Fast Character
9th Level Cleric, Alignment
(210,126 experience points / 300,000 needed for next level)
ABILITY SCORES
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
9
6
11
8
13
11
open stuck doors on
roll of 1-2 on 1d6
penalty to missile
attacks, AC, initiative
no adjustments
can write simple words
bonus to magic-based
saving throws
+0 on NPC reactions
max. 4 retainers
retainer morale 7
LANGUAGES KNOWN
Common.
INITIATIVE
If using individual initiatives, apply -1 to rolled result.
ARMOR CLASS
3
Plate Mail, Shield,
Dex. adj. +1
HIT POINTS
30
Hit Dice
9d6+0

MOVEMENT
Armored in plate mail and shield, 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.

CLERIC VS. UNDEAD
Roll 2d6 for type, Hit Dice affected.
2 to 12Skeletons, Zombies, Ghouls, Wights, Wraiths, Mummies destroyed; Spectres and Vampires turned

CLERIC SPELLS

SAVING THROWS
Poison or
Death Ray
+1 to save if magic
Magic Wand
Turn To Stone
or Paralysis
Dragon
Breath
Spells or
Magic Staff
6
6
8
11
8
EQUIPMENT CARRIED
plate mail and shield
mace
holy water vs. undead
sling
standard clothes, belt, boots
holy symbol
2 vials holy water
TREASURE

5,173 gold pieces
2 gems (each worth 90 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
Mace melee 5 6 7 8 9 10 11 12 13 14 1d6  
Holy Water Vs. Undead 10'/30'/50' 5 6 7 8 9 10 11 12 13 14 1d8 thrown
Sling 40'/80/'160' 6 7 8 9 10 11 12 13 14 15 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.