Etaon.com

player character

    The story of Etaon at level 9 (nine).

    The materials quoted on this web page are only the minimums necesssary to define this particular character. These materials do not include enough information to recreate the original rules. See quoted rule books for complete game information.

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Etaon

    Level 9 (nine).

9th level

summary

    Level 9: Cleric, Druid, Fighter, Paladin, Ranger, Magic-User, Illusionist, Thief, Monk Players Handbook Advanced Dungeons & Dragons v.1 by Gary Gygax; pp 18-33

    Level 9: Warrior, Fighter, Paladin, Ranger, Wizard, Mage, Specialist Wizard, Illusionist, Priest, Cleric, Druid, Rogue, Thief, Bard Player’s Handbook Advanced Dungeons & Dragons 2nd Edition v.2; pp 25-45

    Level 9: Barbarian, Bard, Cleric, Druid, Fighter, Monk, Paladin, Ranger, Rogue, Sorcerer, Wizard Player’s Handbook Dungeons & Dragons Core Rulebook v.3.5; pp 21-60

    Level 4: Cleric, Fighter, Paladin, Ranger, Rogue, Warlock, Warlord, Wizard Player’s Handbook (Arcane, Divine, and Martial Heroes) Dungeons & Dragons Roleplaying Game Core Rules v.4; pp 50-175

STR DEX CON INT WIS CHA
20 22 22 20 20 20
hit
points
base
attack
bonus
fort
save
ref
save
will
save
skill
points
asdf asdf asdf asdf asdf asdf
spells
  0 1 2 3 4 5 6 7 8 9 10 11 12
Cleric spells: 6 4+1 4+1 3+1 2+1 1+1 - - - - - - -
Druid spells: 6 4 4 3 2 1 - - - - - - -
Sorcerer spells: 6 6 6 6 4 - - - - - - - -
Wizard spells: 4 4 4 3 2 1 - - - - - - -
Illusionist spells:   -   - - - - - - - - - - - -
Sorcerer Spells Known
Level: 0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10 11 12
9th 8 5 4 3 2 - - - - - - - -
Player’s Handbook v.3.5; pg 54

Advanced Dungeons & Dragons
version 1 by Gary Gygax

    Level 9: Cleric, Druid, Fighter, Paladin, Ranger, Magic-User, Illusionist, Thief, Monk Players Handbook Advanced Dungeons & Dragons v.1 by Gary Gygax; pp 18-33

Advanced Dungeons & Dragons
2nd Edition

    Level 9: Warrior, Fighter, Paladin, Ranger, Wizard, Mage, Specialist Wizard, Illusionist, Priest, Cleric, Druid, Rogue, Thief, Bard Player’s Handbook Advanced Dungeons & Dragons 2nd Edition v.2; pp 25-45

Dungeons & Dragons
v.3.0 and v.3.5

    Level 9: Barbarian, Bard, Cleric, Druid, Fighter, Monk, Paladin, Ranger, Rogue, Sorcerer, Wizard Player’s Handbook Dungeons & Dragons Core Rulebook v.3.5; pp 21-60

    Hit Dice: d12 [Barbarian] class Player’s Handbook v.3.5; pp 24-26

    Constitution Bonus: Constitution +2 [Dwarf, Gnome] Player’s Handbook v.3.5; pp 14-15; Player’s Handbook v.3.5; pp 16-17
    Dexterity Bonus: Dexterity +2 [Elf, Halfling] Player’s Handbook v.3.5; pp 15-16; Player’s Handbook v.3.5; pp 19-20

    Base Attack Bonus: +9/+4 [Fighter, Paladin, Ranger] Player’s Handbook v.3.5; pp 37-39, 42-49
    Flurry of Blows Attack Bonus: +9/+9/+4 [Monk] Player’s Handbook v.3.5; pp 39-42
    Unarmed Damage: 1d10 [Monk] Player’s Handbook v.3.5; pp 39-42

    Fortitude Save: +6 [Monk] Player’s Handbook v.3.5; pp 39-42

    Reflex Save: +6 [Monk] Player’s Handbook v.3.5; pp 39-42

    Will Save: +6 [Monk] Player’s Handbook v.3.5; pp 39-42

    AC: Wisdom Bonus+1 [Monk] Player’s Handbook v.3.5; pp 39-42

    Class Features (Monk):
    Flurry of Blows (Ex): When unarmored, a monk may strike with a flurry of blows at the expense of accuracy. When doing so, she may make one extra attack in a round at her highest base attack bonus, but this attack takes a -2 penalty, as does each other attack made that round. See the Flurry of Blows Attack Bonus chart. This penalty applies for 1 round, so it also affects attacks of opportunity the monk might make before her next action. When a monk reaches 5th level, the penalty lessens to -1, and at 9th level it disappears. A monk must use a full attack action to strike with a flurry of blows. [Monk] Player’s Handbook v.3.5; pp 39-42
    When using flurry of blows, a monk may attack only with unarmed strikes or with special monk weapons (kama, nunchaku, quarterstaff, sai, shuriken, and siangham). She may attack with unarmed strikes and special monk weapons interchangeably as desired. [Monk] Player’s Handbook v.3.5; pp 39-42
    In the case of the quarterstaff, each end counts as a separate weapon for the purpose of using the flurry of blows ability. Even though the quarterstaff requires two hands to use, a monk may still intersperse unarmed strikes with quarterstaff strikes, assuming that she has enough attacks in her flurry of blows routine to do so. She cannot, however, wield any other weapon at the same time that she uses a quarterstaff. [Monk] Player’s Handbook v.3.5; pp 39-42
    When a monk reaches 11th level, her flurry of blows ability improves. In addition to the standard single extra attack she gets from flurry of blows, she gets a second extra attack at her full base attack bonus. [Monk] Player’s Handbook v.3.5; pp 39-42

    Feats: 4th feat [all] Player’s Handbook v.3.5; pp 21-23

    Class Support Feats: the following feats are added for the character to provide the range of feats commonly used by the several diverse classes combined in this character.
    Craft Rod feat Player’s Handbook v.3.5; pp 92
    Greater Weapon Focus (bastard sword, composite longbow, grapple, halberd, short sword, unarmed strike, whip) feat Player’s Handbook v.3.5; pp 95
    Improved Disarm feat Player’s Handbook v.3.5; pp 95
    Spell Penetration feat Player’s Handbook v.3.5; pp 100
    Still Spell feat Player’s Handbook v.3.5; pp 101
    Weapon Focus (rapier, short sword) feat Player’s Handbook v.3.5; pp 102

    Skills: 1 extra skill point [Human] Player’s Handbook v.3.5; pp 12-14

    Class Support Skills: The following skills are added for the character to provide the basic essential range of skills commonly used by the several diverse classes combined in this character. The character has these skills at the maximum level possible.
    Balance 12 Player’s Handbook v.3.5; pp 67
    Bluff 12 Player’s Handbook v.3.5; pp 67-69
    Climb 12 Player’s Handbook v.3.5; pp 69
    Concentration 12 Player’s Handbook v.3.5; pp 69-70
    Diplomacy 12 Player’s Handbook v.3.5; pp 71-72
    Disable Device 12 Player’s Handbook v.3.5; pp 72
    Hide 12 Player’s Handbook v.3.5; pp 76
    Jump 12 Player’s Handbook v.3.5; pp 77
    Knowledge (arcana) 12 Player’s Handbook v.3.5; pp 78
    Knowledge (religion) 12 Player’s Handbook v.3.5; pp 78
    Listen 12 Player’s Handbook v.3.5; pp 78-79
    Move Silently 12 Player’s Handbook v.3.5; pp 79
    Open Lock 12 Player’s Handbook v.3.5; pp 79
    Perform 12 Player’s Handbook v.3.5; pp 79
    Ride 12 Player’s Handbook v.3.5; pp 80
    Search 12 Player’s Handbook v.3.5; pp 81
    Spellcraft 12 Player’s Handbook v.3.5; pp 82-83
    Spot 12 Player’s Handbook v.3.5; pp 83
    Survival 12 Player’s Handbook v.3.5; pp 83-84
    Tumble 12 Player’s Handbook v.3.5; pp 84-85

    Class Support Skills: The following skills are added for the character to provide a basic range of skills commonly used by the several diverse classes combined in this character. The character has these skills at a level equal the character’s level.
    Decipher Script 9 Player’s Handbook v.3.5; pp 71
    Escape Artist 9 Player’s Handbook v.3.5; pp 73
    Gather Information 9 Player’s Handbook v.3.5; pp 74
    Heal 9 Player’s Handbook v.3.5; pp 75-76
    Intimidate 9 Player’s Handbook v.3.5; pp 76-77
    Sense Motive 9 Player’s Handbook v.3.5; pp 81
    Swim 9 Player’s Handbook v.3.5; pp 84
    Use Magic Device 9 Player’s Handbook v.3.5; pp 85-86

Dungeons & Dragons
4th Edition

    Opinion: The Fourth Edition of Dungeons and Dragons is a travesty. I was hoodwinked into buying it, mistakeningly thinking it was an improvement. It is instead a bastardization of the game. The designers admitted that their goal was to make it easier to quickly create new supplements. They completely ignored the needs of real players and view as solely as a cash source to be exploited. Don’t make the mistake I made. Boycott the fourth edition of Dungeons and Dragons. Force them to return to version 3.5 or some logical improvement of 3.5.

what is wrong with fourth edition

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