Character #4: Johnathan the Strong
Name: Johnathan the Strong
Class: Fighter
Race: Human
Level: 1
Alignment: Neutral Good
Favored Deity: Aegir
Nation of Origin: Terran Empire
Height: 6 feet 1 inches
Weight: 176 Pounds
Hit Points: 7
Armor Class: 4 Splint Mail, No Shield
THAC0: 20, Missile THAC0: 20, Melee THAC0: 19 Bastard Sword THAC0: 18
Weapon Proficiencies: Bastard Sword, Footman's Mace, Harpoon. Bastard Sword Specialization
Non-Weapon Proficiencies: Seamanship (13), Rope Use (12), Swimming (10), Singing (14), Gaming (14)
The numbers in parentheses are what Johnathan has to roll equal to or less than on a D20 to successfully use the NWP in question
Class Abilities: Ability to Specialize in a single weapon, in Johnathan's case, the Bastard Sword.
3 attacks per 2 rounds with Bastard Sword.
+1 to hit with Bastard Sword; +2 to damage with Bastard Sword.
Equipment: Bastard Sword, Harpoon, Splint Mail, Backpack, 50 ft. Silk Rope, Flint and Steel, Bullseye Lantern, 5 flasks of Lamp Oil, 2 Silver Pieces
Background: While the provincial militia and imperial legion are always happy to have a healthy, strapping lad like Johnathan join them, Johnathan took a slightly different path and signed on with a Barbarian Tribe of the Orca whaling ship. He learned to love the ocean, as well as how to fight and gamble and sing.
Now, he's made landfall and is considering adventuring as a means to raise the Gold for a ship of his own.
Name: Johnathan the Strong
Class: Fighter
Race: Human
Level: 1
Alignment: Neutral Good
Favored Deity: Aegir
Nation of Origin: Terran Empire
Height: 6 feet 1 inches
Weight: 176 Pounds
Code Select
Strength: 18/18 +1 to hit +3 damage 135lbs. carrying capacity 280 lbs. maximum press 12/20 open doors 20% lift gates
Dexterity: 12 +0 missile attack +0 reaction +0 armor class
Constitution: 15 +1 HP 90% System Shock 94% resurrection survival
Intelligence: 10 2 languages 5th level maximum Wizard Spells 40% chance to learn Wizard spells 7 Wizard spells max per spell level
Wisdom: 5 -1 magical defense adjustment 0 bonus Clerical spells 40% chance clerical spell failure
Charisma: 14 6 Henchmen maximum +1 Loyalty Base +2 Reaction
Comeliness: 10 adjusted to 11 from Charisma bonus
Hit Points: 7
Armor Class: 4 Splint Mail, No Shield
THAC0: 20, Missile THAC0: 20, Melee THAC0: 19 Bastard Sword THAC0: 18
Weapon Proficiencies: Bastard Sword, Footman's Mace, Harpoon. Bastard Sword Specialization
Non-Weapon Proficiencies: Seamanship (13), Rope Use (12), Swimming (10), Singing (14), Gaming (14)
The numbers in parentheses are what Johnathan has to roll equal to or less than on a D20 to successfully use the NWP in question
Class Abilities: Ability to Specialize in a single weapon, in Johnathan's case, the Bastard Sword.
3 attacks per 2 rounds with Bastard Sword.
+1 to hit with Bastard Sword; +2 to damage with Bastard Sword.
Equipment: Bastard Sword, Harpoon, Splint Mail, Backpack, 50 ft. Silk Rope, Flint and Steel, Bullseye Lantern, 5 flasks of Lamp Oil, 2 Silver Pieces
Background: While the provincial militia and imperial legion are always happy to have a healthy, strapping lad like Johnathan join them, Johnathan took a slightly different path and signed on with a Barbarian Tribe of the Orca whaling ship. He learned to love the ocean, as well as how to fight and gamble and sing.
Now, he's made landfall and is considering adventuring as a means to raise the Gold for a ship of his own.