Samuel 'Sammy' Porter    (human male fighter)
Character Information   
Name: Samuel 'Sammy' Porter XP/Next lvl: 21 / 2000
Class: fighter HP:curr/max 8 / 8
Alignment: lawful AC:reg/rear/no shield 5 / 0 / 5
Race: human Level: 1
Age: 24 Height:
Weight: Gender: male
Encumbrance: Movement: 12
Languages: Common.
Ability Scores   
STR: 15 (+1 to-hit, +0 damage, 1 or 2 of a 1d6 to open doors, +10 pounds carry modifier, +5 XP bonus)
INT: 6 (0 additional languages)
WIS: 10 ()
DEX: 13 (+1 missile to-hit, better armor class by 1 point)
CON: 12 (75 raise dead survival)
CHR: 12 (up to 4 special hirelings)

Saving Throws   
Death, Paralysis,
Poison:
Petrification,
Polymorph:
Rod, Staff
or Wand:
Breath: Spell:

Notes: 14

Description and Background   
Description:
Sammy is tall but otherwise average looking with brown hair, beard, and eyes; and a not-so-bright look on his face.

Background:
Sammy's relationships with: Alastair: will follow his orders because Alastair acts like a rich person, who expects his orders to be followed. Alfri: looks up to the cleric for guidance. Daro: a bit afraid of him because of his arcane abilities, but always willing to protect him because of Daro's low HP. Duin: afraid of Ol' Bowb, but likes and respects Duin because he reminds him of Deldo. Leaf: has never met an elf before, and doesn't quite know what to think of her yet. Zara: enjoys her company, but will always act chivalrous towards her as befits a follower of Heironeous. Sammy's dad (Hector) and brother (John) are guards at the Rowan house. His mother (Aurora) and little sister (Lux) are gardeners there and followers of Pelor, while almost everyone else at Rowan's, including his sister-in-law (Diane) and her sister (Winnie), follow Heironeous. Sammy's deadly afraid of equines. He used to be a junior corridor guard at the Rowan house, but is now looking for treasure to prove himself worthy to Winnie. He wants to visit the chapel at Diamond Lake.


Weapons
Weapon Att/Rnd Range Speed Damage sm/l Spec. Dbl. spec. THAC0 Projectiles
Left
Notes
polearm (halberd) 1 1d8+1/ n n 2-handed (15 pounds)
javelin 1 20 feet or up to 40 feet with -2 to-hit 1d6/ n n 0 missile (5 pounds) //1 previously left in the NW tower
darts 3 15 feet or up to 30feet with -2 to-hit 1d3/ n n 8 missile (1 pound each) //3 previously left in the NW tower, 1 dropped near 'g' in the basement
Equipment
Qty Item Location
1 ring mail armor (-3 AC, 40 pounds) body
1 sack (15 pounds capacity) back
1 bedroll tied to top of sack
5 chalk pieces sack
1 crowbar sack
1 flint and steel sack
2 hammer sack
1 lantern, hooded (30-foot radius light in all directions) sack
19 oil pints (1 pint =4 hours for lantern, lit flask=1d4 if hit, +1damage for next 2 rounds, burning it can be a hazard) oil flask, sack
1 pot, iron sack
4 rations, trail (food for 1 day) wrapped, sack
1 rope, hemp (50 feet) sack
1 waterskin sack
0 spike dart belt //2 with Alastair
1 rope, strong (50' feet) sack


Wealth   Enter negative number to subtract
PP GP EP SP CP
0 0 0 2 5
Magic Items
Qty Item Location


Gems and Jewelry
Qty Item Location
Memorized Spells



Spell Book



Notes
Multiple attacks.
Against <=1HD opponents, Sammy has a number of attacks each round = level.
Can't parry.
Need dexterity >=14.
Armor class.
5 (9 -1 per dex -3 for ring mail armor).
Hit dice.
1d8 (per level up to 9) +1 per strength, +1 for missiles per dex.
Other property.
Wide brimmed hat.
Piece of driftwood from his little sister Lux.
Silver necklace with a silver pendant with a lightning bolt on it from Lady Rowan.
Blue dragon scale bought for Lux.
Yellow topaz crystal bought for Winnie.
Movement.
Base rate = 12 (up to 85 pounds).

Underground/indoor/city:
*walking=240 feet/turn (mapping +careful observation),
*running=480 feet/turn (surprised, can't surprise others),
*combat=40 feet/round.

Outdoors:
*hiking=12 miles/day,
*forced march=24 miles/day (once per day 4d6 vs. strength check to continue at this pace),
*combat=120 feet/round.
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Weight carried.
In pounds.
+10 pounds carry strength modifier.

+40 ring mail =40
+15 polearm, 2-handed =55
+5 javelin =60
+12 dart *12 =72
+10 equipment (in sack which has a 15 pound capacity) =82
+00 gems (0.1 pounds each) =82
+0.7 coins (0.1 pounds each) =82.7

Keep it below 85 pounds to keep a base movement rate of 12.