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HOLMES BASIC - CHARACTER CREATION WORKSHEET

Follow the steps & use as a character sheet or copy to a blank sheet
1. ABILITY SCORES: for each
Ability
Score
3-6
Strength
_____
Intelligence
_____
30%
2/4
Wisdom
_____
Constitution
_____
-1
Dexterity
_____
-1
Charisma
_____
2
Prime
-20%

Name:
Class:
Level: 1

blank roll 3d6 and record the result


7-8 9-10 11-12
13-14
15-16
40%
3/5

50%
4/6

-1
3
-10%

2. CLASS & RACE: Choose one of each


Class
Prime
Trade-in
Fighter
Str
Int 2 or Wis 3
Magic-User
Int
Wis 2 or Str 3
Cleric
Wis
Int 2 or Str 3
Thief
Dex
Int 2 and Wis 1

HD
d8
d4
d6
d4

XP: 0

Race:
AC:
HP:

17

18

Modifies

+1-2
50%
4/6

+3-4
65%
5/8

+5-6
75%
6/10

+7
85%
7/All

+8
95%
8/All

Languages
Chance to Know a Spell
Min/Max Known Spells per Lvl

+1
6
+5%

+1
+1
7
+10%

+2
+1
8
+10%

+3
+1
12
+10%

HP per HD
To hit with Missiles
Max # Followers
Experience Points (XP)

Saving Throws (d20)


Alignment Weapon Armor XP: Lvl 2 Poison Wand Stone Breath
Any
Any
Any
2000
12
13
14
15
Any
Dagger None
2500
13
14
13
16
Non-neutral
Blunt
Any
1500
11
12
14
16
Non-good
Any
Leather 1200
12
13
14
15

Spell
16
15
15
16

First Level
M-U Book of First Level Spells: Charm Person, Dancing Lights, Detect Magic, Enlargement, Hold Portal, Light,
Class Abilities Magic Missile, Protection from Evil, Read Languages, Read Magic, Shield, Sleep, Floating Disc, Ventriloquism
M-U Memorize & cast one known 1st level spell per day. Roll % to know for each spell in Book, up to max allowed by Int.
Cleric Turn Undead: Skeleton 7, Zombie 9, Ghoul 11. Roll over this score on 2d6. If successful 2d6 are turned.
Thief Open Lock:15% Rem Trap/Hide Shadows:10% Pick Pock/Move Silent:20% Climb:87% Hear:2 in 6 Backstab +4 2 dam
Race
Human
Elf
Dwarf
Halfling
3.
4.
5.
6.

Ht
6
5
4
3

Wt
180
120
150
90

Minimums

Classes
any
F/M-U or T
10 Con
F or T
10 Con, Dex F or T

ADJUST SCORES:
HIT POINTS:
ALIGNMENT:
LANGUAGES:

HD
any
d6 max
any
d6 max

Hear
1 in 6
2 in 6
2 in 6
2 in 6

Infra
60
60

Save

Abilities

+2
+2

Sense Secret Doors 2 in 6, Find 4 in 6


Find Dungeon Traps 2 in 6
Missile Fire +1, Hide Outdoors

All but elves may raise Prime by 1 (to max 18) for each trade-in of indicated scores (to min 9)
Roll Hit Die (HD) & adjust based on Con score:
Healing: 1-3 HP per day of rest
Lawful Good
Chaotic Good
Neutral
Lawful Evil
Chaotic Evil
All: Common & alignment tongue, plus extras due to Int:
Elves: add Elf, Hobgoblin, Gnoll & Orc. Dwarves: add Dwarf, Gnome, Goblin & Kobold.

7. EQUIPMENT: Roll 3d610 for gold pieces (GP), mark items bought & deduct cost in GP. Note where items are carried.
GP:
Weapons
Bows/Missiles
Armor
Packs/Rations/Lighting
Tools/Clerical
Horse/Transport
1
Dagger 3
Short* 25
Leather 15
Backpack (300 coins) 5
12 Iron Spikes 1
Mule 20
2
Hand Axe 3
Long* 40
Chain 30
Large Sack (300 coins) 2
50 Rope 1
Draft 30
3
Mace 5
Composite* 50
Plate 50
Small Sack (150 coins) 1
10 Pole 1
Light 40
4
Sword 10
20 Arrows 5
Shield 10 Standard Rations (1 week) 10 3 Stakes & Mallet 3 Med. War 100
5
Battle Axe* 7 Silver Tip. Arrow 5 Helmet 10
Iron Rations (1 week) 15
Steel Mirror 5
Heavy War 200
6 Morn. Star* 6
Quiver 5
Quart of Wine 1
Silver Mirror 15
Barding 150
7
Flail* 8
L. Crossbow* 15
Water/Wine Skin 1
Wood Symbol 2
Saddle 25
8
Spear 2
H. Crossbow* 25
6 Torches (6 turns 6) 1
Silver Symbol 25
Saddle Bags 15
9
Pole Arm* 7
30 Quarrels 5
Flask of Oil (24 turns) 2
Holy Water Vial 25
Cart 100
10 2-H Sword* 15
Case 5
Tinder Box 3
Wolvesbane 10
Wagon 200
11
Lance 4
*2-handed
Lantern 10
Garlic Bud 5
Raft 40
st
12
Pike* 5
(no shield if used)
M-U only: Scroll w/one known 1 lvl spell 100
Small Boat 100
8. ARMOR CLASS (AC):

None
9
9. TO HIT AC:
roll d20
10
10. MOVE (MV):
feet/turn 240
feet/round
20

Shield
8
11

Leather
7
12
240
20

& Shield
6
13

Chain
5
14
180
15

Zenopus Archives Holmes Ref

& Shield
4
15

Plate & Shield


3
2
1
0
16
17
18
19
120 For each 600 coins carried,
10
reduce move by

HOLMES BASIC - CHARACTER SHEET

Name:
Class:
Level:

1. ABILITY SCORES:
Ability
Score
Strength
_____
Intelligence
_____
Wisdom
_____
Constitution
_____
Dexterity
_____
Charisma
_____
Prime

XP:

Modifiers

2. CLASS & RACE:


Class

Race:
AC:
HP:

SAVING THROWS (d20)

Prime

Weapons
Allowed

HD

Armor
Allowed

XP for next
level

Poison Wand Stone Breath Spell

Class Abilities

Race

Ht

Wt

Hear

Infravision? Abilities (including optional Background for humans)

3. HIT POINTS:
4. ALIGNMENT:
5. LANGUAGES:
6. EQUIPMENT:
COINS:
Weapons
1
2
3
4
5
6
7
8
9
10

Healing: 1-3 HP per day of rest

Bows/Missiles

Armor

Rations/Sacks/Lighting

Tools/Clerical

Horse/Transport

OTHER EQUIPMENT/TREASURE:

7. ARMOR CLASS (AC):


8. TO HIT AC:
9. MOVE (MV):

roll d20
feet/turn
feet/round

None
9
240
20

Shield
8

Leather
7
240
20

& Shield
6

Chain
5
180
15

Zenopus Archives Holmes Ref

& Shield
4

Plate
3

& Shield
2

120
10

For each 600 coins carried,


reduce move by

ADVANCEMENT REFERENCE SHEET


Level
C/T

MU

1-4

1-5

4-6

5-8

6-10

+3

+4

+5

F
NH
1-3

DIE ROLL TO SCORE A HIT (use 1d20)


7
6
5
4
3

None

11
10
9
8
6
+3

Leather

12
11
10
9
7

CHARACTER ADVANCEMENT
FIGHTERS
Exp HD
0
0 1d6
1
0 1d8
2
2000 2d8
3
4000 3d8
4
8000 4d8
5
16000 5d8
6
32000 6d8
7
64000 7d8
8
120000 8d8
9
240000 9d8
MAGIC-USERS
Spells
1
0 1d4 1
2
2500 2d4 2
3
5000 3d4 2-1
4
10000 4d4 4-2
5
20000 5d4 4-2-1
6
35000 6d4 4-2-2
7
50000 7d4 4-3-2-1
8
75000 8d4 4-3-3-2
9
100000 9d4 4-3-3-2-1
10
200000 10d4 4-4-3-3-2
11
300000 11d4 4-4-4-3-3
CLERICS
1
2
3
4
5
6
7
8
THIEVES
1
2
3
4
5
6
7
8
9
10

0
1500
3000
6000
12000
25000
50000
100000

1d6
2d6
3d6
4d6
5d6
6d6
7d6
8d6

1
2
2-1
2-2
2-2-1-1
2-2-2-1-1
2-2-2-2-2

Chain

15
14
13
12
10

18
17
16
15
13

19
18
17
16
14

20
19
18
17
15
+1, 2, 4,
6

13
12
11
10
8

14
13
12
11
9

16
15
14
13
11

17
16
15
14
12

Poison

Wand

13
12

14
13

15
14

SAVING THROWS (use 1d20)


Spell
MONSTER HIT DICE
16
17
under 1 (Kobold, Goblin)
15
16
1-3+ (Orc, Hobgoblin, Bugbear)

10

11

12

13

14

4-6+ (Ogre, Minotaur, Troll)

8
6
4

9
7
5

10
8
5

10
8
5

12
10
8

7-9+ (Hill Giant, Stone Giant)


10-12+ (Fire, Frost & Cloud Giant)
13-15+ (Storm Giant)

13

14

13

16

15

11

12

11

14

12

11

up to 1
1+ to 2
2+ to 3
3+ to 4
5, 7, 9, 11

Stone Breath

11

12

14

16

15

10

12

14

12

Sk
7
T
T
D
D
D
D
D

TURN UNDEAD (use 2d6)


Zo Gh Wi Wr Mu Sp
9
11
7
9
11
T
7
9 11
T
T
7
9
11
D
T
T
7
9
11
D
D
T
T
7
9
D
D
D
T
T
7
D
D
D
D
T
T
THIEVES SKILLS

General Climb

0 1d4
1200 2d4
2400 3d4
4800 4d4
9600 5d4
20000 6d4
40000 7d4
60000 8d4
90000 9d4
120000 10d4

Monster
HD

Plate

12

13

14

15

16

10

11

12

13

14

10

10

12

10

Zenopus Archives Holmes Ref

15
20
25
30
40
50
60
70
80
85

87
88
89
90
91
92
93
94
95
96

Va

11
9
7

Listen Stab DMG Lang Magic

1-2
1-2
1-3
1-3
1-3
1-3
1-4
1-4
1-4
1-4

+4
+4
+4
+4
+4
+4
+4
+4
+4
+4

80
80
80
80
80
80
80

1
2
3
4
5
6
6

HOLMESIAN RANDOM NAMES


First, roll d100 for the # of syllables. Syllables can be joined to form one word, or separated by spaces or hyphens.
01-10 One syllable (double the last letter if desired)
Examples
11-70 Two syllables
Omeseth of the Hidden Valley Bel-zo the Lean
71-90 Three syllables
Ro Tengen the Mantled
Carme Wilphil
91-100 Four syllables
Jaxys the Unknowable
Zenn the Blue Magician
Second, roll d6 and d100 together for each syllable. Third, roll d100 for a title (optional); if two choices, 50% for either.

1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50

Syllables 1-3
A
51
Ev
Ael
52
Fal
Af
53
Fan
Ak
54
Far
Al
55
Feg
Am
56
Fen
An
57
Fi
Ar
58
Ful
Baf
59
Fum
Bar
60
Ga
Bee
61
Gahn
Bel
62
Gaith
Ber
63
Gar
Berd
64
Gar
Bes
65
Gen
Bo
66
Ger
Bo
67
Glen
Bol
68
Go
Bor
69
Go
Bran
70
Gram
Brose
71
Grink
Bru
72
Gulf
Bur
73
Ha
Car
74
Hag
Chor
75
Hal
Cig
76
Han
Cla
77
Harg
Da
78
Ho
Da
79
Hol
Dan
80
Hor
Do
81
I
Do
82
Ig
Dock
83
In
Doh
84
Ith
Don
85
Jax
Dor
86
Jo
Dor
87
Jur
Dre
88
Ka
Drebb
89
Kan
E
90
Kra
Eg
91
Krac
Ek
92
Ky
El
93
La
El
94
Laf
End
95
Lag
Er
96
Lap
Er
97
Le
Es
98
Lef
Eth
99
Lem
Eth
100 Lis

1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50

Syllables 4-6
Lo
51
Ro
Lu
52
Ro
Mal
53
Ron
Mar
54
Sa
Me
55
Sa
Mer
56
See
Mez
57
Ser
Mez
58
Shal
Mich
59
Sho
Mil
60
Sho
Mis
61
Sil
Mo
62
Sit
Mo
63
Spor
Moo
64
Sun
Mul
65
Sur
Mun
66
Sus
Mun
67
Tar
Mur
68
Tar
Mus
69
Tas
Na
70
Tee
Na
71
Ten
Ned
72
Ten
Nes
73
Teth
Nick
74
To
No
75
To
Nor
76
Ton
Nos
77
Ton
Nu
78
Tra
O
79
Treb
Omes
80
Tred
Os
81
Tue
Pal
82
U
Pen
83
Va
Phil
84
Vak
Po
85
Ven
Pos
86
Ver
Poy
87
Wal
Pres
88
Web
Pus
89
Wil
Quas
90
Xor
Que
91
Y
Ra
92
Yor
Rag
93
Ys
Ralt
94
Zef
Ram
95
Zell
Ray
96
Zen
Ree
97
Zer
Rem
98
Zo
Rin
99
Zo
Ris
100 Zort

1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50

from Above
from Afar
from Below
the Adept
the Albino
the Antiquarian
the Arcane
the Archaic
the Barbarian
the Batrachian
the Battler
the Bilious
the Bold
the Brave
the Civilized
the Collector
the Cryptic
the Curious
the Dandy
the Daring
the Decadent
the Delver
the Distant
the Eldritch
the Exotic
the Explorer
the Fair
the Fearless
the Fickle
the Foul
the Furtive
the Gambler
the Ghastly
the Gibbous
the Great
the Grizzled
the Gruff
the Hairy/Bald
the Haunted
the Heavy/Lean
the Hooded/Cowled
the Hunter
the Imposing
the Irreverent
the Loathsome
the Loud/Quiet
the Lovely
the Mantled
the Masked/Veiled
the Merciful/Merciless

Zenopus Archives Holmes Ref

Titles
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100

the Mercurial
the Mighty
the Morose
the Mutable
the Mysterious
the Obscure
the Old/Young
the Ominous
the Peculiar
the Perceptive
the Pious
the Quick
the Ragged
the Ready
the Rough
the Rugose
the Scarred
the Searcher
the Shadowy
the Short/Tall
the Steady
the Uncanny
the Unexpected
the Unknowable
the Verbose
the Vigorous
the Wanderer
the Wary
the Weird
the [Pick Color]
the First - Tenth [roll d10]
of the [Pick Color] Cloak
of the [Pick Direction]
of the Arid Wastes
of the Beetling Brow
of the Cyclopean City
of the Dread Wilds
of the Eerie Eyes
of the Foetid Swamp
of the Forgotten City
of the Haunted Heath
of the Hidden Valley
of the Howling Hills
of the Jagged Peaks
of the Menacing Mien
of the Savage Isle
of the Tangled Woods
of the Watchful Eyes
Roll again and add Class
Roll again and add Race

BACKGROUNDS for HUMAN CHARACTERS (OPTIONAL)


Roll for one in lieu of the standard roll for starting gold
ABILITIES

EQUIPMENT

GOLD
(x10)

d20

TYPE

Alchemist

Beginner's Alchemy (make a Healing Potion in


1 week for 125 GP)

1 Healing Potion, Mortar & Pestle

2d6

Amazon

Invoke Goddess (re-roll one die per day, but


only if wearing bronze)

Bronze Armor & Shield (AC 3), Bronze Sword,


Long Bow, 2 Flasks Greek Fire (treat as Oil)

1d6

Animal
Trainer

Animal Handling (+4 Reaction Roll for normal


animals)

Mule, Guard Dog (1 HD, AC 7, 1d6 bite)

2d6

Archer

Rapid Fire (Fire arrows twice per round if not


moving or in melee)

Long Bow, Quiver, 15 arrows, 5 silver arrows

2d6

Bandit

Evasion (Flee combat without being hit, but only Hooded Cloak, Leather Armor, Shield, Short
if wearing leather armor)
Bow, Quiver, 20 arrows, Treasure Map (ruin)

2d6

Barkeep

Ear for Listening (Knows 2d6 local rumors)

Flask of Fine Spirits (50 GP value, +2 Reaction


Roll if a shot is offered, 10 shots total)

2d6

Berserker

Rage (+2 to attack rolls & AC 7 if no armor,


will not flee or surrender), +1 hp at 1st level

Bearskin Cloak, Tooth-bitten Shield

1d6

Buccaneer

Swimming (-20% chance of drowning), Shipcraft, Rope Use

Cutlass, Spyglass, Treasure Map (island), Pet


Monkey (1 hp), 50 Rope with Grappling Hook

3d6

Caveman

Tough (+1 HD at 1st level, but will not wear any Furs, Club or Stone Axe & Spear, Hide Sack
armor), Hunting, Illiterate
with Meat & Fruit

10

Engineer

Eye for Construction (detect dungeon traps as a Lantern, Steel Mirror, Chalk Stick, Level,
dwarf & secret doors as an elf)
Measuring Stick (6, ruled)

3d6

11

Flyer

Aerial Combat Training, Tumbling (-1 point per


Potion of Flying, Leather Armor, 5 Javelins
die falling damage)

2d6

12

Gemcutter

Appraise (gems & jewelry), Cut Gems (4 in 6


chance of increasing value of a gem by 10%)

Magnifying Lens, Diamond Dust (50 GP value,


use 10 GP per attempt to cut gem)

2d6

Chain mail, Shield, Sword, Dagger, Light


Crossbow, 30 Quarrels in Case

2d6

13 Man-At-Arms Years of Guard Duty (surprised only on 1 in 6)

---

14

Merman

Breath Underwater, Leathery Skin (AC7, +1 hp


at 1st level), -1 to attack rolls on land

Trident, 20 Darts

1d6

15

Nomad

Surprise Outdoors (1-4 in 6, if wearing only


leather armor), Archery while Riding

Light Horse, Lance, Horse Bow, Leather Armor

1d6

16

Orcish

Nocturnal (Infravision; -1 on attack rolls in full


daylight), Tough (+1 HP at 1st level)

Leather Armor, Shield, Hand Axe

1d6

17

Pilgrim

Traveling (Add 1 hex to daily movement)

Sturdy Staff, Holy Relic (Turns Undead as 3rd


Level Cleric 2d6 times before disintegrating)

2d6

18

Sage

Identify Magic Item (Takes 1 week and uses


100 gp of material components)

Reference Books, Blank Vellum Book, Ink &


Quill

2d6

19

Smith

Fire-tough (-1 point per dice fire damage),


Forging (Make weapons/armor at 1/2 cost)

Chainmail, Shield, Hammer, Tongs, 12 Iron


Spikes, Crowbar

2d6

20

Spy

Double Talk (+2 on reaction rolls), Disguise,


Languages (Double normal number)

2 Daggers (1 hidden in boot)

2d6

Each background also gets a +2 Reaction Roll when encountering others of the same background
Zenopus Archives Holmes Ref

CLERIC SPELL REFERENCE SHEET


LEVELS 1-6

1
2
3
4
5
6
7
8

Level One
Cure Light Wounds
Detect Evil
Detect Magic
Light
Protect. from Evil
Purify Food/Water
Remove Fear
Resist Cold

1
2
3
4
5
6
7
8

Range Duration

Magical Effect
Heals 1d6+1 hp in one person
Caster can detect evil in any person or object in range
Caster can detect magic in any person, place or object
15' radius equal to torch for duration, caster can end early
Caster: +1 Saves, -1 AC vs evil, immun. to enchanted monst.
Restores poisoned food & drink for up to 12 people
Target gets new Save vs Fear at +1 per caster level
Target gains +2 Saves & -1 damage/die against cold

Reverse
Cause Light Wounds
Detect Good

(feet)

(turns)

0'
120'
60'
120'
0'
120'
0'
30'

6
2
12
12
6+lvl
6

Level Two
Bless
Find Traps
Hold Person
Know Alignment
Resist Fire
Silence, 15' Radius
Snake Charm
Speak w. Animals

60'
30'
120'
10'
30'
180'
60'
30'

6
2
6+lvl
2
6
12
1d4+1
6

1
2
3
4
5
6
7
8

Level Three
Animate Dead
Continual Light
Cure Disease
Glyph of Warding
Locate Object
Prayer
Remove Curse
Speak with Dead

10'
120'
0'
0'
90'
30'
0'
0'

2
1

Creates 1 skeleton or zombie per level, controlled by cleric


Full daylight in 120' radius, lasts until dispelled
Removes disease from one person
Protects 5' square/level, 2 hp damage/level, Save for
Provides direction of well-known object, add 10 feet/level
All in 20' square Save at -1, plus -1 per 10 levels of caster
Removes a curse on one person or object
Ask three questions of a corpse, see table to right for limits:

1
2
3
4
5
6
7
8

Level Four
Create Water
Cure Ser. Wnds.
Divination
Exorcise
Neutralize Poison
Protect. fr. Evil 10'
Speak with Plants
Sticks to Snakes

10'
0'
0
10'
10'
10'
30'
120'

1
12
6
6

Make water for 12 (32 gallons), 2 amount per lvl over 8th
Heals 2d6+2 hp in one person
Cause Ser. Wounds
Learn monsters & treasure in an area, 60% chance +1%/lvl
Target freed from possession/control/curse/charm
Counters poison in one person
As Protect. from Evil, but 10 radius and 2 duration
Protect. fr. Good 10'
Talk to plants in 20' 10' area, will obey simple commands
Creates 2d8 snakes, 50% poisonous, controlled by caster

1
2
3
4
5
6
7
8

Level Five
Commune
Create Food
Dispel Evil
Flame Strike
Insect Plague
Quest
Raise Dead
True Seeing

0'
0'
30'
60'
480'
30'
120'
120'

1
1 day

1/lvl

Answers 3 questions, only usable once per week


Makes food for 12, 2 amount per lvl over 8th
Dispels all evil magic in 30' radius
All in 10' diameter take 6d8 fire damage, Save for
360' square cloud, blocks vision, 3 HD or less will flee
Target must perform a service or be cursed
Restore life to one body, 4 days dead per lvl over 7th
Caster can detect all invisible, hidden, illusions

1
2
3
4
5
6
7
8

Level Six
Animate Objects
Blade Barrier
Conjure Animals
Find the Path
Heal
Speak w. Monsters
Stone Tell
Word of Recall

60'
60'
30'
0'
0'
0'
0'
0'

6
12
10
6+lvl
1
-

Control 2 man-size objects, 1 twice as large, or more smaller


Creates barrier up to 30' in diameter, does 7d10 damage
1 large (elephant), 3 med. (lion/bear) or 6 small (wolf/lynx)
Shows the way out of maze/wilderness, lasts 1 day outdoors
Heals all but 1d4 hp & cures disease/blind. in one person
Caster can ask 3-12 questions of a monster
Talk to stone(s) to learn information/history of an area
Caster teleports without error to pre-determined sanctuary

Darkness
Protect. from Good
Contaminate F./W.
Cause Fear

Group gains +1 to hit, must be cast before combat


Curse
Locates mechanical or magical traps in range
Save or Paralyzed, up to 4 targets, -2 Save if only 1 target
Caster learns alignment of creatures in range
Target gains +2 Saves & -1 damage/die against fire
Prevents all noise in area of effect, including casting
Charms 1 HD/level, only lasts 1d6+6 rounds in melee
Talk to normal animals, keep from attacking, may aid caster

Zenopus Archives Holmes Ref

Continual Darkness
Cause Disease
Level Corpse Age
1-7
1-4 days
8-14 1-4 months
15-20 1-4 years
21+ no limit

Dispel Good

Finger of Death
False Seeing
Man-Size Statue
AC 1, HD 8, MV 30'
AT , D 2d8

Harm

MAGIC-USER SPELL REFERENCE SHEET


LEVELS 1-3
Level One

Range Duration
(feet)

Charm Person

120'

2
3
4
5
6
7
8
9
10
11
12
13
14

Dancing Lights
Detect Magic
Enlargement
Hold Portal
Light
Magic Missile
Protection from Evil
Read Languages
Read Magic
Shield
Sleep
T's Floating Disc
Ventriloquism

120'
60'
30'
10'
120'
150'
0'
0'
0'
0'
240'
10'
60'

Magical Effect

(turns)

variable Charms 1 humanoid, unless a Save is made. Time until new save is based on INT:
1 day if 18+ INT, 2d if 16-17, 7d if 12-15, 14d if 10-11, 21d if 7-9, 28d if 3-6
2
Creates 1-6 lights equal to floating lanterns under control of caster's voice
2
Caster can detect magic in any person, place or object in range
1+lvl Increases size of living target by 1.5, or non-living 2, to a max of 12 ft3/lvl
2d6 Locks a single door, gate or other portal for the duration
6+lvl Lights a 15' radius equal to a torch for the duration, caster can end earlier
Fires 1 magic arrow (+1 hit/damage) per 5 levels with a range as long bow
6
Caster gains +1 Saves, -1 AC vs evil attackers, & immunity to enchanted monsters
2
Caster can decipher any language or code
2
Caster can read and understand a scroll for future use
2
Caster is protected with AC2 vs missiles, AC4 vs other attacks
4d4 Sleeps 2d8 creatures of 1HD, 2d6 of 2HD, 1d6 of 3HD or 1 of 4HD, no save!
6
Creates a disc that carries up to 500 lbs (5000 gp) & follows 6 behind caster
2
Caster can project voice from any object or creature in range

Level Two
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18

Audible Glamer
240'
Continual Light
120'
Darkness
120'
Detect Evil
60'
Detect Invisible
10'lvl
ESP
60'
Invisibility
240'
Knock
60'
Levitate
20'lvl
Locate Object
60'+lvl
Magic Mouth
0'
Mirror Image
0'
Phantasmal Forces
120'
Pyrotechnics
240'
Ray of Enfeeble.
30'
Strength
0'
Web
10'
Wizard Lock
10'

6
2
6
12

6+lvl
2

6
lvl
48
48

Creates sounds equivalent to up to 8 people per two levels


Lights a 30' radius that lasts until dispelled
Darkness 50' radius, prevents all vision, ended by Light or Dispel Magic
Caster can detect evil in any person or object in range
Caster can see any invisible person or object in range
Caster can detect the thoughts of creatures in range, thru 2' rock but not lead
Turns a creature or item invisible, ends if the creature makes an attack
Unlocks a locked or barred door, gate or chest
Target can move upward at 60/turn
Tells the caster with the direction of a well-known object within range
Creates a magical mouth that speaks up to 25 words when triggered
Creates 1d4 (roll) mimicking duplicates of the caster that each last until hit
Creates a silent illusion that lasts until touched or the caster is disturbed
Turns a fire into a fireworks display or thick smoke covering a 30' radius
Target must Save or lose 4 points strength & do 1/4 less damage
Target gains strength by class: Fighter 2d4 points, Cleric 1d4, Thief 1d6
10'10'20' web, normal man 2d4 turns to free, giant 2 rounds, fire 1 round
As Hold Portal but permanent, can be passed by Knock or MU 3 levels higher

Level Three
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18

Clairaudience
Clairvoyance
Dispel Magic
Explosive Runes
Fire Ball
Fly
Haste
Hold Person
Infravision
Invisibility 10
Lightning Bolt
Monster Summ. I
Protection/Evil 10
Protection/N.M.
Rope Trick
Slow
Suggestion
Water Breathing

60'
60'
120'
0'
240'
0'
240'
120'
0'
240'
240'
10'
0'
30'
0'
240'
60'
0'

6
6
1

d6+lvl
3
6+lvl
1 day

6
12
12
6+lvl
3
1 week
12

Caster can hear in range, through doors or 2 rock but not lead
Caster can see in range, through doors or 2 rock but not lead
Disrupts spells in 15' radius, % chance = level of caster / level of other caster
Does 4d6 hp & destroys item, MU 2 levels higher can detect/remove: 50/75%
Burns all in a 20' radius of blast for 1d6 level hp; Save vs Spells for
Caster can fly at 120/turn. DM rolls secretly for duration.
Up to 24 creatures double their move & attack twice, at beginning & end of round
Save vs Spells or paralyzed, up to 4 targets, if only 1 save is at -2
Target can see in the dark as an elf or dwarf with a 60 range
As per Invisibility, but affects all within a 10 radius
Zaps all in 60' long, 7.5' wide path for 1d6 x level hp; Save vs Spells for
Summons 1st level monsters to fight for caster, 1d6 if <1 HD, 1d3 if 1 HD
As per Protection from Evil, but affects all in a 10 radius and duration is double
Target immune to non-magical missiles, except from creatures with >1HD
Creates a secure space at end of a rope from 6-24 long for up to 4 persons
Up to 24 creatures halve their move & attack once every other round
Target must save vs spells or carry out an order of up to two sentences
One person (caster or other) can breath underwater, no aid to swimming
Zenopus Archives Holmes Ref

MONSTER
Giant Centipede
Giant Rat
Kobold
Skeleton
Goblin
Bandit
Dwarf
Gnome
Nixie
Orc
Pixie
Stirge
Berserker
Elf
Hobgoblin
Large Spider
Fire Beetle
Giant Ant
Ghoul
Gnoll
Green Slime
Troglodyte
Yellow Mold
Zombie
Lizard Man
Huge Spider
Pegasus
Shadow
Horse
Giant Tick
Gray Ooze
Harpy
Shrieker
Wererat
Wight
Hydra
Bugbear
Carrion Crawler
Hippogriff
Blink Dog
Doppelganger
Gargoyle
Gelatinous Cube
Medusa
Werewolf
Wraith
Unicorn
Ogre
Wereboar
Giant Spider
Hell Hound
Cockatrice
Ochre Jelly
Owl Bear
Rust Monster
Weretiger
Mummy
White Dragon
Displacer Beast
Minotaur
Spectre
Werebear
Basilisk
Manticore
Troll
Black Dragon
Brass Dragon
Griffon
Djinni
Vampire
Hill Giant
Chimera
Stone Giant
Black Pudding
Frost Giant
Red Dragon
Fire Giant
Cloud Giant
Purple Worm
Storm Giant

HD

1-1
1
1
1
1
1
1
1
1+1
1+1
1+1
1+1
1+2
2
2
2
2
2
2*
2
2+1
2+2
2+2
2+2
2-3
3
3
3
3
3
3
varies
3+1
3+1
3+1
4
4
4
4
4
4
4
4
4+1
4+1
4+4
3-7
5
5
5
5
5
5+1
5-7
6
6
6
6
6+1
6+1
6+3
6-8
6-8
7
7+1
7-9
8
9
9
10
10+1
9-11
11+3
12+2
15
15

DMGAT
0
1-3
1-4
1-6
1-6
1-6
1-8
1-6
1-4
1-6
1-4
1-3
1-8
1-10
1-8
1
2-8
1-6
1-33
2-8
0
1-43
0
1-8
1-8
1-6
1-82
1-4
1-62,1-4
1-4
2-16
1-43
nil
1-6
0
1-6
2-8
08
1-62,1-10
1-6
1-12
1-44
2-8
1-6
2-8
1-6
1-8
1-10
2-12
2-8
1-6
1-6
2-12
1-83
0
3-18
1-12
1-62,4-24
2-82
1-63
1-8
3-24
1-10
1-63
1-63
1-62,4-24
1-62,4-24
1-42,2-16
2-16
1-10
2-16
1-32*
3-18
3-24
4-24
1-62,4-24
5-30
6-63
2-122
7-42

AC
9
7
7
8
6
6
4
5
7
7
3
7
7
5
6
8
4
3
6
5
nil
5
nil
8
5
6
6
7
7
4
8
7
7
7
5
5
5
7
5
5
5
5
8
8
5
3
2
6
4
4
4
6
8
5
2
3
5
2
4
6
2
2
4
4
6
2
2
5
5
2
4
4
4
6
4
2
4
4
6
4

MV
150
120
120
60
60
120
60
60
60
90
90
180
120
120
90
60
120
180
90
90
0
120
0
120
60
180
240
90
240
30
10
60
10
120
90
120
90
120
180
120
90
60
60
90
150
120
240
90
120
30
120
90
30
120
120
120
60
90
150
120
150
90
60
120
120
90
90
120
90
120
120
120
120
60
120
90
120
120
60
120

AL
nil
nil
LE
N
LE
N/E
N/LG
CG/N
N
CE
N/CG
N
N
CG/N
LE
nil
nil
nil
CE
CE
nil
CE
nil
N
N
nil
LG
LE
nil
nil
nil
CE
nil
N/LE
LE
N
CE
N
N
LG
CE/N
LE
nil
LE
N/LE
LE
LG
CE
N/CG
CE
LE
N
nil
N
N
N/CE
LE
N/CE
N(E)
LE
LE
N/CG
N
LE
CE
CE/N
N/CG
N
N
LE
N/CE
CE
N
nil
N/CE
CE
N/LE
N
N
N/CG

TT SPECIAL CHARACTERISTICS
nil Bite: Save vs Poison at +4; 1 long
C
Bite: 5%/disease; Swim MV; Fears fire
J
Saves at +3; Leaders equal to gnolls
nil Immune Charm/Sleep; Silent MV
L
Attacks at -1 in sun; Leaders equal to hobgoblins
A
>30=Leader F4 AC4 20% magic armor/shield/sword
G
>40=Leader F2-7 with magic arms/armor
C
Favor crossbows
B
Swim 2MV; 1 Charm Person/10 nixies; 10d10 fierce fish
D
Attacks at -1 in sun
R+S Invisible attack = auto. surprise; Fly 2MV for 3 trn
Q
Attacks at +2; Hit: -d4 HP/rnd
J
Attack humanoids at +2; Never surrender or retreat
E
>50=Leader F/MU 2-4/2-8
D
Saves vs Fear at +1; Leaders equal to ogres
J-N Bite: Save vs Poison at +2
nil Two glands shed light 10 radius/1-6 days
Q3 10% near nest w/5-50; treasure in egg chamber + type S
B
Touch: Save vs Paralyzation/Elves immune
D
Leaders are 3 HD/16 HP
nil Can always be hit but only hurt by fire/cold
A
Surprise 1-4; Save vs Poison or d6 STR/1 per rnd
nil 2 HD/10 sq; If hit: 50% chance of spores/Save vs Poison
nil 1 attack per 2 rnd; Immune Charm/Sleep; Silent MV
D
Swim 2MV; Fight with spears/clubs
J-N,Q Bite: Save vs Poison at +1; Surprise 1-5 in 6; Leap 30
nil Fly 2MV; Will serve only LG
F
Hit: -1 STR; Magic to hit; Immune Charm/Sleep
nil Lt:2HD Med:2+1/180 Hv:3/120 Dft/Mule:2+1/120
nil Bite: -4 HP/rnd + disease fatal in 2-8d
nil Immune heat/cold; Hurt by weapons/lightning
C
Fly 2.5MV; Save vs Spells or charmed
nil Shriek 1-3 rnd/light 30/motion 10/50% of monster
C
Silver/magic to hit; Summon 10-100 G. Rats; See Werewolf
B
Hit: Drain 1 level; Silver/magic to hit
B
1 HD/6 HP/1 AT per head (3 HD=18 HP/3 AT)
B
Surprise on 1-3 due to stealth
nil Tentacle: Save vs Paralyzation
nil Fly 2MV; Always attack pegasi
C
Blink 1-4/rnd and attack
E
Mimic humanoids; Immune Sleep/Charm; Improved saves
C
Fly 2.5MV; Magic to hit
*
Hit: Save vs Paralyzation; Immune to cold/lightning/spells
F
Gaze: save vs T. to Stone; Hit: Save vs Poison (snakes)
C
Silver/magic to hit; Wolfsbane repels; Bite: Lycanthropy
E
Hit: Drain 1 level; Magic to hit/Silver dmg; Fly 2MV
nil Dimension Door 360 feet 1/day; Save vs Magic at 8
C
In lair: C+1000 GP; Out: Sack with 100-600 GP
C
Silver/magic to hit; See also Werewolf
C
Bite: Save vs Poison at +1; Web: same as spell
C
Breath: HDd6 fire/5 range/requires attack roll
D
Touch: save vs T. to Stone; Fly 2MV
nil Fire/cold to hit; Weapons make smaller jellies
C
Attacks are beak/claw/bear-hug
nil Hit: rusts metal inc. magic
C
Silver/magic to hit; See also Werewolf
D
Fear: Save vs Spells; Hit: Rots; Magic/fire to hit= dmg
H
5-7 HP/1-8 age; breath 8060ft cone of cold 3day
D
All saves at +2; -2 to be hit due to displacing
C
Always attacks
E
Touch: Drains 2 LVLs; Magic to hit; Fly 2MV
C
Silver/magic to hit; See also Werewolf
F
Gaze/Touch: Save vs T. to Stone
D
Fly 1.5MV; Tail: 24 spikes; Fires 6/rnd; Range 180
D
Regenerates 3 HP/turn except fire/acid
H
6-8 HP/d8 age; Breath 605ft line of acid/3day
H
6-8 HP/d8 age; 7020ft sleep or 8060 fear/3day
E
Fly 2.5MV, Steeds but will attack horse in 360
nil Fly 240 ft/tn; Carry 6000 GP; 2d6 whirlwind; Illusions
F
Hit: Drains 2 LVLs; Magic to hit; Regenerate as troll
E*
12; 1 rock/5 rnd for 2-12/200 range/20 impact area
F
+2-82 (goat/lion)/3-12 (dragon) or 3-24 fire 3day
E*
14; Rocks have 240 range/ 30 area
nil Fire hurts; Attacks split; dissolves wood/metal not stone
E*
16; Impervious to cold [*all giants E+5000 GP]
H
9-11 HP/1-8 age; breath 9030ft cone of fire 3day
E*
12; Impervious to fire
E*
18; Keen sense of smell
D
Tail: Save vs Poison; Mouth: Swallowed if hit by over 2
E*
24; Weather Control=Cause Storm
Zenopus Archives Holmes Ref

HABITS
Aggressive, rushes
Rubbish, scavengers
Ambush, traps
Undead, guards
Attack dwarves
Take prisoners
Sturdy fighters
Hill burrows
Water sprites
Tribal, hostile
Elf-friends, invisible
Flying bloodsucker
No prisoners
Magical fighters
Strong morale
Large webs
Nocturnal, unintell.
Nest builders
Bestial scavengers
Dislike work
Immobile, drops
Loathe humans
Immobile, asphyxiates
Undead, guards
Aquatic, tribal
Trap-door hunters
Wild, shy
Intelligent, immaterial
Pack animals
Ambulatory, drops
Stone-like, seeps
Sings, lures
Mindless, ambulatory
Ratman, sly
Undead, barrows
Unyielding beast
Large, stealthy
Wall crawlers
Fierce steeds
Intelligent, packs
Mutable, deceitful
Ferocious, cunning
Roving cleaner
Beguiles victims
Pack hunter
Undead, immaterial
Fierce, elusive
Fearsome, disgusting
Solitary, ill-temper
Dim intelligence
Detect invisible
Small, unintelligent
Amoeba, seeps
Ugly disposition
Inoffensive looking
Tiger-like, packs
Undead, frightful
Ice caves
Hateful packs
Maze, pursues
Undead, Nazgul-like
Solitary, helpful
Slow, reptilian
Huge man-eater
Loathsome, rubbery
Swamp caves
Selfish, talkative
Fierce, swift
Free-willed elemental
Nocturnal, charms
Hill caves
Three minds
Mountain caves
Always hungry
Ice castles
Greedy, mountains
Fire castles
Cloud castles
Always attack
Mountain castles

d12
1-1
1-2
1-3
1-4
1-5
1-6
1-7
1-8
1-9
1-10
1-11
1-12
2-1
2-2
2-3
2-4
2-5
2-6
2-7
2-8
2-9
2-10
2-11
2-12
3-1
3-2
3-3
3-4
3-5
3-6
3-7
3-8
3-9
3-10
3-11
3-12
4-1
4-2
4-3
4-4
4-5
4-6
4-7
4-8
4-9
4-10
4-11
4-12
5-1
5-2
5-3
5-4
5-5
5-6
5-7
5-8
5-9
5-10
5-11
5-12
6-1
6-2
6-3
6-4
6-5
6-6
6-7
6-8
6-9
6-10
6-11
6-12
7-1
7-2
7-3
7-4
7-5
7-6
7-7
7-8

MAGIC ITEM REFERENCE SHEET (use d100 & d6 to roll 1-200)


Result
01-05
06-10
11-15
16-20
21-25
26-30
31-35
36-40
41-45
46-50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71-82
83-86
87-98
99-110
111
112
113
114
115
116
117
118
119
110
121-124
125-128
129-132
133-136
137-140
141-144
145-148

Potions
Delusion
Diminution
Flying
Gaseous Form
Giant Strength
Growth
Haste
Healing
Invisibility
Poison
Rings
Contrariness
Control Animals
Control Plants
Fire Resistance
Invisibility
Protection +1
Regeneration
Water Walking
Weakness
Wishes
Rods/Staves/Wands
Rod of Cancellation
Staff of Striking
Staff of the Snake
Staff of Healing
Wand of Cold
Wand of Detect Magic
Wand of Detect Secret Doors
Wand of Fear
Wand of Fire Balls
Wand of Paralyzation
Scrolls
Scroll 1d3 spells
Scroll Cursed
Scroll Magic Item Spell
Scroll Protection 10
Various
Bag of Holding
Bag of Destroying
Broom of Flying
Crystal Ball
ESP Medallion
Elven Cloak & Boots
Gauntlets of Ogre Power
Helm of Telepathy
Helm of Evil/Good
Rope of Climbing
Weapons/Armor
Armor +1
149-152
Armor -2
153-156
Shield +1
157-160
Arrows +1, 1d20
161-164
Bow +1
165-168
Axe +1
169-171
Spear +1
172

1 dose = d6 + 6 turns
Imbiber believes a different potion has taken effect, determine type randomly
Shrink to 6 inches, less for a partial dose
Fly 120 feet per turn
Imbiber but not gear turns to gas, control is retained
Attack as 9 HD monster for 3d6 damage
Grow to 30 feet, less for a partial dose
Move at twice normal speed and get two attacks per round
Heals 1d6+1 hit points
Turn invisible for duration, unless an attack is made
Save vs poison or die
Only 1 or 2 can be worn at one time
Wearer does the opposite of normal or what is requested
While concentrating, can control 3d6 small, 2d6 medium or 1d6 large animals
While concentrating, can control 1-6 large or 10 square of plants or fungi
Immune to normal fire; +2 Save vs Breath and -1 damage per die
Turn invisible until an attack is made
Gain -1 AC, +1 on all saves
Heal 1 hit point per turn unless damaged by fire or acid
Walk on any liquid
Lose 10% of STR/turn until at ; 1 in 20 cause reverse, up to 18 max
Roll 1d3 for number of wishes remaining
Wands can only be used by MUs and have d100 charges remaining
Wielder can destroy a magic item by touching it with the rod, has but 1 charge
MUs only, staff can hit for 2d6 damage
Clerics only, +1 to hit, 1d6+1 damage, can coil around target for 1d4 turns
Clerics only, heals 1d6+1, usable once per day per character
60 x 30 cone, 6d6 damage, Save vs Breath for
All magic items in a 20 range glow
Points to all secret doors and traps in a 20 range
60 x 30 cone; Save vs Wands or flee for 1d3 turns, drop all held items
240 range, 20 radius, 6d6 damage, Save vs Breath for
60 x 30 cone; Save vs Wands or paralyzed for 6 turns
Each spell is usable but once & disappears after being read
MU or Cleric spells, determine type randomly, MU spells require Read Magic
Referees choice, for example could summon an enraged monster
Roll 1d6, 1-2 = potion, 3-4 = ring, 5-6 = wand, determine randomly
Roll on Monster List for type, any character class can use, lasts 6 turns
Holds 10,000 coins as 300; or object 10 x 5 x 3 as 600 coins
Appears to be a Bag of Holding but eats contents in d6+6 turns
Fly at 240 feet/turn or 180ft/turn with passenger, command word activates
MUs only, can see images at distance three times per day
Wearer can read thoughts up to 60, fails 1 in 6, foiled by lead or over 2 rock
Hide (1-5 in 6) and/or move silently (automatic success)
Adds 2-8 points of damage per blow, carry 1000 extra coins
Read & suggest thoughts in 90, unless Save vs Spells at -1, -2 for monsters
Changes wearer to opposite alignment, neutral becomes totally self-serving
50 long, holds 10,000 coins, obeys commands to climb up or down
Sword +1
Sword +2
Sword +3
Sword -1
Sword -2
Hammer +1
Hammer +2

173-176
177-180
181-184
184-187
188-192
193-196
197-200

Sword +1, Locate Object as per spell


Sword +1, +2 vs MUs/Enchanted
Sword +1, +2 vs Regenerating, +3 vs Undead
Sword +2, +3 vs Lycanthropes
Sword +2, +3 vs Dragons
Dagger +1 vs Humanoids, +2 if under 1 HD
Dagger +2 vs Humanoids, +3 if 1 HD or under

Cursed items require a Remove Curse spell to be cast on the wielder before the item can be discarded
Zenopus Archives Holmes Ref

PRE-GENERATED FIRST LEVEL CHARACTERS


Before playing simply mark the characters(s) you are using & pick a name and alignment for each.

HP
Str
5
15
Bonuses
Armor
Weapons
Equipment
Coins
15 gp

Fighter Level 1
AL:
Int
Wis Con Dex Chr
XP
10
8
13
14
12
+1 to hit (melee or missile), +10% XP
Plate & Shield (AC 2)
Sword, spear
Pack, 50 rope, 12 torches & tinderbox,
3 large sacks (300 coin capacity), rations (7
days), water skin

HP
Str
4
12
Bonuses
Armor
Weapons
Equipment
Coins
13 gp

Cleric Level 1
AL:
Int
Wis Con Dex Chr
XP
8
15
13
10
14
+10% XP
Chain & Shield (AC 4)
Mace
Wooden holy symbol, pack, 1 vial holy
water, wolvesbane, 6 torches & tinderbox,
rations (7 days), water skin

Turn Undead
(2d6)

HP
Str
3
8
Bonuses
Armor
Weapons
Equipment
Coins
0 gp
Spells/Day
Spell Book

Skelet.
7

Zombie
9

Ghoul
11

Score to Hit Armor Class for Levels 1-3 (d20)


8
7
6
5
4
3
2
1
0
11
12
13
14
15
16
17
18
19

Fi/Th
MU
Cl

HP
Str
6
14
Bonuses
Armor
Weapons
Equipment
Coins
22 gp
Dwarf
Abilities

Magic-User Level 1
AL:
Int
Wis Con Dex Chr
XP
15
13
12
14
10
+1 to hit (missile), +10% XP
None (AC 9)
Dagger
Small sack (50 coin capacity), rations (7
days), water skin

Scroll(s)

1 first level
Detect Magic, Enlargement, Magic Missile,
Read Magic, Shield, Sleep
Detect Magic

HP
Str
3
12
Bonuses
Armor
Weapons
Equipment
Coins
5 gp

Thief Level 1
AL:
Int
Wis Con Dex Chr
XP
10
8
13
15
14
+1 to hit (missile), +10% XP
Leather (AC 7)
Sword, dagger, Sh. Bow, 20 arrows, 3 silver
10 pole, pack, thiefs tools, 50 rope, 12
iron spikes, lantern, 4 oil flasks, steel mirror,
rations (7 days), water skin

Thief Skills
(d%)

9
10

Remove Traps/Hide in Shadows: 10%


Open Locks: 15%, Climb Surfaces: 87%
Pick Pockets/Move Silently: 20%
Hear Noise 1-2 in 6, Backstab +4/2 dam.

HP
Str
4
12
Bonuses
Armor
Weapons
Equipment
Coins
4 gp
Spells/Day
Spell Book
Elf Abilities

HP
Str
4
8
Bonuses
Armor
Weapons
Equipment
Coins
22 gp
Thief Skills
(d%)

Zenopus Archives Holmes Ref

Poison
12
13
11

Save vs
Wand
Stone
13
14
14
13
12
14

Breath
15
16
16

Spell
16
15
15

Dwarf Fighter Level 1


AL:
Int
Wis Con Dex Chr
XP
12
13
15
10
8
+1 to hit (melee), +1 HP/level, +5% XP
Plate (AC 3)
Battle-Axe (2-handed), hand axe
Pack, 12 iron spikes, 3 large sacks (300 coin
capacity), iron rations (7 days), water skin

Infravision, Detect Dungeon Traps 1-2 in 6


+2 to saves

Elf Fighter/MU Level 1/1 AL:


Int
Wis Con Dex Chr
14
10
8
13
15
+1 to hit (missile)
Chain & Shield (AC 4)
Sword, long bow & 20 arrows
Pack, rations (7 days), water skin

XP

1 first level
Charm Person, Dancing Lights, Light,
Protection from Evil, Read Magic
Infravision, Detect Secret Doors 1-2 in 6

Hobbit Thief Level 1


AL:
Int
Wis Con Dex Chr
XP
13
12
15
14
10
+2 to hit (missile), +5% XP, +1 HP/level
Hobbit-sized leather (AC 7)
Dagger (used as sword), sling & 30 stones
Pack, thiefs tools, silver mirror, 6 torches &
tinderbox, iron rations (7 days), water skin
+2 to saves, can hide easily outdoors
Remove Traps: 15%, Hide in Shadows: 20%
Open Locks: 25%, Climb Surfaces: 87%
Pick Pockets: 25%, Move Silently: 30%
Hear Noise 1-3 in 6, Backstab +4/2 dam.

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