Difference between revisions of "Hargrum"
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* CHA 9 (CHR 8 to non-dwarves, No. Hench: 4, Loyalty -5%) | * CHA 9 (CHR 8 to non-dwarves, No. Hench: 4, Loyalty -5%) | ||
+ | '''Combat''' | ||
* '''HP:''' 29 (d8+1) | * '''HP:''' 29 (d8+1) | ||
* '''AC:''' 3 (Splinted Mail + Shield) | * '''AC:''' 3 (Splinted Mail + Shield) | ||
− | |||
* '''WP(2):''' Hammer, Sling. (non-prof. -3 penalty) | * '''WP(2):''' Hammer, Sling. (non-prof. -3 penalty) | ||
− | * | + | * Warhammer +1 S-M:1d4+2 L:1d4+1 AC(To hit): 10(7) 9(8) 8(9) 7(10) 6(11) 5(12) 4(13) 3(14) 2(15) |
+ | * Sling (5/10/15) S-M:1d4+1 L:1d6+1 AC(To hit): 10(8) 9(9) 8(10) 7(11) 6(12) 5(13) 4(14) 3(15) 2(16) | ||
'''Saves''' (adjustments +4 poison, +1 will force attacks) | '''Saves''' (adjustments +4 poison, +1 will force attacks) | ||
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*Breath Weapon 15 | *Breath Weapon 15 | ||
*Spells 14 | *Spells 14 | ||
− | |||
− | |||
− | |||
− | |||
'''Current Spells (5/3/0):''' | '''Current Spells (5/3/0):''' | ||
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Spell List L1: Bless, Ceremony, Combine, Command, Create Water, Cure Light Wounds, Detect Evil, Detect Magic, Endure Cold/Heat, Invisibility to Undead, Light, Magic Stone, Penetrate Disguise, Portent, Precipitation, Protection From Evil, Purify Food and Water, Remove Fear, Resist Cold, Sanctuary | Spell List L1: Bless, Ceremony, Combine, Command, Create Water, Cure Light Wounds, Detect Evil, Detect Magic, Endure Cold/Heat, Invisibility to Undead, Light, Magic Stone, Penetrate Disguise, Portent, Precipitation, Protection From Evil, Purify Food and Water, Remove Fear, Resist Cold, Sanctuary | ||
+ | |||
+ | '''Other:' | ||
+ | * '''NWP:''' 3 (Healing(2), Sound Analysis) | ||
'''Turn''': | '''Turn''': |
Revision as of 04:07, 27 January 2010
Back to: Mouths of Madness
Hargrum of the Clan of Deepbourn, Dwarven Cleric Lvl 4 (Exp 6,001), LG (deity = Moradin)
Stats
- STR 13 (wt: +100, OD: 1-2, BB/LG: 4%)
- DEX 11
- CON 15 (+1 Hp, SS: 91%, R:94%)
- INT 13 (Lang: 3) dwarven, gnoll, goblin, kobold, orc, common, hobgoblin
- WIS 15 (Mag adj:+1, Bonus: 2xL1, 1xL2 Spells)
- CHA 9 (CHR 8 to non-dwarves, No. Hench: 4, Loyalty -5%)
Combat
- HP: 29 (d8+1)
- AC: 3 (Splinted Mail + Shield)
- WP(2): Hammer, Sling. (non-prof. -3 penalty)
- Warhammer +1 S-M:1d4+2 L:1d4+1 AC(To hit): 10(7) 9(8) 8(9) 7(10) 6(11) 5(12) 4(13) 3(14) 2(15)
- Sling (5/10/15) S-M:1d4+1 L:1d6+1 AC(To hit): 10(8) 9(9) 8(10) 7(11) 6(12) 5(13) 4(14) 3(15) 2(16)
Saves (adjustments +4 poison, +1 will force attacks)
- Paralyzation/Poison 9
- Petrification/Polymorph 12
- Rod/Staff/Wand 13
- Breath Weapon 15
- Spells 14
Current Spells (5/3/0):
- L1: CLW / CLW / CLW / Command / Remove Fear
- L2: ? / ? / ?
Spell List L1: Bless, Ceremony, Combine, Command, Create Water, Cure Light Wounds, Detect Evil, Detect Magic, Endure Cold/Heat, Invisibility to Undead, Light, Magic Stone, Penetrate Disguise, Portent, Precipitation, Protection From Evil, Purify Food and Water, Remove Fear, Resist Cold, Sanctuary
Other:'
- NWP: 3 (Healing(2), Sound Analysis)
Turn:
- Zombie & Skel: T
- Ghoul: 4
- Shadow: 7
- Wight: 10
- Ghast: 13
- Wraith: 16
- Mummy: 20
Money: 4gp, 5sp
Equipment: Hammer, Sling (12 bullets), Splinted Mail, Large Shield, Helmet, Boots (low hard), Cloak, Backpack, Silver Holy symbol, Water skin, Iron Rations (1 week)