Lucas Foehammer    (Half Elf Male Cleric / Ranger)
Character Information   
Name: Lucas Foehammer XP/Next lvl: 12500 / 12500 / 13000/20000
Class: Cleric / Ranger HP:curr/max 46 / 46
Alignment: CG AC:reg/rear/no shield -1 / 4 / 1
Race: Half Elf Level: C-4 / R-4
Age: 23 Height: 5'11'
Weight: Gender: Male
Encumbrance: Movement: 12
Languages: Common, Elven, Dwarven, Gnome, Goblin
Ability Scores   
STR: 17 (+1 / +1 / +500 / 1-3 / 13)
INT: 13 ( 3 / 55 / 6 / 9)
WIS: 13 ( 0 / 1-1st / 0 / 0 )
DEX: 17 ( +2 / +2 / -3)
CON: 17 ( +3 / 97 / 98)
CHR: 7 ( 3 / -10 / -05)

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

Notes: Deity - Mielikki

Description and Background   
Description:


Background:


Weapons
Weapon Att/Rnd Range Speed Damage sm/l Spec. Dbl. spec. THAC0 Projectiles
Left
Notes
Bastard Sword +2 (1handed) 1 1d8/1d12 n n +3/ +3
Short Sword 1 1d6/1d8 n n +1 / +1
Throwing Dagger- No handle 1 1/2/3 1d4/1d3 n n 8 +3 / +1
Long Bow 1 1d6/1d6 n n 20 +2 / +0
Javelin 1 2/4/6 1d6/1d6 n n 3 +3 / +1
Bastard Sword +2. (2handed) 1 2d4/2d8 n n +3/ +3
Equipment
Qty Item Location
1 Banded mail Body
1 Backpack Back
2 Thigh Sheaths (4 daggers each) Thighs-Lt & Rt
3 Small Belt Pouches belt
1 Wilderness Harness Back
2 Short Sword Lower Back
3 Javelins Pack Side
1 Hooded Lantern Pack
3 Flasks of Oil Back
8 Throwing Daggers ( No Handles) thigh sheaths
1 Composite Long Bow Back
1 Quiver with 20 arrows back
2 Weeks Iron Rations Lt Saddlebag
1 Wineskin Pack
1 Tinderbox Pack
1 Set Large Saddlebags Shoulder
2 Large Sacks Pack
1 Healing Bag Rt Saddlebag
10 Tallow Candles Pack
1 Silver Holy Symbol Neck


Wealth   Enter negative number to subtract
PP GP EP SP CP
0 500 0 0 0
Magic Items
Qty Item Location
1 Bastard Sword +2 (Doombringer) Back
1 Shield +1 Lt Arm
1 Potion of Sweet Water Pack
1 Potion of Heroism Pack


Gems and Jewelry
Qty Item Location
Memorized Spells


Level 1
Cure Light Wounds
Cure Light Wounds
Cure Light Wounds
Detect Magic

Level 2
Hold Person
Silence 15' Radius
Slow Poison


Spell Book


Level 1
Cure Light Wounds
Detect Magic

Level 2
Hold Person
Silence 15' Radius
Slow Poison
Speak With Animals


Notes
HP
Cleric / Ranger
1st 8 16 = 16
2nd 7
3rd 3
4th 7
Ranger
Rangers are a sub-class of fighter who are adept at woodcraft, tracking, scouting, and infiltration and spying. All rangers must be of good alignment (q.v.), although they can be lawful, chaotic, or neutral otherwise. A ranger must have strength of not less than 13, intelligence of not less than 13, wisdom of not less than 14, and a 14 or greater constitution. If the ranger has ability scores of greater than 15 in strength, intelligence and wisdom, he or she gains the benefit of adding 10 to experience points awarded by the referee.

When fighting humanoid-type creatures of the “giant class”, listed hereafter, rangers add 1 hit point for each level of experience they have attained to the points of damage scored when they hit in melee combat. Giant class creatures are: bugbears, ettins, giants, gnolls, goblins, hobgoblins, kobolds, ogres, ogre magi, orcs, and trolls. Example: a 5th level ranger hits a bugbear in melee combat, and the damage done to the opponent will be according to the ranger’s weapon type, modified by strength, and +5 (for his or her experience level) because the opponent is a bugbear — a “giant class” humanoid.

Rangers surprise (q.v.) opponents 50 of the time (d6, score 1 through 3) and are themselves surprised only 162/3 of the time (d6, score 1).

Tracking is possible both outdoors and underground in dungeons and like settings:
a. Underground the ranger must have observed the creature to be tracked within 3 turns (30 minutes) of the commencement of tracking, and the ranger must begin tracking at a place where the creature was observed:
b. Outdoors there is a base 90 chance of a ranger being able to follow a creature, modified as follows:
4. At 8th level, rangers gain limited druidic spell ability, and additional spells are added through 17th level.
5. At 9th level rangers gain limited magic-user spell ability, as with druidic spell ability. Rangers cannot read druid or magic-user spells from magic scrolls in any event.
6. At 10th level (Ranger Lord), rangers are able to employ all non-written magic items which pertain to clairaudience, clairvoyance, ESP, and telepathy.
7. Also 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, of course. These followers are determined by the DM who then informs the ranger.
The following restrictions and strictures apply to rangers:
1. Any change to non-good alignment immediately strips the ranger of all benefits, and the character becomes a fighter, with eight-sided hit dice, everafter, and can never regain ranger status.
2. Rangers may not hire men-at-arms, servants, aides, or henchmen until they attain 8th or higher level.
3. No more than three rangers may ever operate together at any time.
Creature’s Action Chance to Track going along normal passage or room
65 passes through normal door or uses stairs 55 goes through a trap door
45 goes up or down a chimney or through concealed door
35 passes through a secret door
25 for each creature above 1 in the party being tracked +02
—for every 24 hours which have elapsed between making the track and tracking -10
—for each hour of precipitation -25

At 8th level, rangers gain limited druidic spell ability, and additional spells are added through 17th level.
5. At 9th level rangers gain limited magic-user spell ability, as with druidic spell ability. Rangers cannot read druid or magic-user spells from magic scrolls in any event.
6. At 10th level (Ranger Lord), rangers are able to employ all non-written magic items which pertain to clairaudience, clairvoyance, ESP, and telepathy.
7. Also 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, of course. These followers are determined by the DM who then informs the ranger.
The following restrictions and strictures apply to rangers:
1. Any change to non-good alignment immediately strips the ranger of all benefits, and the character becomes a fighter, with eight-sided hit dice, everafter, and can never regain ranger status.
2. Rangers may not hire men-at-arms, servants, aides, or henchmen until they attain 8th or higher level.
3. No more than three rangers may ever operate together at any time.
Rangers may own only those goods and treasure which they can carry on their person and/or place upon their mount; all excess must be donated to a worthy communal or institutional cause (but never to another player character). (cf. Paladin above.)

Turn Undead
Skeleton or 1 HD T
Zombie 4
Ghoul or 2 HD 7
Shadow or 3-4 HD 10
Wight or 5 HD 13
Ghast 16
Wraith or 6HD 19
Mummy or 7HD 20
Spectre or 8 HD
Vampire or 9 HD
Ghost or 10 HD
Lich or 11+HD
Special**
Half Elf
Half-elves do not form a race unto themselves, but rather they can be
found amongst both elvenkind and men. For details of the typical half-
elf see ADVANCED DUNGEONS & DRAGONS, MONSTER MANUAL under
the heading Elf.
A character of half-elven race can play as a cleric (maximum of 5th
level), druid, fighter (maximum of 8th level), ranger (maximum of
8th level), magic-user (maximum of 8th level), thief, or assassin
(maximum of 11th level). A character of half-elven race can also opt
to become a multi-classed individual, i.e. cleric/fighter, cleric/ranger,
cleric/magic-user, fighter/magic-user, fighter/thief, magic-user/thief,
cleric/fighter/magic-user, or a fighter/magic-user/thief. Half-elven
characters who choose the cleric as one of their multi-classes aren’t
limited by that class’ proscriptions upon weapons usable, but they
are quite restricted in level. Half-elven characters who choose the
thief class as one of their multi-roles are limited to the weaponry and
armor of that class when operating as a thief. All earned experience is
always divided evenly between the classes of the multi-classed
character, even though the character is no longer able to gain levels
in one or more of the classes. (See CHARACTER CLASSES, and
consult the various classes for more detailed information pertaining to
half-elven characters operating within the stated classes.)
Half-elven characters have a 30 resistance to sleep and charm spells
(if the spells are cast upon them, a percentile dice roll of 31 or better
is required to allow the magic any chance of having an effect, and even
then the saving throw against spells is allowed versus the charm spell).
All half-elven characters are able to speak the “common tongue” of men,
their alignment language (q.v.), and the following: elvish, gnome, halfling,
goblin, hobgoblin, orcish, and gnoll. Half-elven characters of above 16
intelligence are able to learn one additional language for every point of
intelligence above 16, so that a 17 intelligence indicates the character can
learn one additional language, and an 18 intelligence indicates two
languages can be learned in addition to those listed above.
Half-elves have the ability to see into the infra-red spectrum, so they are
able to see up to 60’ in darkness, noting varying degrees of heat radiation.
Secret or concealed doors are difficult to hide from half-elves, just as they
are noticeable by elves. Merely passing within 10’ of a concealed door
gives the halfelven character a 1 in 6 chance (16 2/3) chance of spotting
it. If the character is actively seeking to discover such doors, he or she has
a 2 in 6 chance (33 1/3) of spotting a secret door and a 3 in 6 chance
(50) of locating a concealed door.
Cleric
This class of character bears a certain resemblance to religious orders of knighthood of medieval times. The cleric has an eight-sided die (d8) per level to determine how many hit points (q.v.) he or she has. The cleric is dedicated to a deity, or deities, and at the same time a skilled combatant at arms. The cleric can be of any alignment (q.v.) save (true) neutral (see Druid hereafter) alignment, depending upon that of the deity the cleric serves. All clerics have certain holy symbols which aid them and give power to their spells. All are likewise forbidden to use edged and/or pointed weapons which shed blood. All clerics have their own spells, bestowed upon them by their deity for correct and diligent prayers and deeds.
A study of the spells usable by clerics (see CHARACTER SPELLS) will convey the main purpose of the cleric. That is, the cleric serves to fortify, protect, and revitalize. The cleric also has a limited number of attack spells, some of which are simply the reverse form of curative incantations. Note that all spells must be spoken or read aloud. In addition, the cleric has the ability to wear armor, carry effective weaponry, and engage in hand-to-hand (melee) combat with a reasonable chance of success. Another important attribute of the cleric is the ability to turn away (or actually command into service) the undead and less powerful demons and devils.
The undead are: ghasts, ghosts, ghouls, liches, mummies, shadows, skeletons, spectres, wights, wraiths, vampires, and zombies. These creatures, as well as demons and devils, are detailed in ADVANCED DUNGEONS & DRAGONS, MONSTER MANUAL. The matrix showing what effect clerics of various levels have upon such creatures is for use by the Dungeon Master only. As a rule of thumb, a cleric is effective against any undead monster whose hit dice are not greater than those of the cleric. Only high level clerics have any hope of driving away or influencing demons or devils.
Only humans will normally have clericism as their sole class; thus they are the only clerics with unlimited advancement in level.
Clerics have nearly as good a prospect of success in melee combat as fighters (the best in such situations). They move upwards in combat ability in steps consisting of three ability levels. Similarly, they make saving throws (q.v.) against magical and poison attacks in like steps.
Clerics can employ a fair number of magic items including most potions; clerical and “protection” scrolls; most rings; some wands, rods, and staves; many other magical items; and all of the non-edged, non-pointed magical weaponry. As they are able to wear armor, clerics can employ all forms of magic armor and magic shields, too.
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 2,000 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 (q.v.), and your referee will relay the types and numbers at the appropriate time.
Upon reaching 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 ground 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 will be 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.
Healing Bag
30 Rolled Bandages of Various sizes ( 2',3' and 6'- 10' each)
40 feet of rolled 3' bandage
metal mixing bowl
Jade mortar and pestle
10 pint jars of various herbs
5 pint jars of water
5 pint jars of whiskey
6 curved needles
spool of black stitching thread- 100 ft
sharp dagger in sheath
stiletto in sheath
leather strap for tourniquet
4 Pouches of Assorted Herbs