Fast Character
5th Level Cleric, Alignment
(12,174 experience points / 25,000 needed for next level)
ABILITY SCORES
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
10
3
7
7
10
7
open stuck doors on
roll of 1-2 on 1d6
penalty to missile
attacks, AC, initiative
hit points subtracted
from total
can write simple words
no adjustments
-1 on NPC reactions
max. 3 retainers
retainer morale 6
LANGUAGES KNOWN
Common.
INITIATIVE
If using individual initiatives, apply -2 to rolled result.
ARMOR CLASS
5
Plate Mail, Shield,
Dex. adj. +3
HIT POINTS
15
Hit Dice
5d6--5

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 6Skeletons, Zombies destroyed; Ghouls, Wights turned
7 to 8Wraiths turned
9 to 10Mummies turned
11 to 12Spectres turned

CLERIC SPELLS

SAVING THROWS
Poison or
Death Ray
 
Magic Wand
Turn To Stone
or Paralysis
Dragon
Breath
Spells or
Magic Staff
9
10
12
14
12
EQUIPMENT CARRIED
plate mail and shield
mace
holy water vs. undead
sling
standard clothes, belt, boots
holy symbol
2 vials holy water
TREASURE

885 gold pieces
6 gems (each worth 50 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 8 9 10 11 12 13 14 15 16 17 1d6  
Holy Water Vs. Undead 10'/30'/50' 8 9 10 11 12 13 14 15 16 17 1d8 thrown
Sling 40'/80/'160' 11 12 13 14 15 16 17 18 19 20 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.