Wulfhelm uth Fearfold

System: AD&D (Skills and Powers)

Wulfhelm uth Fearfold

Personal Information

Name: Wulfhelm uth Fearfold, Knight of Heart Player: Octalus
Race: Human Gender: Male Height: 6'2" Age: 20
Class: Knight, Rose Level: 7 Weight: 213 lbs
XP: 136,649 Alignment: Lawful Good
Next Level: 200,000 Kit: Noble

Ability Scores

Str: 17 Stamina: 16 Weight Allowance: 70 lbs Bend Bars/Lift Gates: 35%
Muscle: 18/98 Attack Adj.: +2 Damage Adj.: +5 Max. Press: 380 lbs Open Doors: 15(3)
Dex: 16 Aim: 14 Missile Adjustment: +0 Pick Pockets: +0% Open Locks: +0%
Balance: 18 Reaction Adjustment: +2 Armor Class: -4 Move Silently: +10% Climb Walls: +10%
Con: 17 Health: 16 System Shock: 95% Poison Save: +0
Fitness: 18 Hit Point Adjustment: +2(+4) Resurrection Chance: 100%
Int: 13 Reason: 13 Max. Spell Level: 6th Max. Spells Per Level: 9 Illusion Immunity: None
Knowledge: 13 Bonus Proficiencies: 3 Chance to Learn New Spell: 55%
Wis: 15 Intuition: 13 Bonus Clerical Spells: 1, 0, 0, 0, 0, 0, 0 Clerical Spell Failure Chance: 0%
Willpower: 17 Magic Defense Adjustment: +3 Spell Immunity: None
Cha: 17 Leadership: 18 Loyalty Base: +8 Maximum Number of Henchmen: 15
Appearance: 16 Initial Reaction Adjustment: +5

Saving Throws

Paralyzation: 6 Poison: 6 Death Magic: 6 Petrification: 7 Polymorph: 7
Rod: 8 Staff: 8 Wand: 8 Breath Weapon: 8 Spell: 9


Hit Points: 109
Base THAC0: 14
Melee THAC0: 12
Missile THAC0: 14


Natural armor class 10
Full armor, plate mail +3 -7
Magic Armor adj. -3
Medium shield proficiency bonus -3
Shield, medium +1 magic adj. -1
Shield, medium +1 adj. -1
Balance Defensive adj. -4

Weapon Proficiencies

Dagger (Specialist)
Flail, horseman's
Full armor, plate mail
Lance, heavy (Specialist)
Lance, light (Specialist)
Lance, medium (Specialist)
Mace, horseman's (Specialist)
Shield (medium)
Sword, long (Specialist, Master)
Sword, two-handed (Specialist)
Fighting Style:
Two-handed Weapon
Weapon and Shield

Non-Weapon Proficiencies

Ancient History 10
Animal Handling 11
Blind Fighting 11
Dancing 11
Endurance 9
Etiquette 11
Heal 10
Heraldry 10
Local History 12
Military Tactics & Strategies 11
Orienteering 10
Religion 10
Riding, Airborne 11
Riding, Land 14
Swimming 12
Native Languages
Common - Ergoth, Common - Solamnic
Reading/Writing 10
Common - Ergoth, Common - Solamnic


THAC0 Attacks/ Speed Damage Range (-2) (-5) (-10)
Weapon Melee Missile Round Factor Sm-Med Large Type Size PB / S / M / L / EX
Sword, long+4, Heretic Hunter 4 2 1 1d8+12 1d12+12 S M
Mace, horseman's +3 8 10 2 3 1d6+10 1d4+10 B M 2 3 4
Dagger 11 13 2 2 1d4+7 1d3+7 P S 2 4 6
Sword, two-handed +3 8 2 4 1d10+10 3d6+10 S L

Racial Abilities

Attack bonus - +1 bonus to attack rolls with one weapon of the character's choice.

Class Abilities

Knight, Rose
    Leadership - Knowledge in leading large numbers of troops.
    Multiple specialization - Allows specialization in more than one weapon.
    Circle of power - If in possession of a holy sword, it will project a 10 foot diamater sphere which repells hostile magic.
    Curative - Grants power to cure any natural disease once per week.
    Detection - By concentrating, may detect evil creatures up to 60 feet away.
    Faithful mount - May summon special steed at 4th level.
    Healing - May heal two hit points per paladin's level to anyone once per day with a touch.
    Health - Immune to all natural disease.
    Protection from evil - Radiate an aura 10 feet in diamater of Protection from Evil.
    Saving throw bonus - +2 bonus to all saves.
    Turn undead - Turn undead at two levels lower in ability.
    Fearless - Knights of the Rose are completely immune to fear.
    Priest Spells - The Knight gains priestly spells from Kiri-Jolith at 6th level. Knights do not gain bonus spells for Wisdom. In order to regain a spell, a Knight must spend 1/2 hour per level of spell in prayer and meditation. A Knight can never meditate more than six hours per day.
    Minor Spheres of Magic - Charm, Divination, Sun
    Major Spheres of Magic - All, Combat, Guardian, Healing, Protection, War


Alertness - +1 bonus to surprise rolls.


Bad Tempered - Character must make a Wisdom/Willpower check when insulted. If check fails, the chracter will insult the person back.
Powerful Enemy - Agents of the powerful enemy will always be after the character.


  • Items Carried
  • Backpack
  • Chalk
  • Dry rations (1 week) x5
  • Fishhook
  • Flint and steel
  • Honey leather (sq. yd.)
  • Oil, lamp (per flask) x3
  • Rope, silk (50 ft)
  • Sewing needle
  • Wineskin
  • Belt pouch, small
  • Holy item, Kiri-Jolith
  • Signet ring/personal seal
  • Mace, horseman's +3
  • Items Readied
  • Sword, long+4, Heretic Hunter (INT 12; LG; Detect secret doors and traps)
  • Items Stored
  • Lance, medium
  • Lantern, bullseye
  • Items Worn
  • Boots, riding
  • Fine fur cloak
  • Full armor, plate mail +3
  • Helmet, close-faced (AC 3)
  • Knife sheath
  • Dagger
  • Pantaloons
  • Scabbard, hanger, baldric
  • Sword, two-handed +3
  • Shield, medium +1
  • Shirt

Character History

Born on Frostkolt 3rd, 379 in Fearfold to the Royal Family. He had 3 younger sisters.

At the age of 4 years, during the War of Chaos, his family vanished, so that he was the only remaining member. A prince without realm. Sir Wilhelm Tankreed raised him in Ergoth, where he became a Squire of the Knights of Solamnia, as did his father long time before. During his years in training he made some powerful friends. Sir Wilhelm - almost a father for him, and four other High ranking Knights who served as his mentors:
Sir Annador uth Dragavan
Sir Yargith uth Carsìr
Sir Banrath uth Talîsmarr
Lady Anorada uth Cryscelnos

He also developed a good friendship with one of the sons of Sir Wilhelm, that grew up with him like a brother.

Wulfhelm is too concerned about clearing the mistery about his family's disapparition, that he has few time for other things than training to become a Knight of the Rose as his father. And his temperament makes it difficult to others to get closer to him.

Some time ago he learned from a wandering sage a vital clue from his past, concerning his vanished family and a powerful enemy from the "other side", who sees in him a competitor of some sort. Now he must learn and understand more about all that to clear his family's name and return home...

Steed: Griffon (Silverwing)

Former Knight of Crown (Lv. 3)
Former Abbot of Swords (Lv. 7)

Knight, Rose Spells Granted

Spell Time Range Area of Effect Components
1st Level
Analyze Balance 1 rd 80 yds 1 creature, object, or 10' sq V, S, M
Bless 1 rd 60 yds 50-ft cube V, S, M
Blessed Watchfulness 4 Touch Creature touched V, S
Cause Fear 1 10 yds 1 creature V, S
Cause Light Wounds 5 Touch Creature touched V, S
Combine* 1 rd Touch Circle of priests V, S
Command 1 30 yds 1 creature V
Courage 1 turn 240 yds 1 unit up to 200 individuals V, S, M
Cure Light Wounds 5 Touch Creature touched V, S
Curse 1 rd 60 yds 50-ft cube V, S, M
Darkness 4 120 yds 20-ft radius globe V, S
Detect Evil 1 rd 0 10 ft x 120 yds V, S, M
Detect Good 1 rd 0 10 ft x 120 yds V, S, M
Detect Magic 1 rd 0 10 ft x 30 yds V, S, M
Detect Poison 4 0 Special V, S, M
Detect Snares & Pits 4 0 10 x 40 ft V, S, M
Endure Cold/Endure Heat 1 rd Touch Creature touched V, S
Light 4 120 yds 20-ft radius globe V, S
Locate Animals or Plants 1 rd 100 yds + 20 yds/lvl 20 yds/lvl x 20 ft V, S, M
Magical Stone 4 Touch 3 pebbles V, S, M
Morale Special Special 1 unit up to 200 individuals V, S, M
Orison 4 10 yds Varies V, S
Protection From Evil 4 Touch 1 creature V, S, M
Protection From Good 4 Touch 1 creature V, S, M
Purify Food & Drink 1 rd 30 yds 1 cubic ft/lvl, in 10 sq ft V, S
Putrefy Food and Drink 1 rd 30 yds 1 cubic ft/lvl, in 10 sq ft V, S
Remove Fear 1 10 yds 1 creature/4 lvls V, S
Ring of Hands* 5 0 Special V, S
Ring of Woe* 5 0 Special V, S
Rosemantle - RoMD - Lathander 1 Touch Creature touched V, S
Sacred Guardian 1 Touch Creature touched V, S, M
Sanctuary 4 Touch 1 creature V, S, M
Shillelagh 2 Touch 1 oak club V, S, M
Sunscorch 4 40 yds 1 creature V, S


Wulfhelm uth Fearfold