Sissy Church
level 28

level 28

Welcome to level 28!

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: +3 (fighter/paladin) —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Previous Levels Hit Dice Type: 1st level: d10 (fighter/paladin) + d8 (ranger); levels 2-9: d10 (fighter/paladin); level 10: d8 (cleric/druid/ranger); levels 11-14: d8 (cleric/druid); levels 15-17: d4 (monk); levels 18-27: +3 (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 +116

Total: 299

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 17th or higher level monk has an effective armor class of -3. —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: 4 —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Open Hand Damage: 8-32 —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 nine 1st level cleric spell slots at 28th level. —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

The cleric has nine 2nd level cleric spell slots at 28th level. —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

The cleric has nine 3rd level cleric spell slots at 28th level. —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

The cleric has nine 4th level cleric spell slots at 28th level. —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

The cleric has nine 5th level cleric spell slots at 28th level. —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

The cleric has nine 6th level cleric spell slots at 28th level. The cleric must have a wisdom of 17 or greater to use sixth level spells. —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

The cleric has six 7th level cleric spell slots at 28th level. The cleric must have a wisdom of 18 or greater to use sixth level spells. —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

Freehold:

When a fighter attains 9th level (Lord), he or she may opt to establish a freehold. This is done by building some type of castle and clearing the area in a radius of 20 to 50 miles around the stronghold, making it free from all sorts of hostile creatures. —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Whenever such a freehold is established and cleared, the fighter will: —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

1. Automatically attract a body of men-at-arms led by an above-average fighter. These men will serve as mercentaries as long as the fighter maintains his or her freehold and pay the men-at-arms; and —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

2. Collect a monthly revenue of 7 silver pieces for each and every inhabitant of the freehold due to trade, tariffs, and taxes. —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Religious Stronghold:

When a cleric achieves 8th level (Patriarch or Matriarch), he or she automatically attracts followers if the cleric establishes a place of worship — a building of not less than 1,000 square feet in floor area with an altar, shrine, chapel, etc. These followers are fanatically loyal and serve without pay so long as the cleric does not change deities and/or alignment. These followers number between 20 and 200 (2d10, totaled, and multiplied by 10). In addition, there will be followers who are men-at-arms and your referee will relay the types and numbers at the appropriate time. —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Upon reaching the 9th level (High Priest or High Priestess), the cleric has the option of constructing a religious stronghold. This fortified place must contain a large temple, cathedral, or church of not less than 2500 square feet on the fround floor. It can be a castle, a monastery, an abbey, or the like. It must be dedicated to the cleric’s deity (or deities). The cost of construction wil only one-half the usual for such a place because of religious help. If the cleric then clears the surrounding territory and humans dwell in this area, there will be a monthly revenue of 9 silver pieces per inhabitant from trade, taxation, and tithes. —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Followers:

At 10th level, each ranger attracts a body of 2-24 followers. Note that these henchmen once lost, can never be replaced, although mercenaries can be hired, or course. The followers are determined by the DM who then informs the ranger. —Advanced Dungeons & Dragons Edition 1 Player’s Handbook


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