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Excellent! Durgan will be wearing his +2 scale mail with no shield by default, as well as the Helm of Brilliance, Boot of Elvenkind, and wielding his +2/+4 vs undead heavy mace. Hence, AC 4.
I think I will take Sessativa on the next adventure, because I have some free time to deal with it. But not all the time. I will have to read up on the class.
IDM, I took the +1 shield from Durgan so my AC is 2 now but can I get some assistance with leveling up? Do I need to make some rolls and what's my level now?
Zork you are now a level three Warrior You will need to roll 2 the 10 and then add in your constitution bonus if any. Here is your current saving throws, poison 13, petrify 14, rod/staff/wand 15, breath 16, spell 16
What armor are you wearing Zork?
Just reposting the level 1 character sheet:
Character: Sessativia Stormbough
Player: Canabusis
Classes: magic user
Level: 1
Race: Elven Alignment: neutral good
Age: 119 Height: 4" 10 " Weight: 114 lbs Eyes: Amber Hair: black
Religion: ? Experience:0
Hit Points: 5
Saving throws:
Spell: 12
Petrify: 13
Breath: 15
Rod/staff/wand: 11
Poison: 14
Strength: 9
Dexterity: 15 - 1
Constitution: 12
Intelligence: 16
Wisdom: 17 +3 vs magic attacks
Charisma: 11-0
With 16 as your intell you can know 5 languages, your max spell level is 8, 70% chance to learn a spell, 11 spells/level max
Money:
Pp - gp - sp -
Armor Class: 10 - 1 = 9
Skills:
Decipher script 1 + 3 = 4
Knowledge arcana 1 + 3 = 4
Listen 3 + 3 = 6
Search 4 + 3 = 7
Spell craft 1 + 3 = 4
Spot 3 + 3 = 6
Swim 1 + 2 = 3
Use magic device 1 + 0 = 1
Immune to sleep
Equipment:
Dagger 1d4 (2)
Quarterstaff 1d6 (1)
Backpack 2lb (1)
Bedroll 5lb (1)
Canvas 1lb (1)
Chalk (10) (1)
Fishing net 5lb (1)
Flask (3) (1)
Flint/steel (1)
Ink (1)
Inkpen (1)
Lamp 1lb (1)
Parchment (1)
Pouch, belt 3lb (1)
Rations 1lb (2)
Rope (50ft) 5lb (1)
Sewing needle (1)
Torch 1lb (2)
Vial (1)
Water skin 4lb (1)
Whetstone 1lb (1)
Acid flask 1lb (1)
Spell component pouch 2lb (1)
Spell book 3lb (1)
Cold weather outfit 7lb (1)
Traveler's outfit 5lb (1)
Languages:
Common
Elven
Goblin
Gnoll
Sylvan
Magic user Spells one spell per day
Detect Poison -- 0
Read Magic -- 0
Ray of Frost -- 0
Detect Magic -- 0
Detect Secret doors -- 1
True Strike -- 1
I don't know if I'm rolling for the spells correctly so I rolled for all the spells I saw in Unearthed Arcana (40 apart from the ones she has and 36). If Sessativa doesn't have access to them all, just take the first however many she could roll against.
The current spells have to be increased in level I think and more have to be added and done neatly. I will use an asterisk to mark which ones are prepared each day. With her Intelligence, she has between 7 - 11 spells each level and a few more languages to choose. Can alignment languages be chosen even if you don't have that alignment (To speak with outsiders for example)?
Alignment language is reserved for just your alignment. I will not allow you to know the alignment language of another alignment same as undercommon or the drows silent language. These languages are guarded against those that should not learn them.
I use the unerarthed Arcana so you are good at looking at those spells add the 2 to her hit points and put her at minimum needed for level two or 2,501 experience.
Here is the level 2 sheet I made for Sessativa, I added in the elf's racial abilities (Including the languages all elves know, plus one extra with the capacity to learn 2 more as the adventure continues. Maybe I'll take Treant if it counts as a separate language in your setting. Perhaps other forest-related languages.)
I don't know what 2nd level spells Mithalidre had, and Sessativa can't cast them anyway so I left it blank. I'm just looking forward to Fireball.
Since AD&D isn't skill based I summarized her skills into a profession she would have.
Character: Sessativia Stormbough
Player: Canabusis
Classes: magic user
Level: 2
Race: Elven Alignment: neutral good
Age: 119 Height: 4" 10 " Weight: 114 lbs Eyes: Amber Hair: black
Religion: Trithereon Experience: 2501
Hit Points: 7
Saving throws:
Spell: 12
Petrify: 13
Breath: 15
Rod/staff/wand: 11
Poison: 14
Strength: 9
Dexterity: 15 (-1 AC)
Constitution: 12
Intelligence: 16
Wisdom: 17 (+3 vs mental attacks)
Charisma: 11
Armor Class: 10 - 1 = 9
Skills:
Elven forest ranging (Spotting, hiding, survival, etc.)
Racial abilities:
Resistant to sleep 90%
+1 to hit with bows, longsword, short sword
Infra-vision 60 feet
Spot secret doors (1/6 within 10', and when searching 2/6 to find secret door, 3/6 to find concealed portal)
Surprise monster (66%, 33% when opening door, must not wear metal armor and stay 90' ahead of non-elves)
Elf relations: Antipathy towards dwarves, Neutral to Humans
Money:
Pp - 0 gp - 90 sp - 0
Equipment:
Dagger 1d4 (2)
Quarterstaff 1d6 (1)
Backpack 2lb (1)
Bedroll 5lb (1)
Canvas 1lb (1)
Chalk (10) (1)
Fishing net 5lb (1)
Flask (3) (1)
Flint/steel (1)
Ink (1)
Inkpen (1)
Lamp 1lb (1)
Parchment (1)
Pouch, belt 3lb (1)
Rations 1lb (2)
Rope (50ft) 5lb (1)
Sewing needle (1)
Torch 1lb (2)
Vial (1)
Water skin 4lb (1)
Whetstone 1lb (1)
Acid flask 1lb (1)
Spell component pouch 2lb (1)
Spell book 3lb (1)
Cold weather outfit 7lb (1)
Traveler's outfit 5lb (1)
Languages:
Alignment: Neutral Good,
Racial: Common, elvish, gnome, halfling, goblin, hobgoblin, orcish, gnoll,
Intelligence: Sylvan, +2 more
Magic user Spells one spell per day
1st Level: (2 per day)
Armor*
Detect Magic
Identify
Light
Magic Missile
Mending
Precipitation
Ray of Frost -- Needs to be converted
Read Magic
True strike -- Needs to be converted
Unseen Servant*
2nd Level: (0 per day). Edited: iCon on 4th Feb, 2016 - 2:53pm
Looks good here are the two spells you said need to be converted so you know what they do. As she goes up in level she will know more spells.
Ray of Frost
Evocation [Cold]
Level: Sor/Wiz 0
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Ray
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
A ray of freezing air and ice projects from your pointing finger. You must succeed on a ranged touch attack with the ray to deal damage to a target. The ray deals 1d3 points of cold damage.
True Strike
Divination
Level: Sor/Wiz 1
Components: V, F
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: See text
You gain temporary, intuitive insight into the immediate future during your next attack. Your next single attack roll (If it is made before the end of the next round) gains a +20 insight bonus. Additionally, you are not affected by the miss chance that applies to attackers trying to strike a concealed target.
Focus: A small wooden replica of an archery target.
So shall I pick and choose any spells, or were there any specific spells in the book? I was hoping to pick up Erase for the door. Should I get all 4 at once?
Rolling for HP
Dexterity: 16 (+1 initiative and ranged attacks, -2 AC)
Intelligence: 17
Wisdom: 18 (+4 vs mental attacks)
Armor Class: 10 - 2 = 8.