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  1. imp_unity
    Race: Dwarf

    Class (level): Cleric (1)

    XP(required for next level): 0 (1500)

    HP: 4/4

    AC: 13

    Attack:
    Melee: +1
    Ranged: +0

    Mace Damage: 1d8

    Attributes:
    Str: 10 (+0)
    Int: 7 (-1)
    Wis: 13(+1)
    Dex: 7 (-1)
    Con: 15(+1)
    Cha: 9 (+0)

    Equipment:
    Backpack;
    Torches (6);
    Tinderbox, flint and steel;
    Wineskin/Waterskin;
    Winter Blanket;
    Rations, Dry, one week;
    Sack, Large;
    Sacks, small (2);
    Leather armor;
    Shield;
    Holy Symbol;
    1 vial Holy water;
    Mace

    Gold: 10

    Saving Throws:
    Death Ray or Poison: 7
    Magic Wands: 8
    Paralysis and Petrify: 10
    Dragon Breath: 13
    Spells: 11

    Special Abilities:

    Cleric: Turn Undead

    Dwarves:
    All Dwarves have Darkvision with a 60'
    range, and are able to detect slanting passages, traps,
    shifting walls and new construction on a roll of 1-2 on 1d6;
    a search must be performed before this roll may be made.

  2. imp_unity
    Race: Elf

    Class-level: Fighter/Magic-user 1

    XP: 0 (4500)

    Abilities:
    Str: 13(+1)
    Int: 13(+1)
    Wis: 7(-1)
    Dex: 13(+1)
    Con: 8(-1)
    Cha: 8(-1)

    HP: 2 (2)

    AC: 14

    Attack:
    Melee: +2
    Ranged:+2

    Damage Longsword 1d8+1
    Damage Shortbow 1d6
    Damage :

    Equipment:
    Backpack;
    Torches (6);
    Tinderbox, flint and steel;
    Wineskin/Waterskin;
    Winter Blanket;
    Rations, Dry, one week;
    Sack, Large; Sacks, small (2);
    Leather armor;
    Longsword;
    Shortbow; Quiver; 30 arrows

    Gold: 10

    Saving Throws:
    Death Ray or Poison:12
    Magic Wands:11
    Paralysis or Petrify:12
    Dragon Breath:15
    Spells:13

    Spells:
    Charm Person
    Prepared:
    Charm Person 1

    Special Abilities:
    All Elves have Darkvision with a 60'
    range. They are able to find secret doors more often than
    normal (1-2 on 1d6 rather than the usual 1 on 1d6). An
    Elf is so observant that he or she has a 1 on 1d6 chance to
    find a secret door with just a cursory look. Elves are
    immune to the paralyzing attack of ghouls.
  3. imp_unity
    Race: Halfling

    Class/Level: Fighter 1

    Abilities:
    Str: 14(+1)
    Int: 8(-1)
    Wis:9(0)
    Dex: 13(+1)
    Con: 12(0)
    Cha: 11(0)

    HP: 6
    AC: 17 (+2 against foes larger than humans)

    Attack:
    Melee: +2
    Ranged:+3

    Damage Short Sword 1d6+1
    Damage:
    Damage :

    Equipment:
    Backpack;
    Torches (6);
    Tinderbox, flint and steel;
    Wineskin/Waterskin;
    Winter Blanket;
    Rations, Dry, one week;
    Sack, Large; Sacks, small (2);
    Chain Mail;
    Short sword;
    Shield

    Gold: 20

    Saving Throws:
    Death Ray or Poison:8
    Magic Wands:9
    Paralysis or Petrify:10
    Dragon Breath:12
    Spells:13

    Special Abilities:
    Halflings are unusually accurate with all
    sorts of ranged weapons, gaining a +1 attack bonus when
    employing them. When attacked in melee by creatures
    larger than man-sized, Halflings gain a +2 bonus to their
    Armor Class. Halflings are quick-witted, thus adding +1 to
    Initiative die rolls. Outdoors in their preferred forest
    terrain, they are able to hide very effectively; so long as
    they remain still there is only a 10% chance they will be
    detected. Even indoors, in dungeons or in non-preferred
    terrain they are able to hide such that there is only a 30%
    chance of detection. Note that a Halfling Thief will roll for
    hiding attempts only once, using either the Thief ability or
    the Halfling ability, whichever is better.
  4. imp_unity
    Race: Human

    Class: Fighter 1

    XP: 0 (2000)

    Abilities:
    Str 10
    Int 13 (+1)
    Wis 10
    Dex 11
    Con 11
    Cha 13 (+1)

    HP: 7 (7)

    AC: 15

    Attack:
    Melee: +1
    Ranged:+1

    Damage: Polearm 1d10
    Damage:
    Damage :

    Equipment: (76 lbs)
    Backpack;
    Torches (6);
    Tinderbox, flint and steel;
    Wineskin/Waterskin;
    Winter Blanket;
    Rations, Dry, one week;
    Sack, Large; Sacks, small (2);
    Chainmail;
    Polearm;


    Gold: 20

    Saving Throws:
    Death Ray or Poison:12
    Magic Wands:13
    Paralysis or Petrify:14
    Dragon Breath:15
    Spells:17

    Special Abilities:
    +10% XP
  5. imp_unity
    Race: Human

    Class: Magic-user 1

    XP: 0 (2500)

    HP: 1

    Abilities:
    Str: 10 (0)
    Int: 15 (+1)
    Wis: 16 (+2)
    Dex 9 (0)
    Con 8 (-1)
    Cha 10 (0)


    AC: 11

    Attack:
    Melee: +1
    Ranged:+1

    Damage: Dagger 1d4+1
    Damage:
    Damage :

    Equipment: (56 lbs)
    Backpack;
    Torches (6);
    Tinderbox, flint and steel;
    Wineskin/Waterskin;
    Winter Blanket;
    Rations, Dry, one week;
    Sack, Large; Sacks, small (2);
    1 scroll of detect magic;
    2 daggers;
    Walking staff

    Gold: 40

    Spells:
    Sleep
    Prepared:
    Sleep 1

    Saving Throws:
    Death Ray or Poison:13
    Magic Wands:14
    Paralysis or Petrify:13
    Dragon Breath:16
    Spells:15

    Special Abilities:
    +10% XP
  6. imp_unity
    Race: Human

    Class: Thief 1

    XP: 0 (1250)

    HP: 2

    Abilities:
    Str: 13 (+1)
    Int: 13 (+1)
    Wis: 11 (0)
    Dex 15 (+1)
    Con 11 (+0)
    Cha 15 (+1)

    AC: 14

    Attack:
    Melee: +1
    Ranged:+1

    Damage: Short Sword 1d6+1
    Damage: Dagger 1d4+1
    Damage :

    Equipment: (56 lbs)
    Backpack;
    Torches (6);
    Tinderbox, flint and steel;
    Wineskin/Waterskin;
    Winter Blanket;
    Rations, Dry, one week;
    Sack, Large; Sacks, small (2);
    Leather Armorl;
    Short Sword;
    2 Daggers;
    Thieves' picks and tools;
    Rope, silk (50');
    Glass bottle; \
    Iron Spikes, 12;
    Pole, 10' wooden;
    Map;
    Mirror, small metal


    Gold: 40

    Saving Throws:
    Death Ray or Poison:13
    Magic Wands:14
    Paralysis or Petrify:13
    Dragon Breath:16
    Spells:15

    Thief Abilities:
    Open Locks 25
    Remove Traps 20
    Pick Pockets 30
    Move Silently 25
    Climb Walls 80
    Hide 10
    Listen 30

    Special Abilities:
    +10% XP
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