Arash Cendrashson

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System: AD&D (Skills and Powers)

Arash Cendrashson

Personal Information

Name: Arash Cendrashson, Eternal Flame of Unther Player: Octalus
Race: Dwarf (Half duergar/half wild dwarf) Gender: Male Height: 4'6" Age: 23
Classes: Fighter/Firewalker Levels: 9/12 Weight: 158 lbs
XP: 479,014/555,472 Alignment: Neutral Good
Next Level: 500,000/750,000 Kit: Champion of Kossuth

Ability Scores

Str: 23 Stamina: 23 Weight Allowance: 935 lbs Bend Bars/Lift Gates: 90%
Muscle: 23 Attack Adj.: +5 Damage Adj.: +11 Max. Press: 1,130 lbs Open Doors: 18(16)
Dex: 18 Aim: 18 Missile Adjustment: +2 Pick Pockets: +10% Open Locks: +15%
Balance: 18 Reaction Adjustment: +2 Armor Class: -4 Move Silently: +10% Climb Walls: +10%
Con: 18 Health: 17 System Shock: 97% Poison Save: +0
Fitness: 19 Hit Point Adjustment: +2(+5) Resurrection Chance: 100%
Int: 11 Reason: 11 Max. Spell Level: 5th Max. Spells Per Level: 7 Illusion Immunity: None
Knowledge: 11 Bonus Proficiencies: 2 Chance to Learn New Spell: 45%
Wis: 19 Intuition: 19 Bonus Clerical Spells: 3, 2, 2, 1, 0, 0, 0 Clerical Spell Failure Chance: 0%
Willpower: 19 Magic Defense Adjustment: +4 Spell Immunity: Class 1
Cha: 18 Leadership: 18 Loyalty Base: +8 Maximum Number of Henchmen: 15
Appearance: 18 Initial Reaction Adjustment: +7

Saving Throws

Paralyzation: 6 Poison: 2 Death Magic: 6 Petrification: 9 Polymorph: 9
Rod: 6 Staff: 6 Wand: 6 Breath Weapon: 9 Spell: 7

Combat

Hit Points: 144
Base THAC0: 12
Melee THAC0: 7
Missile THAC0: 10

Armor

Natural armor class 10
Full armor, advanced chain mail -6
Medium shield proficiency bonus -3
Shield of Barakas magic adj. -2
Shield of Barakas adj. -1
Balance Defensive adj. -4
FINAL: -6

Weapon Proficiencies

Axes: Hammers
Clubs, Maces, and Flails
Dagger of Kossuth (Specialist)
Mace, footman's (Specialist, Master)
Shield (medium)
Fighting Style:
Two-handed Weapon
Weapon and Shield

Non-Weapon Proficiencies

Ancient History 11
Armorer 13
Blind Fighting 11
Brewing 9
Ceremony 18
Endurance 12
Etiquette 15
Fire-Building 13
Gem Cutting 15
Heal 13
Intimidation 16
Local History 13
Mountaineering 14
Navigation, Underground 13
Netherworld Knowledge 10
Orienteering 14
Religion 17
Spellcraft 7
Survival (Mountain) 14
Weaponsmithing 14
Modern Languages 10
Common - Daqwe, Kenderspeak
Native Languages
Common - Kothian, Dwarf
Reading/Writing 9
Common - Kothian, Dwarf

Weapons

THAC0 Attacks/ Speed Damage Range (-2) (-5) (-10)
Weapon Melee Missile Round Factor Sm-Med Large Type Size PB / S / M / L / EX
Mace, footman's +4 (Flame) -1 2 3 1d6+19 1d6+18 B M
Dagger of Kossuth 6 9 2 2 1d4+14 1d3+14 P S 2 4 6

Racial Abilities

Infravision - Dwarves have infravision to 60 feet - the ability to see heat patterns given off by living warm-blooded creatures in the dark.
Melee combat - Dwarves have a +1 bonus to their attack rolls vs. orcs, half-orcs, goblins, and hobgoblins. Further, when ogres, half-ogres, ogre magi, trolls, giants, or titans fight dwarves, these aggressors suffer a -4 penalty on all attack rolls. Dwarves are small and have defensive tactics against these large foes.
Mining detection abilities - A character with this skill is familiar with mining, tunnelling and stonework. By concentrating for one round the character can:
Determine the approximate depth underground, 1-3 on 1d6.
Detect any sliding or shifting walls or rooms, 1-4 on 1d6.
Detect any grade or slope in the passage they are passing through, 1-5 on 1d6.
Detect stonework traps, pits, and deadfalls, 1-3 on 1d6
Detect new construction in stonework, 1-5 on 1d6.
Saving throw bonuses - Bonus to saving throws vs. poison, rods, wands, and spells based on their Constitution/Health subability score.

Class Abilities

Fighter
    1d12 for hit points - d12 Hit Point die.
    Multiple specialization - Allows specialization in more than one weapon.
Firewalker
    Awkward casting method - Spells cast by the priest are unusually obvious - the priest may be surrounded by a glowing halo of divine light, he may have to invoke his deity’s power with peals of thunder and tremors in the ground, or some sensation (fear, cold, elation) may be noticed by anyone nearby. Any intelligent creature in earshot automatically notices the priest’s spellcasting, even if they weren’t paying attention to him before. Casting spells from ambush or without being observed is nearly impossible with this limitation.
    Followers - Allows followers after building a stronghold and becoming name level.
    Hit point bonus - d10 is used as Hit Point die.
    Combined summoning - Firewalkers who work together can summon an elemental of greater Hit Dice than they would otherwise be able to do alone. For example, a 5th-and 9th-level priest could summon a 16-HD elemental. As long as both summoners remain alive, the elemental remains under their control for 1 full hour. If one of the summoners is killed or struck unconscious, the summoned elemental goes on a rampage, attacking everyone in sight until its one-hour time limit upon the Prime Material has elapsed. It then returns to the Elemental Plane of Fire. The participants in such 2 combined summoning attempt must abide by time restrictions for further elemental summoning apportioned by their levels. In the above case, the 5th-level priest would have summoned his 8-HD elemental for the day and the 9th-level priest would have summoned her 12-HD elemental for the tenday.
    Elemental Summoning - At 5th level. firewalkers can summon one 8-HD fire elemental once a day. This elemental remains under the control of the firewalker for one hour and cannot be taken control of by another creature. If the summoner is killed or struck unconscious, the summoned elemental goes on a rampage, attacking everyone in sight except its summoner until its one-hour time limit upon the Prime Material has elapsed. It is important to note that the elemental summoned is not a servant of the firewalker, but rather is looked upon as an agent of Kossuth that is to be respected. The ability to summon an elemental is granted once each day when firewalkers receive their normal complement of spells.
    Elemental Summoning - At 9th level, firewalkers can summon one 12-HD fire elemental once a tenday. All the same conditions apply as for summoning an 8-HD fire elemental.
    Fire-related bonus - All firewalkers gain a +2 bonus to saving throws vs. the harmful effects of fire-and heat-related spells and fiery breath weapons.
    Flame-based resistance - At 7th level, the glory of Kossuth partially shields firewalkers from the harmful effects of magical fire and flaming breath weapons. All damage is computed with a -1 on the roll of each die.
    Flame-based resistance - At 3rd level, firewalkers are immune to harmful effects from brief contact (less than five rounds) with nonmagical fire.
    Mage Spells - Firewalkers may cast wizard spells from the elemental fire school in addition to priest spells. These spells are cast as if the firewalker were a mage of the same level. For example, a 3rd-level firewalker casts wizard spells as a 3rd-level mage. Firewalkers pray for their wizard spells instead of studying to memorize them, and chosen wizard spells replace priest spells potentially available for use that day. (In other words, the wizard spell occupies a priest spell slot.) Firewalkers gain access to 8rh-level wizard spells at 16th level and 9th-level wizard spells at 18th level. A firewalker must have Wisdom of 18 or higher and an Intelligence of 16 to gain access to the 8th level spells, and Wisdom of 18 or higher and an Intelligence of 18 to gain access to the 9th-level spells. If a firewalker is able to gain high-level wizard spells, every 8th-level spell prayed for occupies a 6th-level priest spell slot and every 9th-level spell prayed for occupies a 7th-level priest spell slot. Firewalkers are always able to read elemental lire spells on scrolls or in wizard spellbooks as if they knew read magic (but studying spells from a spellbook is useless to them). No more than three quarters of a firewalker's total number of spells available (round down) can be taken as wizard spells.
    Schools of Magic - Elemental Fire
    Minor Spheres of Magic - Creation, Elemental, Air, Elemental, Earth, War
    Major Spheres of Magic - All, Combat, Divination, Elemental, Fire, Healing, Kossuth, Protection, Summoning, Sun
    Free Spell - At level 3, Firewalkers are able to cast Burning Hands as the Wizard Spell once a day
    Free Spell - At level 7, Firewalkers are able to cast Fireball as the Wizard Spell once a day
    Free Spell - At level 9, Firewalkers are able to cast Fire Charm as the Wizard Spell once a day

Traits

Fast Healer - 1 hit point is regained 2d12 rounds after wound is taken. Character heals 2 hit points per night of rest.
Lucky - A successful Wisdom/Intuition check allows the character to have a stroke of luck.

Disadvantages

Powerful Enemy - Agents of the powerful enemy will always be after the character.

Inventory

  • Items Carried
    • Backpack
      • Flint and steel
      • Wineskin
      • Holy item of Kossuth
      • Jeweler's hammer/chisel
      • Ring of Djinni Summoning (never worn)
      • Rope of Climbing
      • Rope of Entanglement
      • Scroll of Protection from Magic
      • Scroll of Protection from Poison
      • Scroll of Protection from Undead
    • Dagger of Kossuth, unique exemplar, forged by Arash himself and blessed by Kossuth
  • Items Readied
    • Mace, footman's +4 (Flamemace, Holly Weapon of Kossuth - 2xdamage vs. undead and demons)
  • Items Worn
    • Amulet Versus Undead (8th level)
    • Rich Robes - red silk, with gold, mithril and gem applications - and other rich clothes
    • Belt pouch, small
    • Boots, soft
    • Full armor, advanced chain mail (dwarven chain, AC 4)
    • Girdle of Cloud Giant Strength
    • Helm of Free Action
    • Hood of Command (from Return to the Tomb of Horror)
    • Pearl of Hiteth (Pearl of Wisdom)
    • Ring of Molten Lava (from Paladin in Hell, modified)
    • Ring of Universal Movement (from Return to the Tomb of Horror)
    • Shield of Barakas (+2 medium shield, 1/2 damage from breath weapons (1/4 if saved), acts as a Ring of Warmth)

Movement and Encumbrance

Encumbrance: Unencumbered Light Moderate Heavy Severe
Weight (lbs): 0-935 936-974 975-1013 1014-1052 1053-1130
Movement: 28 21 14 7 1
THAC0: -1 -2 -4
AC: +1 +3
Currently carrying 89.50 pounds (None Encumbrance, Movement 21(28) on solid surfaces, 18(25) on liquid surfaces, 9(16) on gaseous surfaces due to Ring of Universal Movement)

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