You are on page 1of 1

Viorel Merulos

4th Level Fighter, Neutral Alignment


(8,803 experience points / 16,000 needed for next level)

ARMOR CLASS HIT POINTS SAVING THROWS


ABILITY SCORES
Poison or
Strength 1 23 10 Death Ray
16 open stuck doors on
roll of 1-4 on 1d6
 

Plate Mail +1, Hit Dice

Dexterity
Dex. adj. -1 4d8+4
11 Magic Wand
13 bonus to missile
attacks, AC, initiative
MOVEMENT
Armored in plate mail +1, can move 20
feet per 10-second round, triple that Turn To Stone
speed running, or half that speed 12 or Paralysis
climbing or swimming. Overland travel 12
Constitution
14 bonus hit points
added to total
miles per day.
SENSES Dragon
Light required to see.
1 in 6 chance to find secret doors.
13 Breath
Intelligence 1 in 6 chance to hear noise/listen at
9 reads and writes in doors.
Spells or
native languages
RETAINERS
For pay and a share of treasure (and XP),
14 Magic Staff
any character may hire others into
Wisdom service for expeditions and battles (see
9 no adjustments Charisma notes at left and hiring retainer
rules in the D&D Basic Set Rulebook).
EQUIPMENT CARRIED
Battle Axe
Typical Basic Retainer 2 Daggers
AC 8 (shield); HD 1 (4 hp); Move 120 feet Long Bow
Charisma
9 +0 on NPC reactions
max. 4 retainers
per turn (30 feet per round); Str 12;
Dex 11; Con 11; Int 9; Wis 9; Cha 11;
Standard Clothes, Belt, Boots

retainer morale 7
Attack with spear (melee or range TREASURE
20/40/60; hit does 1d6 damage):
Plate Mail +1
AC 9 8 7 6 5 4 3 2 1 0
LANGUAGES KNOWN 485 Gold Pieces
"To-Hit" 11 12 13 14 15 16 17 18 19 20
5 Gems (Each Worth 40 G.P.)
Common, Neutral.
Save Poison Wand Stone Breath Spells
Vs. 14 15 16 17 17
INITIATIVE
If using individual initiatives, At the DM's discretion, higher level
apply +1 to rolled result. retainers may be available (see page
B21). Note that retainers differ from
hirelings, specialists and mercenaries
(see Expert book, pages X21-X22).

Attack "To-Hit" Roll Needed Vs. Armor Class


Weapon Range AC 9 8 7 6 5 4 3 2 1 0 Damage Notes
Battle Axe melee 6 7 8 9 10 11 12 13 14 15 1d8+2  
Dagger melee 6 7 8 9 10 11 12 13 14 15 1d4+2  
Long Bow 70'/140'/210' 7 8 9 10 11 12 13 14 15 16 1d6 20 arrows
Ranged Weapons: Min. 5' required; Short Range (+1 "to hit") / Medium Range (no modifier) / Long Range (-1 "to hit").
For attacks, an unmodified (natural) d20 roll of a 1 always misses, while an unmodified (natural) 20 always hits.

You might also like