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PC Goval Character name

Alignment: Law,
Class Beast Master AL Neutral Neutrality, Chaos

Title Baker Level 3 Experience level

Ability Scores Melee att./damage,


Saving Throws
STR 14 Open doors D 11 Death, poison

INT 11 Languages, Literacy W 12 Magic wands

Paralysis,
WIS 12 Saves vs magic P 12 petrification
Missile attacks,
DEX 11 AC, Initiative B 15 Breath attacks

Spells, magic rods,


CON 13 Hit points S 16 magic staves
Reactions, WIS modifier to
CHA 8 #Retainers, Loyalty ± saves vs magic

Ability check: Roll under or equal on 1d20 Saving throw: Roll over or equal on 1d20 Character portrait, symbol, description

Combat Maximum hit


Encounters DEX modifier to
18 Hit points Max 18 Init
points initiative (optional)
HP
CON modifier to CHA modifier to
± +1 hit points ± reaction rolls

Armour Class Unarmoured AC:


Un
AC
16

±
10 10 + DEX modifier
DEX modifier to
Exploration
Armour Class
LD -in-6 Listen at door
(1-in-6 or by class)
Attack bonus STR modifier to
+1 Mel +1 melee att./damage
OD 3 -in-6 Open stuck door
Att (based on STR)
DEX modifier to
Mis missile attacks
SD -in-6 Find secret door
(1-in-6 or by class)

Abilities, Skills, Weapons


chain mail, shield
FT -in-6 Find room trap
(1-in-6 or by class)

Movement
Screaming trident:
Base mv. rate = 120,
Handle thickens to
A beast master can identify the tracks unless encumbered
a merman face with open
and spoor of animals in the wild. Overland: 1/5 base
mouth with Ov mv. rate (miles/day)
Animals understand the basic meaning of 3 barbed tines coming
a beast master’s words. out, radiates Exploration: base
▶ From 2nd level: The beast master can magic, +1, +2 vs Ex mv. rate (feet/turn)
also understand the speech of animals. mammals. 1x per day
Encounter: 1/3 base
A beast master gains a +1 bonus to reac-
screams causing fear. En mv. rate (feet/round)
Save vs paralysis
tion rolls made when interacting with an-
or miss the next combat
imals, in addition to their CHA modifier.

(See Encounters in Old-School Essentials.)


round.
Languages By class; extra
langs. if INT 13+

Literate
v1.2 — © 2019 Gavin Norman — necroticgnome.com
Equipment Weapons & Armour
chainmail, shield, screaming
trident, helm of the deep

Magic Items Treasure


Sreaming Helm of the Deep +1AC
Trident +1

Other Notes Spells, mounts, retainers,


areas explored, clues Coins
Changor: Wolf PP
Dwell primarily in wild lands, Saving Throws D12 W13 P14 B15
but occasionally lair in
caves.
S16 (1)
Morale 6 (8 in larger packs)
GP
Armour Class 7 [12] Alignment
Hit Dice 2+2 (11hp) Neutral XP 25 EP
Attacks 1 × bite (1d6) Number Appearing 2d6 (3d6)
THAC0 17 [+2]
Movement 180’ (60’) SP
Training: At the referee’s discretion,
captured cubs may be trained like
dogs. Wolves are difficult to train. CP
Strength in numbers: Packs of 4 or
more wolves have morale 8. If the
pack is reduced to less than 50% of
its original size, this morale bonus
Encumbrance (Optional rule)
Weight of treasure
is lost. TR & coins

Experience points Experience points Weight of weapons,


Next 7250
for next level EQ armour & gear
XP 3641
Prime requisite Total weight carried
% 5 modifier to XP + (max=1,600cn)
v1.2 — © 2019 Gavin Norman — necroticgnome.com

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