Sissy Church
level 7

level 7

Welcome to level 7!

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 2-6: 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 +32

Total: 110

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 seventh level monk has an effective armor class of 5. —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. The chance to kill is a percentage which equals the armor class (AC) of the opponent, modified by the number of experience levels above seven which the monk has attained. AC -1 is a negative chance for killing, as an example, but a monk of 9th level (two above 7th) would allow a 1% chance of killing. Not that 1) the monk must score a hit, and 2) the hit must stun the opponent, and 3) the percentile dice score must be equal to or less than the armor class of the stunned opponent, modified by the monk’s level over 7th, in order to score a kill. —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: 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 Player’s Handbook

Open Hand Damage: 3-9 —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 seventh level. —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

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

The cleric has two 3rd level cleric spell slots at seventh level. —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

The cleric has one 4th level cleric spell slot at seventh 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

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 monk’s charisma score is reached. —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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