Fast Character
6th Level Fighter, Alignment
(33,703 experience points / 64,000 needed for next level)
ABILITY SCORES
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
15
13
14
11
8
14
open stuck doors on
roll of 1-3 on 1d6
bonus to missile
attacks, AC, initiative
bonus hit points
added to total
reads and writes in
native languages
penalty to magic-based
saving throws
+1 on NPC reactions
max. 5 retainers
retainer morale 8
LANGUAGES KNOWN
Common, .
INITIATIVE
If using individual initiatives, apply +1 to rolled result.
ARMOR CLASS
2
Plate Mail,
Dex. adj. -1
HIT POINTS
34
Hit Dice
6d8+6

MOVEMENT
Armored in plate mail, 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.

RETAINERS
For pay and a share of treasure (and XP), any character may hire others into service for expeditions and battles (see Charisma notes at left and hiring retainer rules in the D&D Basic Set Rulebook).

Typical Basic Retainer
AC 8 (shield); HD 1 (4 hp); Move 120 feet per turn (30 feet per round); Str 10; Dex 11; Con 11; Int 9; Wis 11; Cha 10; Attack with spear (melee or range 20/40/60; hit does 1d6 damage):

AC 9 8 7 6 5 4 3 2 1 0
"To-Hit" 11 12 13 14 15 16 17 18 19 20

Save
Vs.
Poison Wand Stone Breath Spells
14 15 16 17 17

At the DM's discretion, higher level retainers may be available (see page B21). Note that retainers differ from hirelings, specialists and mercenaries (see Expert book, pages X21-X22).

SAVING THROWS
Poison or
Death Ray
-1 to save if magic
Magic Wand
Turn To Stone
or Paralysis
Dragon
Breath
Spells or
Magic Staff
10
12
13
13
15
EQUIPMENT CARRIED
plate mail
two-handed sword
2 daggers
long bow
standard clothes, belt, boots
TREASURE

1,516 gold pieces
7 gems (each worth 60 g.p.)

Attack "To-Hit" Roll Needed Vs. Armor Class
Weapon Range AC 9 8 7 6 5 4 3 2 1 0 Damage Notes
Two-Handed Sword melee 7 8 9 10 11 12 13 14 15 16 1d10+1 2-hand wpn.
Dagger melee 7 8 9 10 11 12 13 14 15 16 1d4+1  
Long Bow 70'/140'/210' 7 8 9 10 11 12 13 14 15 16 1d6 20 arrows
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.