/r 4d6d1 seven times (to account for Comeliness) works for me. Are we allowed to "move them around" and then adjust for race, etc.? Or is it straight rolls applied to STR, DEX, CON, INT, WIS, CHA, COM? Any limits to race or class? Ricky - I did make up another character for the Forbidden City game (once/if Balen died, etc.). Character was "Estrel Tol" - Human Ranger. I am ok with using that, if it works for you. You had me roll it up as 7th level. What level are we running through the playtest? Chris 1st / 2nd Edition Advanced Dungeons & Dragons Ranger Sheet Character Name: Estrel Tol Level: 7 XP:= 40,001: (Need: 90,001 for level 8) PLAYER NAME: Christopher G CLASS: Ranger TITLE: Guide Hit Points: 50 / 50 WEIGHT: 190lbs HEIGHT: 84" (7') RACE: Human GENDER: Male AGE: 27 Deity: Artemis Alignment: Neutral Good Movement Rate: 120 ft/round; or 120 ft/round in armor Armor Class: Studded Leather: AC 7 + Dex Bonus: -2 = AC 5 ABILITY SCORES: STR: 12; To-Hit Prob: +0 Damage Adj: +0 Weight Allowance: +100 Bend Bars/Lift Gates: 4% INT: 12; Additional Languages: 3 ; Chance to know Spell: 45% Min # of Spells/lvl: 5 ; Max # of Spells/lvl: 7 WIS: 15; Magic Attack Adj: +1; Bonus Spells: 1st: 2 2nd: 1 3rd: 0 Spell Failure: 10% DEX: 16; Reaction/Attacking/Surprise Adj: +1 ; Missile: Defensive Adj/AC: -2 CON: 14; HP Bonus Adj: 0 ; System Shock: 88% ; Resurrection: 92% CHA: 7; Max Henchmen: 3 Loyalty Adj: -10%, Reaction Adj: -05% SAVING THROWS: Paralysis/Poison/Death Magic: 10 Petrification/Polymorph: 11 Rod/Staves/Wands: 12 Breath Weapons: 12 Spells: 13 WEAPONS: DMG VS S-M; DMG VS L; Rate of Fire ; Range; Encum; Length; Weapon Speed; Cost/Value 1) Short Bow (w/ Flight or Sheaf Arrows) (Double Specialized): RoF 2; 6-30/5/10/15; WS 7 Flight Arrows (18"): 1d6 S/M/L damage Sheaf Arrows (18"): 1d8 S/M/L damage (does not currently have any) Long Sword (proficient): Dmg vs S/M = 1d8, L = 1d12; Mele; 6 lbs.; 3.5 ft; Speed = 5; Cost = 15gp. Attacks Per Round (Levels 7-12): 3 attack(s) / 2 round(s) or 3 attacks per 1 round with Short Bow Initial Weapons: 3 ; Proficiency in: 5 weapons: Non-proficiency penalty: -2 ‘To Hit’, Gains another Profic. at level: (1 every 3 levels) -10 20 -9 -8 -7 -6 -5 19 -4 -3 -2 -1 0 14 1 2 3 4 5 6 7 8 9 10 4 Adjustments (to Armor Class): Armor/Protection: Bulk - Encumbrance - Max Move Rate Effect on AC - Cost/Value Studded Leather: Fairly bulky ; 15 lbs ; 90 ft / round ; 15 gp Plus Dexterity Bonuus: -2 = AC 5 MONEY: Platinum: Gold: 19 Electrum: 0 Silver: 20 Copper: 0 CLOTHING: Encumbrance : Cost/Value Clothing, normal 0 Boots, High Soft 4 lbs 1gp Cloak 3 lbs 5sp Cap 0 1sp EQUIPMENT: Encumbrance Location Cost/Value *Backpack 2lbs back 2 gp (50 lbs capacity) Contents: Flint & Steel 1 lbs BP 5sp Rope, 50’ 10 lbs BP 4sp Rations, Std (1) week 8 BP 3gp Blanket, Winter 3 lbs BP 5sp *Belt pouch (large) 1 lb belt (right) 1 gp *Water Skin 1 lb BP 15 sp Arrows (Flight): (17) (12 oz) Quiver 1 gp Quiver (Score) 1 lb. Total Encumbrance: (add equipment, clothing, weapons, magic items): 35 lbs without armor; 50 lbs with armor on Max weight character can carry without penalty to movement rate: 50 lbs base Can Carry: more pounds before becoming overly encumbered. Over Encumbered by 0 lbs! Movement rate reduced to: --- MAGIC ITEMS: SPECIAL ABILITIES (Racial/Class): Racial Abilities (Human): Class Abilities (Ranger): Adept with Animals: Animal saves vs. rods, if fails, ranger has sway: -3 off roll at level 7: gains another -1 at level 10 Move Silently: 43% Hide In Shadows: 55% Tracking Outdoors: Base 10% Chance – Increases 10% Per Level: 70% Terrain Modifiers: Soft enough to hold impressions (Footprints, etc) of creature being tracked: +20% Allow occasional marks or obvious signs of passage (broken twigs, bent grass, etc): +10% Allows only infrequent signs of passage due to rock, water, wind, other creatures Crossing or overtracking, etc: 0% Prevents all but the minutest traces of passage: -50% Other modifiers: For each creatures beyond the first in the group being tracked: +02% For every 12 hours elapsed since the trail was made: -05% For every hour of precipitation that has fallen on the trail between tracker & quarry: -25% Indoor Tracking: Base 10% Chance – Increases 10% Per Level: 70% Surface Condition Modifiers: Dirt Floor, or unused & dusty area: +20% Wooden Floor or area which allows some occasional indication of passage: 0% Stone Floor which prevents all but the minutest traces of passage: -50% Other Modifiers: For each creature beyond the first in the group being tracked: +02% For passing over an area where other creatures cross or overtrack trail: -50% Can track Common Woodland Creatures tracks & direction of travel At Level 2 gains ability to guess number & pace of Woodland Creatures Level 3...Common woodland creatures time of passage (outdoors only) Level 4...As 3rd level with respect to uncommon woodland creatures Level 5...As 3rd level with respect to rare woodland creatures. Level 6...As 3rd level with respect to very rare woodland creatures Level 7...As 3rd level with respect to all sorts of creatures (woodland and otherwise) within a 100- mile radius Level 8...As 7th level, plus the ability to determine the general size and weight of humans +1 To Damage: Giant Classed Creatures: Bugbear, hobgoblins, true giants, troll, etc This ability increase +1 for each new Level: Now at +7 Damage SPELLS: Range Duration Area of Effect Components Casting Time Saving Throw Will Gain Drudic spell abilities at level 8 & Magic-User spell abilities at level 9 LANGUAGES: Common, Alignment, Dwarven, Elven, Orcish NON-WEAPON PROFICIENCIES: 3 Initial slots then 1 more every 3 levels; 5 slots Secondary Skill: # of Slots / Ability Roll / Any Bonus to Add to Roll 0) Swimming (free): STR 12 0) Read/Write Common (free): INT 12 (+1) 1) Bowyer/Fletcher 1 slot, Dex 16 -1 2) Rope Use 1 slot Dex 16 +0 3) Hunting 1 slot WIS 15 -1 4) Set Snares 1 slot, Dex 16 -1 5) Alertness 1 slot, WIS 15 +1 6) Gained at level 9 Description and Background: 7’, Tanned skin color, Sandy Brown hair, Green eyes.