(a rough old man - hm NE A8: executioner)
| ST | IN | WI | DX | CN | CH | Com |
| 16 | 11 | 8 | 14 | 6 | 4 | 5 |
HP: 24
AC: 7
+H: -
+D: +1
DB: -
SB: -
| BS | R/AT | PP | MS | HS |
| x3 | - | 55 | 47 | 37 |
AG: 9 [old] <79 yo, check to see if Lame Brain dies of old age; -20%
to XP total, roll for 1 age-related disabilty: see I8 Ravager of Time>
AP: 5 [rough]
<
* scars, tattoos, missing a few teeth, not clean-shaven
are examples
* stubble or a beard
* hobbies might include drinking and smoking
* examples: Lemmy, Bon Scott
>
PO: 6 [average]
SA: 1 [very stable]
GT: 3 [hedonist]
<
+ You like orgies && drugs.
>
#H: 1
MI: S [broadsword +1, cursed]
160 PP
javelin +1 (missile only, -5 vs. AT2, -4 vs. AT3, -3 vs. AT4, same as battleaxe)
scroll of protection from all lycanthropes
lens of ultravision
dagger +2
leather +2
oil of disenchantment (oil of fumbling)
APPENDIX: ABILITY SCORE GENERATION
Citations are from memory; I Hope that they are correct.
Here is the Method I am playtesting over the course of at least 100 characters.
Raise 1 score to 15, or 2 score if you are human (cf. PHB.9)
Apply race modifiers (qv. PHB.14)
Raise scores to race minimums.
Raise scores to class minimums.
OK, PHB done. Now get your DMG, to page 12.
Determine your character's secondary skill, if any.
Non-humans get 2 rolls, using the one that makes the most sense.
Certain secondary skills do provide a STR bonus.
Next, DMG.12 for age modifiers.
Finally, DMG.100 for more race modifiers.
And then, DMG.100 for more class modifiers.
Ability scores = done for Now.
Going through the characteristics tables, DMG.100-101, every once in a
while, a result changes an ability score, for better or for worse.
Scores above 18 are quite rare, and will be dealt with separately.
Method V has an average of 15 for each ability score, if my Math is right.