Raynor Kjarr    (Human M Fighter)
Character Information   
Name: Raynor Kjarr XP/Next lvl: 0 / 2034
Class: Fighter HP:curr/max 8 / 8
Alignment: Neutrality AC:reg/rear/no shield 3 / 4 / 4
Race: Human Level: 1
Age: 27 Height: 5'10'
Weight: 180 Gender: M
Encumbrance: Movement: 120'
Languages: Common Tongue
Ability Scores   
STR: 11 ()
INT: 8 ()
WIS: 7 (Mag Sav Throw Mod: -1)
DEX: 10 ()
CON: 9 ()
CHR: 7 (-1 (Reac Adj: +1, Ret: 3, Ret Mor: 6))

Saving Throws   
Death, Paralysis,
Poison:
Petrification,
Polymorph:
Rod, Staff
or Wand:
Breath: Spell:
15 12 14 13 16

Notes: -1 Magic: This modifier applies to all effects of a magical origin, but excludes breath weapons. All magical devices are included (wands, staves, etc., but not swords or other weapons)

Description and Background   
Description:


Background:


Weapons
Weapon Att/Rnd Range Speed Damage sm/l Spec. Dbl. spec. THAC0 Projectiles
Left
Notes
Bastard Sword 1 1d8/2d4 n n
Mace 1 1d6/ n n
Hand Axe 1 1d6/ n n
Equipment
Qty Item Location
1 Backpack Wear
4 Trail Rations Pack
50 Feet Hemp Rope Wear
12 Iron Spikes Pack
1 Hammer Pack
1 Bastard Sword Carry
1 Mace Wear
1 Hand Axe Wear
1 Banded Mail Armor Wear
1 Shield Carry
2 Waterskins Pack
8 Torches Pack
1 Flint & Steel Pack
2 Small Sacks Pack
1 Large Sack Pack


Wealth   Enter negative number to subtract
PP GP EP SP CP
0 9 0 8 0
Magic Items
Qty Item Location


Gems and Jewelry
Qty Item Location
Memorized Spells



Spell Book



Notes
Rules
Initiative = 1d6

A Fighting Retreat allows a character to move backwards at
1/2 normal encounter movement. However, there must be a
clear path for this movement.

A Full Retreat occurs when a character moves backwards at a
faster rate than 1/2 of encounter movement. The character
making the movement forfeits his attack this round, and his
opponent attacks with a +2 to hit. In addition, if the retreating
character is carrying a shield, it does not apply to the
characterÊs armor class during the retreat.

Any attacks made on characters from behind ignore the
influence of the attacked characterÊs shield, if any.

Unarmed Combat is the same as melee combat, but all
damage is 1 to 2 + STR modifiers.

Ability Checks
The player rolls 1d20, and if the result is
greater than the ability, the roll fails. If the roll is less than or
equal to the ability, the roll succeeds. Bonuses or penalties to
the roll can be applied, with a bonus of -4 being a relatively
easy ability check, and +4 being very difficult. Of course, any
modifier between these extremes can by applied. A result of 1
is always a success, and 20 is always a failure.
Ability Score Meanings
STR: 11 (Can literally pull their own weight)
INT: 8 (Has trouble following trains of thought, forgets most unimportant things)
WIS: 7 (Often fails to exert common sense)
DEX: 10 (Capable of usually catching a small tossed object)
CON: 9 (Easily winded, incapable of a full day’s hard labor)
CHR: 7 (erribly reticent, uninteresting, or rude)