Pre-Generated Characters

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GreyWolfVT
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Pre-Generated Characters

#1 Post by GreyWolfVT »

I am going to put the pre-generated characters from the modules here. Please note that some of the equipment I may have to alter since this was a Basic D&D module. Stat bonuses/penalties may also be incorrect for 2nd edition as well as class specific abilities.

PC #1: Fighter
Name: (as chosen by player)
Age : (as chosen by player)
Sex: (as chosen by player)
Race: (as chosen by player)
Alignment: (as chosen by player)
Strength: 16 ( + 2 bonus to melee Hit rolls and damage, + 2 bonus to opening doors)
Intelligence: 7
Wisdom: 8 (-1 penalty to Saving Throws against Magic)
Dexterity: 13 ( + 1 bonus to missile fire Hit rolls, -1 bonus to Armor Class)
Constitution: 16 ( + 2 bonus to hit point rolls)
Charisma: 10
Armor Class: 1 (includes Dexterity bonus)
Hit Points: 8 (includes Constitution bonus)
XP: 2,000
Bonus to XPs earned: 10%
XPs needed for 3rd level: 4,000
Money: 6gP
Equipment List:
Plate mail and shield, Long Sword, Dagger, Backpack, 1 week Standard rations, Oil 1 flask, Large sack, 6 Torches, 50’ Rope, 10’ Pole wooden, 12 Iron spikes and small hammer, Waterskin

What your tutor told you:
“Usually, your job is to be at the front of the group, fighting monsters and enemies, and protecting those who don’t fight as well as you. But guarding a party needs different tactics sometimes. Don’t forget that someone needs to protect the rear! A sword is your best friend, but with your Dexterity a bow is useful too. Buy one as soon as you have the money. If you’re traveling outdoors, make sure at least one party member has a missile weapon readied for a long range attack. You’re strong enough to carry a spare sword with you, so buy one when you can-you never know what might happen!”
Last edited by GreyWolfVT on Mon Jun 11, 2018 5:24 pm, edited 5 times in total.
“All men did have darkness. Some wore it in the form of horns. Some bore it invisibly as rot in their souls.”
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling

Algrim Tirion Dwarf - HarnMaser
Dalin Silverhand Dwarf Thief - Barrowmaze
Elwood 'Dug' The Bounty Hunter Dwarf Swashbuckler - Hedge's Adventures in the World of Golarion
Roan Gravelbeard Dwarf Fighter - Hedge's Greyhawk Adventures
Torvik Shadowhood Dwarf Fighter/Thief - Nocturne
DM - GreyWolf's Mystara Adventures - AD&D 2e
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GreyWolfVT
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Re: Pre-Generated Characters

#2 Post by GreyWolfVT »

PC #2: Cleric
Name: (as chosen by player)
Age: (as chosen by player)
Sex: (as chosen by player)
Race: (as chosen by player)
Alignment: (as chosen by player)
Strength: 13 ( + 1 bonus to melee Hit rolls and damage, + 1 bonus to opening doors)
Intelligence: 9
Wisdom: 17 ( + 2 bonus to Saving Throws against Magic)
Dexterity: 14 (+ 1 bonus to missile fire Hit rolls, -1 bonus to Armor Class)
Constitution: 9
Charisma: 12
Armor Class: 3 (includes dexterity bonus)
Hit points: 5
Money: 4gP
XP : 1,500
Bonus to XPs earned: 10%
XPs needed for 3rd level: 3,000
Equipment List:
Chain mail and shield, Footman's Mace, Sling and 30 stones, Holy symbol, Backpack, 1 week Standard rations, Waterskin, Small sack, 50’ Rope, 6 Torches
Special Abilities:
(1) Turning of Undead
(2) Clerical spells (gained at 2nd level of experience)

What your tutor told you:
“You have to prove yourself before you can become an adept and use spells. To begin with, your most important role is as a support fighter. When you have the money to do so, buy yourself some plate mail so you are better protected. Don’t forget your sling-with your Dexterity this can be a useful weapon, and the fighters at the front will often have swords drawn and no chance to use a distance weapon. When you can use spells, you will usually have cure light wounds. This spell is vital to sustain any adventuring group. But if your party is healthy and you know you have a fight coming against one or two powerful enemies, don’t forget that your spells can be used offensively, too!”
Last edited by GreyWolfVT on Thu May 31, 2018 6:59 pm, edited 3 times in total.
“All men did have darkness. Some wore it in the form of horns. Some bore it invisibly as rot in their souls.”
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling

Algrim Tirion Dwarf - HarnMaser
Dalin Silverhand Dwarf Thief - Barrowmaze
Elwood 'Dug' The Bounty Hunter Dwarf Swashbuckler - Hedge's Adventures in the World of Golarion
Roan Gravelbeard Dwarf Fighter - Hedge's Greyhawk Adventures
Torvik Shadowhood Dwarf Fighter/Thief - Nocturne
DM - GreyWolf's Mystara Adventures - AD&D 2e
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GreyWolfVT
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Joined: Wed Oct 30, 2013 10:02 pm
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Re: Pre-Generated Characters

#3 Post by GreyWolfVT »

PC #4: Thief
Name: (as chosen by player)
Age: (as chosen by player)
Sex: (as chosen by player)
Race: (as chosen by player)
Alignment: (as chosen by player)
Strength: 9
Intelligence: 11
Wisdom: 10
Dexterity: 18 ( + 3 bonus to missile fire Hit rolls, -3 bonus to Armor Class)
Constitution: 13 ( + 1 bonus to hit point rolls)
Charisma: 13 ( + 1 bonus to reactions)
Armor Class: 4 (includes Dexterity bonus)
Hit points: 5 (includes Constitution bonus)
XP : 1,250
Bonus to XPs earned: 10%
XPs needed for 3rd level: 2,500
Money: 1gP
Equipment List:
Leather armor, Short Sword, light Crossbow, Quiver with 30 quarrels(bolts), Thieves’ tools, Backpack, 1 week Standard rations, 50’ ropes, 2 Small sacks, Waterskin
Special Abilities: 1st Level Base Scores + Dex Bonuses 90 % points remain to be distributed to the skills
Pick Pockets 25%
Open Locks 25%
Find/Remove Traps 10%
Hide in Shadows 15%
Move Silently 20%
Detect Noise 15%
Climb Walls 60%
Read Languages 0%
Backstab: Double weapon damage on a successful backstab ( + 4 bonus to Hit roll)

What your tutor told you:
“Thieving isn’t dishonorable if you use your skills for the right reasons. You aren’t much of a fighter and you need strong fighters to protect you, clerics to heal you if you are hurt, and spellcasters to support you, so don’t anger them by stealing from them. If you need to pick a lock, have a strong protector with you, and it isn’t your job to open the door or the chest-get the fighter to do that! Don’t rush into fights-try to hide in the shadows and sneak about trying for a backstab. While you don’t want to be toe-to-toe with a monster with your sword, you’re a real expert with a bow because of your Dexterity. For you, the arrow is mightier than the sword. Never lose your thieves’ tools; you can’t use your special thieving skills without them. Don’t forget that not all treasure is coins and gems, either. Just look at this valuable antique urn I, er, borrowed last week. . . .”
Last edited by GreyWolfVT on Thu May 31, 2018 7:07 pm, edited 5 times in total.
“All men did have darkness. Some wore it in the form of horns. Some bore it invisibly as rot in their souls.”
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling

Algrim Tirion Dwarf - HarnMaser
Dalin Silverhand Dwarf Thief - Barrowmaze
Elwood 'Dug' The Bounty Hunter Dwarf Swashbuckler - Hedge's Adventures in the World of Golarion
Roan Gravelbeard Dwarf Fighter - Hedge's Greyhawk Adventures
Torvik Shadowhood Dwarf Fighter/Thief - Nocturne
DM - GreyWolf's Mystara Adventures - AD&D 2e
User avatar
GreyWolfVT
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Posts: 33183
Joined: Wed Oct 30, 2013 10:02 pm
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Re: Pre-Generated Characters

#4 Post by GreyWolfVT »

PC #5: Mage
Name: (as chosen by player)
Age: (as chosen by player)
Sex: (as chosen by player)
Race: (as chosen by player)
Alignment: (as chosen by player)
Strength:5 (-2 penalty to melee Hit rolls and damage, -2 penalty to opening doors)
Intelligence: 17 ( + 2 extra languages spoken; player’s choice)
Wisdom: 13 ( + 1 bonus to Saving Throws against Magic)
Dexterity: 16 ( + 2 bonus to missile fire Hit rolls, -2 bonus to Armor Class)
Constitution: 13
Charisma: 9
Armor Class: 7 (includes Dexterity bonus)
Hit points: 4 (includes Constitution bonus)
XP : 2,500
Bonus to XPs earned: 10%
XPs needed for 2nd level: 5,000
Money: 5gP
Spellbook:
Your spellbook contains two spells read magic and sleep. You can only memorize and use one per day, though.
Equipment List:
Silver dagger, Holy water 1 vial, Backpack, 1 week Iron rations, Steel mirror, hooded Lantern, Oil 2 flasks, Waterskin

What your tutor told you:
“Never get into a melee if you can help it! You’re not so easy to hit as some Mediums (because of your superior dexterity), but you won’t last long in a battle because of your feeble strength. But no matter. Use your Intelligence to succeed, and start by making sure that the group’s marching order has you in the middle where front and rear attacks get to someone else first! Your sleep spell is very powerful. You can take out a whole group of enemies with this. But don’t forget that it affects a whole area and you cannot choose only to affect certain creatures or people within that area! Never cast the spell into an area where any of your friends are or you will probably affect them as well, which could be disastrous. Always think about the spells you have and how you can use them best. A clever, original use of a spell can surprise, overcome, and demoralize an enemy.”
Last edited by GreyWolfVT on Thu May 31, 2018 6:53 pm, edited 2 times in total.
“All men did have darkness. Some wore it in the form of horns. Some bore it invisibly as rot in their souls.”
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling

Algrim Tirion Dwarf - HarnMaser
Dalin Silverhand Dwarf Thief - Barrowmaze
Elwood 'Dug' The Bounty Hunter Dwarf Swashbuckler - Hedge's Adventures in the World of Golarion
Roan Gravelbeard Dwarf Fighter - Hedge's Greyhawk Adventures
Torvik Shadowhood Dwarf Fighter/Thief - Nocturne
DM - GreyWolf's Mystara Adventures - AD&D 2e
User avatar
GreyWolfVT
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Posts: 33183
Joined: Wed Oct 30, 2013 10:02 pm
Location: Vermont
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Re: Pre-Generated Characters

#5 Post by GreyWolfVT »

PC #7: Cleric
Name: (as chosen by player)
Age: (as chosen by player)
Sex: (as chosen by player)
Race: (as chosen by player)
Alignment: (as chosen by player)
Strength: 9
Intelligence: 9
Wisdom: 18 ( + 3 bonus to Saving Throws against Magic)
Dexterity: 17 ( + 2 bonus to missile fire Hit rolls, -2 bonus to Armor Class)
Constitution: 9
Charisma: 7 (-1 penalty to reactions)
Armor Class: 2 (includes Dexterity bonus)
Hit points: 5
Money: 1gP
XP: 1,500
Bonus to XPs earned: 10%
XPs needed for 3rd level: 3,000
Special Abilities:
(1) Turning of Undead
(2) Clerical spells (gained at 2nd experience level)
Equipment List:
Chain mail and shield, Footman's Mace, Sling and 30 stones, Holy symbol, Backpack, 1 weeks Standard rations, 6 Torches, Waterskin

What your tutor told you:
“Never betray your beliefs; they are the very heart of a cleric’s being. You will not progress to use clerical magic unless you stay true to your ideals! Your exceptional Wisdom should make you an outstanding cleric-if you survive the grim perils of adventuring! Your Strength is not good, so you should leave frontline fighting to fighters and dwarves, but with your fine dexterity your sling is a useful weapon. When adventuring, try to keep a position that allows you to use this weapon, and draw your mace only when you must. Your defensive strength as a hand-to-hand fighter will be improved when you can buy some plate mail, so do this as soon as you gain the money! Always keep your holy symbol ready-around your neck is a good place-should you meet undead and need to turn them.”
Last edited by GreyWolfVT on Thu May 31, 2018 6:58 pm, edited 1 time in total.
“All men did have darkness. Some wore it in the form of horns. Some bore it invisibly as rot in their souls.”
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling

Algrim Tirion Dwarf - HarnMaser
Dalin Silverhand Dwarf Thief - Barrowmaze
Elwood 'Dug' The Bounty Hunter Dwarf Swashbuckler - Hedge's Adventures in the World of Golarion
Roan Gravelbeard Dwarf Fighter - Hedge's Greyhawk Adventures
Torvik Shadowhood Dwarf Fighter/Thief - Nocturne
DM - GreyWolf's Mystara Adventures - AD&D 2e
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GreyWolfVT
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Posts: 33183
Joined: Wed Oct 30, 2013 10:02 pm
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Re: Pre-Generated Characters

#6 Post by GreyWolfVT »

PC #6: Dwarf
Name: (as chosen by player)
Age: (as chosen by player)
Sex: (as chosen by player)
Alignment: (as chosen by player)
Class: (as chosen by player)
Strength: 18 ( + 3 bonus to melee Hit rolls and damage, + 3 bonus to opening doors)
Intelligence: 6
Wisdom: 11
Dexterity: 7 (-1 penalty to missile fire Hit rolls, + 1 penalty to Armor Class)
Constitution: 14 (+ 1 bonus to hit point rolls)
Charisma: 7 (-1 penalty to reactions)
Armor Class: 3 (includes Dexterity penalty)
Hit points: 7 (includes Constitution bonus)
XP : (depends on class selected)
Bonus to XPs earned: 10%
XPs needed for 3rdlevel: (depends on class selected)
7, Money: IgP, 5SP
Special Abilities:
(1) Infravision, 60’ range
(2) Extra languages speaks dwarven, gnome, goblin, kobold
(3) Detection of traps, sliding walls, sloping corridors, new constructions (2 in 6 chance)
Equipment List:
Plate mail (dwarf-sized), medium Shield, Hand axe, Dagger, Backpack, 1 weeks Standard rations, Waterskin, Large sack,
Engraved pewter tankard and flagon with 4 pints of dwarven Skullburster dark ale.

What your tutor told you:
“You’ll be the pride of the clan if you know what your strengths and weaknesses are. You’re incredibly strong and healthy, and able to swing an axe against the best of ’em. But, well, you’re not the smartest or nimblest dwarf on two feet. Leave the planning to others unless you’re underground or coming up to a big fight, when what you know is important. Best to leave any negotiations to those who will get better reactions than you, too. Let the thieves and those with good Dexterity use bows-keep your axe to hand and try to fight enemies hand-to-hand. Your plate mail is good protection but you’re slow and your Dexterity is poor, so try to grab any magic protections you can-like a magic shield or ring of protection if your party finds one. Fight at the front it’s where your melee skills are best placed. It’s also where you can see pits, and sliding walls be for a dwarf, save for the tavern.”
Last edited by GreyWolfVT on Thu May 31, 2018 7:08 pm, edited 2 times in total.
“All men did have darkness. Some wore it in the form of horns. Some bore it invisibly as rot in their souls.”
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling

Algrim Tirion Dwarf - HarnMaser
Dalin Silverhand Dwarf Thief - Barrowmaze
Elwood 'Dug' The Bounty Hunter Dwarf Swashbuckler - Hedge's Adventures in the World of Golarion
Roan Gravelbeard Dwarf Fighter - Hedge's Greyhawk Adventures
Torvik Shadowhood Dwarf Fighter/Thief - Nocturne
DM - GreyWolf's Mystara Adventures - AD&D 2e
User avatar
GreyWolfVT
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Posts: 33183
Joined: Wed Oct 30, 2013 10:02 pm
Location: Vermont
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Re: Pre-Generated Characters

#7 Post by GreyWolfVT »

PC #3: Elf
Name: (as chosen by player)
Age: (as chosen by player)
Sex: (as chosen by player)
Alignment: (as chosen by player)
Class: (as chosen by player)
Strength: 13 ( + 1 bonus to melee Hit rolls and damage, + 1 bonus to opening doors)
Intelligence: 13 ( + 1 language known)
Wisdom: 9
Dexterity: 15 ( + 1 bonus to missile fire Hit rolls, -1 bonus to Armor Class)
Constitution: 14 (+ 1 bonus to hit point rolls)
Charisma: 9
Armor Class: 3 (includes Dexterity bonus)
Hit Points: 6 (includes Constitution bonus)
XP : (depends on class selected)
Bonus to XPs earned: 5%
XPs needed for 3rd level: 5(depends on class selected)
Money: 1gP
Special Abilities:
(1) Infravision, 60’ range
(2) Immunity to ghoul paralysis
(3) Speak extra languages: elven, gnoll, orc, hobgoblin
(4) 2 in 6 chance for finding secret doors
Equipment List:
Chainmail and Small Shield, Long Sword ,Dagger, Backpack, 1 weeks Standard rations, 50’ rope, Small sack, 12 Iron spikes and small hammer, Waterskin, Wineskin with 1 quart of red wine.

What your tutor told you:
“You are the slowest to gain experience levels, but the most powerful at any level, for you can fight well with sword or bow. If possible, try to be in the middle of a group, so you can move to fight, if an attack should come from the front, the back, or to one side.”
“All men did have darkness. Some wore it in the form of horns. Some bore it invisibly as rot in their souls.”
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling

Algrim Tirion Dwarf - HarnMaser
Dalin Silverhand Dwarf Thief - Barrowmaze
Elwood 'Dug' The Bounty Hunter Dwarf Swashbuckler - Hedge's Adventures in the World of Golarion
Roan Gravelbeard Dwarf Fighter - Hedge's Greyhawk Adventures
Torvik Shadowhood Dwarf Fighter/Thief - Nocturne
DM - GreyWolf's Mystara Adventures - AD&D 2e
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Dram
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Re: Player Characters

#8 Post by Dram »

XLore Strongoak-Thief/AC5/HP,10of10/THACO20/Lvl2
HP Starting Coin
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Kreed Oaken-Chaos halls
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