Fast Character
9th Level Magic-User, Alignment
(315,134 experience points / 450,000 needed for next level)
ABILITY SCORES
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
8
10
12
13
9
8
open stuck doors on
roll of 1 on 1d6
no adjustments
no adjustments
reads and writes in
multiple 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
9
None
HIT POINTS
24
Hit Dice
9d4+0

MOVEMENT
Wearing no armor, can move 40 feet per 10-second round, triple that speed running, or half that speed climbing or swimming. Overland travel 24 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.

MAGIC-USER SPELLS

1st Level Spells (use 3 per day)

Magic Missile, Read Magic, Sleep

2nd Level Spells (use 3 per day)

Invisibility, Knock, Web

3rd Level Spells (use 3 per day)

Fly, Haste, Lightning Bolt

4th Level Spells (use 2 per day)

Charm Monster, Polymorph Self

5th Level Spells (use 1 per day)

Cloudkill

SAVING THROWS
Poison or
Death Ray
 
Magic Wand
Turn To Stone
or Paralysis
Dragon
Breath
Spells or
Magic Staff
11
12
11
14
12
EQUIPMENT CARRIED
staff
2 daggers
standard clothes, belt, boots
spellbook
TREASURE
spell scroll (clairvoyance)

5,188 gold pieces
6 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
Staff melee 9 10 11 12 13 14 15 16 17 18 1d4-1 2-hand wpn.
Dagger melee 9 10 11 12 13 14 15 16 17 18 1d4-1  
Thrown Dagger 10'/20'/30' 8 9 10 11 12 13 14 15 16 17 1d4  
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.