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.
Level 9 (nine).
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 Players Handbook Advanced Dungeons & Dragons 2nd Edition v.2; pp 25-45
Level 9: Barbarian, Bard, Cleric, Druid, Fighter, Monk, Paladin, Ranger, Rogue, Sorcerer, Wizard Players Handbook Dungeons & Dragons Core Rulebook v.3.5; pp 21-60
Level 4: Cleric, Fighter, Paladin, Ranger, Rogue, Warlock, Warlord, Wizard Players 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 | - | - | - | - | - | - | - | - |
| Players Handbook v.3.5; pg 54 | |||||||||||||
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 Players Handbook Advanced Dungeons & Dragons 2nd Edition v.2; pp 25-45
Level 9: Barbarian, Bard, Cleric, Druid, Fighter, Monk, Paladin, Ranger, Rogue, Sorcerer, Wizard Players Handbook Dungeons & Dragons Core Rulebook v.3.5; pp 21-60
Hit Dice: d12 [Barbarian] class Players Handbook v.3.5; pp 24-26
Constitution Bonus: Constitution +2 [Dwarf, Gnome] Players Handbook v.3.5; pp 14-15; Players Handbook v.3.5; pp 16-17
Dexterity Bonus: Dexterity +2 [Elf, Halfling] Players Handbook v.3.5; pp 15-16; Players Handbook v.3.5; pp 19-20
Base Attack Bonus: +9/+4 [Fighter, Paladin, Ranger] Players Handbook v.3.5; pp 37-39, 42-49
Flurry of Blows Attack Bonus: +9/+9/+4 [Monk] Players Handbook v.3.5; pp 39-42
Unarmed Damage: 1d10 [Monk] Players Handbook v.3.5; pp 39-42
Fortitude Save: +6 [Monk] Players Handbook v.3.5; pp 39-42
Reflex Save: +6 [Monk] Players Handbook v.3.5; pp 39-42
Will Save: +6 [Monk] Players Handbook v.3.5; pp 39-42
AC: Wisdom Bonus+1 [Monk] Players 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] Players 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] Players 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] Players 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] Players Handbook v.3.5; pp 39-42
Feats: 4th feat [all] Players 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 Players Handbook v.3.5; pp 92
Greater Weapon Focus (bastard sword, composite longbow, grapple, halberd, short sword, unarmed strike, whip) feat Players Handbook v.3.5; pp 95
Improved Disarm feat Players Handbook v.3.5; pp 95
Spell Penetration feat Players Handbook v.3.5; pp 100
Still Spell feat Players Handbook v.3.5; pp 101
Weapon Focus (rapier, short sword) feat Players Handbook v.3.5; pp 102
Skills: 1 extra skill point [Human] Players 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 Players Handbook v.3.5; pp 67
Bluff 12 Players Handbook v.3.5; pp 67-69
Climb 12 Players Handbook v.3.5; pp 69
Concentration 12 Players Handbook v.3.5; pp 69-70
Diplomacy 12 Players Handbook v.3.5; pp 71-72
Disable Device 12 Players Handbook v.3.5; pp 72
Hide 12 Players Handbook v.3.5; pp 76
Jump 12 Players Handbook v.3.5; pp 77
Knowledge (arcana) 12 Players Handbook v.3.5; pp 78
Knowledge (religion) 12 Players Handbook v.3.5; pp 78
Listen 12 Players Handbook v.3.5; pp 78-79
Move Silently 12 Players Handbook v.3.5; pp 79
Open Lock 12 Players Handbook v.3.5; pp 79
Perform 12 Players Handbook v.3.5; pp 79
Ride 12 Players Handbook v.3.5; pp 80
Search 12 Players Handbook v.3.5; pp 81
Spellcraft 12 Players Handbook v.3.5; pp 82-83
Spot 12 Players Handbook v.3.5; pp 83
Survival 12 Players Handbook v.3.5; pp 83-84
Tumble 12 Players 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 characters level.
Decipher Script 9 Players Handbook v.3.5; pp 71
Escape Artist 9 Players Handbook v.3.5; pp 73
Gather Information 9 Players Handbook v.3.5; pp 74
Heal 9 Players Handbook v.3.5; pp 75-76
Intimidate 9 Players Handbook v.3.5; pp 76-77
Sense Motive 9 Players Handbook v.3.5; pp 81
Swim 9 Players Handbook v.3.5; pp 84
Use Magic Device 9 Players Handbook v.3.5; pp 85-86
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. Dont 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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