Sissy Church
level 4

level 4

Welcome to level 4!

Character Ability Scores:

Strength: Rolled 18/00 —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Total: 18/00

Intelligence: Rolled 18 —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Total: 18

Wisdom: Rolled 18 —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Total: 18

Dexterity: Rolled 18 —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Elf or Halfling: +1 to Dexterity —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Total: 19

Constitution: Rolled 18 —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Dwarf: +1 to Constitution —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Total: 19

Charisma: Rolled 18 —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Total: 18

Hit Dice:

Current Level Hit Dice Type: d10 (fighter/paladin) —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Previous Levels Hit Dice Type: 1st level: d10 (fighter/paladin) + d8 (ranger); levels 2-3: d10 (fighter/paladin) —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Constitution Hit Point Adjustment: +4 per hit dice for Constitution of 18 (fighter) Advanced Dungeons & Dragons Edition 1 Player’s 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 Player’s Handbook

Shield: any (from cleric, fighter, paladin, and ranger) —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Weapons: any (from fighter, paladin, and ranger) —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Oil: yes (from cleric, druid, fighter, paladin, ranger, magic-user, illusionist, and thief) —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Poison: DM’s choice —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Effective Armor Class:

When fighting unarmored, the fourth level monk has an effective armor class of 7. —Advanced Dungeons & Dragons Edition 1 Player’s 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 monk’s “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 Player’s 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 Player’s 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 Player’s Handbook

Open Hand Damage: 1-6 —Advanced Dungeons & Dragons Edition 1 Player’s 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 Player’s Handbook

The cleric has two 2nd level cleric spell slots at fourth level. —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Druid Spells:

The druid has two 1st level druid spell slots at first level. —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Magic-User Spells:

The magic-user has one 1st level magic-user spell slot at first level. —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Illusionist Spells:

The illusionist has one 1st level illusionist spell slot at first level. —Advanced Dungeons & Dragons Edition 1 Player’s 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 Player’s Handbook


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