Evil
Mace Attack/Damage: d20+1 / d8+1
[Light] Crossbow Attack/Damage: d20-1 / d8
(Roll an attack each turn that you attack a monster. If you roll high enough that you hit, you deal damage to the
monster. Damage reuces the monster's hit points.)
Armor Class: 15 (Mace & Shield) or 13 (Crossbow)
Hit Points: 10 (If you run out of hit points, you die.)
Skills:
Diplomacy: d20+1 (Convince & persuade others)
Disable Device: --- (Jam or disarm traps, etc. - only Rogues can have this skill)
Hide: d20-7 (Conceal yourself so others can't see you)
Listen: d20+4 (Hear monsters trying to sneak up on you)
Move Silently: d20-7 (Sneak around quietly)
Open Lock: --- (Pick a lock - only Rogues can have this skill)
Search: d20 (Locate secret doors and other hidden details)
Spot: d20+4 (Notice monsters lurking in the shadows)
Ability Scores:
Strength: 12 (+1 bonus to mace attack & damage, kicking down doors)
Dexterity: 8 (-1 penalty to Armor Class, crossbow attack, Reflex saving throws, Hide & Move Silently skills)
Constitution: 14 (+2 bonus to Hit Points, Fortitude saving throws)
Intelligence: 10 (no effect on Search skill)
Wisdom: 15 (+2 bonus to Listen and Spot skills, Will saving throws)
Charisma: 13 (+1 bonus to Diplomacy skill)
Saving Throws:
Fortitude: d20+4 (To resist poison, paralyzation, etc.)
Reflex: d20-1 (To avoid fiery tras, Hell Hound's breath, etc.)
Will: d20+4 (To resist mental attacks)
Equipment:
Scale Mail
Large Shield

[Light] Crossbow and 20 bolts


Backpack
[Wooden] Holy Symbol
3 torches, flint & steel (In the dark, a human can see within 4 spaces of a lit torch)
Mialee, Level 1 Elven Wizard
Mialee discovered her magic powers while she was young, and she's been learning how to cast spells ever since. Her
goal is to become a master wizard, so she's always eager to test her magic against enemies. Elves are short, slender
people who live in the woods; they're renowned for the arts of magic, swordplay, and song. Mialee's job on an
adventuring team is to use her spells to support her teammates and help them deal with the monsters. She has to choose
when to use her spells carefully. As an elf, she's also a good shot with a bow.
Initiative: 13 (Once combat starts, the character with the highest initiative goes first)
Speed: 6 spaces (You can move 6 spaces per turn)
Spells: (You can cast each spell once per adventure. You don't have to roll to cast a spell.)
Zero-Level: Detect Magic
Zero-Level: Light
Zero-Level: Read Magic
1st-Level: Magic Missile
1st-Level: Sleep
Quarterstaff Attack/Damage: d20 / d6
[Short] Bow Attack/Damage: d20+3 / d6
(Roll an attack each turn that you attack a monster. If you roll high enough that you hit, you deal damage to the
monster. Damage reuces the monster's hit points.)
Armor Class: 13 (Staff or Bow)
Hit Points: 7 (If you run out of hit points, you die.)
Skills:
Diplomacy: d20-1 (Convince & persuade others)
Disable Device: --- (Jam or disarm traps, etc. - only Rogues can have this skill)
Hide: d20+3 (Conceal yourself so others can't see you)
Listen: d20+3 (Hear monsters trying to sneak up on you)
Move Silently: d20+3 (Sneak around quietly)
Open Lock: --- (Pick a lock - only Rogues can have this skill)
Search: d20+4 (Locate secret doors and other hidden details)
Spot: d20+3 (Notice monsters lurking in the shadows)
Ability Scores:
Strength: 10 (no effect on Quarterstaff attack & damage, kicking down doors)
Dexterity: 16 (+3 bonus to Armor Class, bow attack, Reflex saving throws, Hide & Move Silently skills)
Constitution: 11 (no effect on Hit Points, Fortitude saving throws)
Intelligence: 15 (+2 bonus to Search skill)
Wisdom: 12 (+1 bonus to Listen and Spot skills, Will saving throws)
Charisma: 8 (-1 penalty to Diplomacy skill)
Saving Throws:
Fortitude: d20 (To resist poison, paralyzation, etc.)
Reflex: d20+3 (To avoid fiery tras, Hell Hound's breath, etc.)
Will: d20+3 (To resist mental attacks)
Equipment:
(No Armor)
Quarterstaff
[Short] Bow and 20 arrows

Backpack
Spell Component Pouch
3 torches, flint & steel (In the dark, an Elf can see things within 8 spaces of a lit torch)

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