level 6
Welcome to level 6!
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
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 2-5: 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 +28
Total: 96
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 sixth level monk has an effective armor class of 6. 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: 3/2 means 3 attacks per 2 rounds, with the additional atatck coming at the end of the round sequence. Advanced Dungeons & Dragons Edition 1 Players Handbook
Open Hand Damage: 2-8 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 sixth level. Advanced Dungeons & Dragons Edition 1 Players Handbook
The cleric has three 2nd level cleric spell slots at sixth level. Advanced Dungeons & Dragons Edition 1 Players Handbook
The cleric has two 3rd level cleric spell slots at sixth 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
Henchmen:
5. At 6th level of experience, monks may acquire up to two henchment. Henchmen may be fighters (but not paladins nor rangers), thieves, or assassins. With each level of experience above the 6th which the monk attains, he or she may add one additional henchman, until the maximum number established by the monks charisma score is reached. 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