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Personal Information
Name: Slaine Player: Scathach
Race: Sylvan (Green) Elf Gender: Male Height: 5'0" Age: 164
Classes: Fighter/Mage Levels: 2/2 Weight: 106 lbs
XP: 2,771/2,519 Alignment: Chaotic Neutral
Next Level: 4,000/5,000 Kit: None
Ability Scores
Str: 17 Weight Allowance: 85 lbs Bend Bars/Lift Gates: 13%
Attack Adj.: +1 Damage Adj.: +1 Max. Press: 220 lbs Open Doors: 10
Dex: 15 Missile Adjustment: +0 Pick Pockets: +0% Open Locks: +0%
Reaction Adjustment: +0 Armor Class: -1 Move Silently: +0% Climb Walls: +0%
Con: 16 System Shock: 95% Poison Save: +0
Hit Point Adjustment: +2 Resurrection Chance: 96%
Int: 14 Max. Spell Level: 7th Max. Spells Per Level: 9 Illusion Immunity: None
Bonus Proficiencies: 4 Chance to Learn New Spell: 60%
Wis: 12 Bonus Clerical Spells: 0, 0, 0, 0, 0, 0, 0 Clerical Spell Failure Chance: 5%
Magic Defense Adjustment: +0 Spell Immunity: None
Cha: 14 Loyalty Base: +1 Maximum Number of Henchmen: 6
Initial Reaction Adjustment: +2
Saving Throws
Paralyzation: 14 Poison: 14 Death Magic: 14 Petrification: 13 Polymorph: 13
Rod: 11 Staff: 11 Wand: 11 Breath Weapon: 15 Spell: 12
Combat
Hit Points: 21
Base THAC0: 19
Melee THAC0: 18
Missile THAC0: 19
Armor
Natural armor class 10
Full armor, chain mail +3 -5
Magic Armor adj. -3
DEX Defensive adj. -1
FINAL: 1
Weapon Proficiencies
Dagger
Long bow
Sword, long
Sword, short
Non-Weapon Proficiencies
Blind Fighting 12
Endurance 16
Running 10
Spellcraft 12
Swimming 17
Native Languages
Centaur, Common, Dwarf - hill dialect, Elf, Elf - sylvan (wood) dialect
Reading/Writing 15
Elf
Weapons
THAC0 Attacks/ Speed Damage Range (-2) (-5)
Weapon Melee Missile Round Factor Sm-Med Large Type Size Short Medium Long
Sword, long 17 1 5 1d8+1 1d12+1 S M
Sword, short 17 1 3 1d6+1 1d8+1 P S
Long bow 18 2 8 P L
Long bow, sheaf arrow 1d8 1d8 P S 10 20 34
Dagger 18 19 1 2 1d4+1 1d3+1 P S 2 4 6
Racial Abilities
Bow bonus - +1 bonus to attack rolls with long or short bows.
Infravision - 60' infravision range.
Resistance 90% - 90 percent resistant to sleep and charm-related spells.
Secret doors - Because of their acute senses, elves are quick to spot concealed doors and hidden entranceways. Merely passing within 10' of a concealed door allows an elf a one-in-six chance (a 1 on 1d6) to notice it. If actively searching, an elf's chances improve to a two-in-six chance (1 or 2 on 1d6) to find secret doors, and a three-in-six chance (1, 2, or 3 on 1d6) to notice a concealed door.
Stealth - When the elf is alone and is not wearing metal armor, he gains a bonus to surprise opponents. The opponent suffers a -4 penalty, a -2 if the elf has to open a door.
Sword bonus - +1 bonus to attack rolls when using a long or short sword.

Class Abilities
Fighter
    Followers - Attracts followers after a stronghold is built and 9th level is reached.
    Weapon specialization - Allows specialization in one weapon.
Mage
    Schools of Magic - Abjuration, Alteration, Conjuration/Summoning, Enchantment/Charm, Greater Divination, Illusion/Phantasm, Invocation/Evocation, Necromancy


Inventory
  • Items Readied
    • Sword, long
    • Sword, short
  • Items Worn
    • Backpack
      • Bread (loaf) x2
      • Flint and steel
      • Grappling hook
      • Long bow
      • Rope, silk (50 ft)
      • Spellbook
        • Detect Magic (4)
        • Find Familiar (3)
        • Identify (1)
        • Magic Missile (6)
        • Read Magic (6)
        • Sleep (5)
      • Whetstone x2
      • Winter blanket
    • Belt
    • Belt pouch, large
      • * Electrum Pieces x35
    • Boot hose
    • Boots, riding
    • Full armor, chain mail +3
    • Gloves
    • Helmet, open-faced (AC 4)
    • Knife sheath
      • Dagger
    • Knife sheath
      • Dagger
    • Pantaloons
    • Quiver
      • Long bow, sheaf arrow x24
    • Sack, large
      • * Copper Pieces x462
    • Scabbard, hanger, baldric
    • Scabbard, hanger, baldric
    • Wineskin

Spells
Class 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
Mage 2
Cleric Spell Failure Rate: 5% Maximum Wizard Spells Per Level: 9
Wizard Chance to Learn New Spell: 60% Maximum Wizard Spell Level: 7th
Spells Memorized
  • Mage
    • 1st Level
      • Detect Magic
      • Identify

Spells Known
Spell Time Range Area of Effect Components
1st Level
Detect Magic 1 0 10 x 60 ft V, S
Find Familiar 2d12 hrs 1 mile/lvl 1 familiar V, S, M
Identify Special 0 1 item/lvl V, S, M
Magic Missile 1 60 yds + 10 yds/lvl 1-5 targets V, S
Read Magic 1 rd 0 Special V, S, M
Sleep 1 30 yds Special V, S, M
Movement and Encumbrance
Encumbrance: Unencumbered Light Moderate Heavy Severe
Weight (lbs): 0-85 86-121 122-157 158-193 194-220
Movement: 12 8 6 4 1
THAC0: -1 -2 -4
AC: +1 +3
Currently carrying 72.64 pounds (None Encumbrance, 12 Movement)
Character History
Com: 12

Conchober (Owl Familiar)
-Owls hunt rodents, small lizards, and insects, attacking humans only when frightened (or magically commanded). They have 120' infravision and quadruple normal hearing. They fly in total silence, giving their prey a -6 penalty to their surprise rolls. Owls cannot be surprised during hours of dusk and darkness; during daylight hours, their eye sight is worse than that of humans, suffering a -3 on their surprise roll if discovered in their daylight roosting place. Owls attack with sharp talons and hooked beaks. If they swoop from a height of 50 feet or more, each attack is +2 and inflicts double damage, but no beak attack is possible.

Move: 1, Fl 27 (D),HD: 1,HP: 6,Thac0: 19,#At: 3,Dmg: 1-2/1-2/1

Kills

Bandits: 7
Goblins: 5
Wolves: 3

Generated by the Advanced Dungeons & Dragons Core Rules 2.0 Expansion on 07/26/2004 04:00 PM