Fast Character
9th Level Fighter, Alignment
(252,009 experience points / 360,000 needed for next level)
ABILITY SCORES
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
14
10
12
9
9
8
open stuck doors on
roll of 1-3 on 1d6
no adjustments
no adjustments
reads and writes in
native languages
no adjustments
-1 on NPC reactions
max. 3 retainers
retainer morale 6
LANGUAGES KNOWN
Common, .
INITIATIVE
If using individual initiatives, no adjustment to result.
ARMOR CLASS
3
Plate Mail
HIT POINTS
45
Hit Dice
9d8+0

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 9; Dex 10; Con 11; Int 9; Wis 9; 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
 
Magic Wand
Turn To Stone
or Paralysis
Dragon
Breath
Spells or
Magic Staff
8
9
10
10
12
EQUIPMENT CARRIED
plate mail
battle axe
2 daggers
long bow
standard clothes, belt, boots
TREASURE

5,190 gold pieces
7 gems (each worth 90 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
Battle Axe melee 4 5 6 7 8 9 10 11 12 13 1d8+1  
Dagger melee 4 5 6 7 8 9 10 11 12 13 1d4+1  
Long Bow 70'/140'/210' 5 6 7 8 9 10 11 12 13 14 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.