Fast Character
7th Level Halfling, Alignment
(640,069 experience points / 120,000 needed for next level)
ABILITY SCORES
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
15
10
9
5
7
8
open stuck doors on
roll of 1-3 on 1d6
no adjustments
no adjustments
cannot read or write
penalty to magic-based
saving throws
-1 on NPC reactions
max. 3 retainers
retainer morale 6
LANGUAGES KNOWN
Common (illiterate).
INITIATIVE
If using individual initiatives, apply +1 to rolled result.
ARMOR CLASS
3
Chain Mail, Shield +1
HIT POINTS
17
Hit Dice
7d6+0

MOVEMENT
Armored in chain mail and shield +1, can move 20 feet per 10-second round, triple that speed running, or half that speed climbing or swimming. Overland travel 12 miles per day.

SENSES
Light required to see.
1 in 6 chance to find secret doors.
1 in 6 chance to hear noise/listen at doors.

HALFLINGS VS. LARGE FOES
Because of their small size and skills at dodging, halflings have a bonus of -2 on their Armor Class when being attacked by creatures larger than man-sized.

Apply this modifier to the above Armor Class in such situations.

HALFLING STEALTH
Outdoors, halflings are difficult to spot, having the ability to seemingly vanish into woods or underbrush. Halflings only have a 10% chance of being detected in this type of cover.

Even in dungeons, there is a one-third chance (1 or 2 on 1d6) that a halfling will not be seen in normal light if the character finds some cover (such as shadows) and remains absolutely quiet and still.

SAVING THROWS
Poison or
Death Ray
-1 to save if magic
Magic Wand
Turn To Stone
or Paralysis
Dragon
Breath
Spells or
Magic Staff
4
6
7
7
9
EQUIPMENT CARRIED
chain mail
short sword
2 daggers
sling
standard clothes, belt, boots
TREASURE
shield +1

2,499 gold pieces
5 gems (each worth 70 g.p.)

RETAINERS
See D&D Basic Rules, page B21.
Attack "To-Hit" Roll Needed Vs. Armor Class
Weapon Range AC 9 8 7 6 5 4 3 2 1 0 Damage Notes
Short Sword melee 4 5 6 7 8 9 10 11 12 13 1d6+1  
Dagger melee 4 5 6 7 8 9 10 11 12 13 1d4+1  
Sling 40'/80'/160' 4 5 6 7 8 9 10 11 12 13 1d4 20 stones
Ranged Weapons: Min. 5' required; Short Range (+1 "to hit") / Medium Range (no modifier) / Long Range (-1 "to hit").
For attacks, an unmodified (natural) d20 roll of a 1 always misses, while an unmodified (natural) 20 always hits.