level 4
Welcome to level 4!
Character Ability Scores:
Strength: Rolled 18/00 Advanced Dungeons & Dragons Edition 1 Players Handbook
Total: 18/00
Intelligence: Rolled 18 Advanced Dungeons & Dragons Edition 1 Players Handbook
Total: 18
Wisdom: Rolled 18 Advanced Dungeons & Dragons Edition 1 Players Handbook
Total: 18
Dexterity: Rolled 18 Advanced Dungeons & Dragons Edition 1 Players Handbook
Elf or Halfling: +1 to Dexterity Advanced Dungeons & Dragons Edition 1 Players Handbook
Total: 19
Constitution: Rolled 18 Advanced Dungeons & Dragons Edition 1 Players Handbook
Dwarf: +1 to Constitution Advanced Dungeons & Dragons Edition 1 Players Handbook
Total: 19
Charisma: Rolled 18 Advanced Dungeons & Dragons Edition 1 Players Handbook
Total: 18
Hit Dice:
Current Level Hit Dice Type: d10 (fighter/paladin) Advanced Dungeons & Dragons Edition 1 Players Handbook
Previous Levels Hit Dice Type: 1st level: d10 (fighter/paladin) + d8 (ranger); levels 2-3: d10 (fighter/paladin) Advanced Dungeons & Dragons Edition 1 Players Handbook
Constitution Hit Point Adjustment: +4 per hit dice for Constitution of 18 (fighter) Advanced Dungeons & Dragons Edition 1 Players Handbook two starting hit dice plus one hit dice per each additional level for +20
Total: 68
Armor and Weapons Permitted:
Armor: any (from cleric, fighter, paladin, and ranger) No armor worn while fighting as a monk. May cast spells while armor clad from elf. Advanced Dungeons & Dragons Edition 1 Players Handbook
Shield: any (from cleric, fighter, paladin, and ranger) Advanced Dungeons & Dragons Edition 1 Players Handbook
Weapons: any (from fighter, paladin, and ranger) Advanced Dungeons & Dragons Edition 1 Players Handbook
Oil: yes (from cleric, druid, fighter, paladin, ranger, magic-user, illusionist, and thief) Advanced Dungeons & Dragons Edition 1 Players Handbook
Poison: DMs choice Advanced Dungeons & Dragons Edition 1 Players Handbook
Effective Armor Class:
When fighting unarmored, the fourth level monk has an effective armor class of 7. Advanced Dungeons & Dragons Edition 1 Players Handbook
Open Hand Attacks:
Open hand combat damage is shown in MONKS TABLE II below. In addition, the monk has a chance to stun, or even kill, an opponent. An opponent is stunned by a monk for 1-6 (d6) melee rounds if the score of the monks to hit die score exceeds the minimum number required for a hit by 5 or more, i.e. if a 15 is required, a score of 20 would indicate a stun. The open hand to hit scores rolled by the monk are never modified by any strength ability bonuses. Advanced Dungeons & Dragons Edition 1 Players Handbook
Open hand fighting also allows the monk multiple attacks at such time as the monk has attained the 4th or higher experience level. Advanced Dungeons & Dragons Edition 1 Players Handbook
Open Hand Attacks per Melee Round: 5/4 means 5 attacks per 4 rounds, with the additional atatck coming at the end of the round sequence. Advanced Dungeons & Dragons Edition 1 Players Handbook
Open Hand Damage: 1-6 Advanced Dungeons & Dragons Edition 1 Players Handbook
Magic Item Use:
The character may use all potions; all magic, clerical, protection, druid, and illusionist scrolls; all rings; all wands, staves, and rods; all miscelleous items; all books and similar written works; all artifacts; and all forms of armor, shields, and weapons. The character may employ magic items and spells while wearing armor.
Cleric Spells:
The cleric has three 1st level cleric spell slots at fourth level. Advanced Dungeons & Dragons Edition 1 Players Handbook
The cleric has two 2nd level cleric spell slots at fourth level. Advanced Dungeons & Dragons Edition 1 Players Handbook
Druid Spells:
The druid has two 1st level druid spell slots at first level. Advanced Dungeons & Dragons Edition 1 Players Handbook
Magic-User Spells:
The magic-user has one 1st level magic-user spell slot at first level. Advanced Dungeons & Dragons Edition 1 Players Handbook
Illusionist Spells:
The illusionist has one 1st level illusionist spell slot at first level. Advanced Dungeons & Dragons Edition 1 Players Handbook
Stronghold:
Thieves cannot build strongholds as some other classes of characters do. They can, however, build a tower or fortified building of the small castle type for their own safety; but this construction must be within, or not more than a mile distant from, a town or city. Advanced Dungeons & Dragons Edition 1 Players Handbook