General notes
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Edeldhur wrote: ↑Tue Feb 20, 2024 8:58 pm
I think I will keep it simple, and play an Elven Cleric of St. Ygg (Veridicus), and be the guardian of my companion's immortal souls :D
Eldrohir
Str 10
DEX 9+1=10
CON 10-1=9
INT 8
WIS 16
Cha 10
HP: 6/6
160 gold
I am not finding any Fast Packs for equipment - I may be looking at the wrong ruleset... Is this Labyrinth Lord or Dragonslayer?
Found them now (and thanks dmw71!) ;) Planning on going with:
Pack 2: Chainmail (AC: 5), Mace (1d6), Shield, Sling and 20 Stones (1d4), Backpack, Large Sacks (2), Holy Symbol, Crowbar, Waterskin, Torches (8), Flint and Tinder, Rations (7), 10’ Pole (105gp).
Elf Racial Abilities
Movement: Elves have a speed of 40 feet per round.
Darkvision: Elves are accustomed to life under the stars and can see 60 feet in total darkness.
Detect Secret Doors: When elves pass near a secret door they receive a passive 1 on d6 chance to automatically detect due to their keen eyesight. When
actively searching, elves may detect hidden and secret doors on a roll of 1-2 on 1d6.
Racial Weapon: +1 to hit with the longbow.
Weapon Restrictions: Elves are too lithe to employ two-handed melee weapons.
Paralysis: Elves are immune to ghoul paralysis.
Sleep/Charm Immunity: Elves are 90% immune to Sleep and Charm spells.
Thief Skill Bonuses: Elven thieves receive bonuses to Pick Pockets +5%, Open Locks -5%, Move Silently +7%, Hide in Shadows +10%, Hear Noise +1 on d6.
Languages: Elves begin play knowing Elven and Common. They may select Ancient Common, Dwarf, Gnome, Halfling, Orc, Goblin, Gnoll, as additional
languages if their Intelligence modifier permits. |
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