Personal Information
Name: Shez-zin Player: Tech
Race: High elf Gender: Male Height: 5'10" Age: 558
Class: Cleric Level: 5 Weight: 165 lbs
XP: 13,000 Alignment: Chaotic Neutral
Next Level: 27,500 Kit: None
Ability Scores
Str: 18 Weight Allowance: 110 lbs Bend Bars/Lift Gates: 16%
Attack Adj.: +1 Damage Adj.: +2 Max. Press: 255 lbs Open Doors: 11
Dex: 17 Missile Adjustment: +2 Pick Pockets: +5% Open Locks: +10%
Reaction Adjustment: +2 Armor Class: -3 Move Silently: +5% Climb Walls: +5%
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: 17 Bonus Clerical Spells: 2, 2, 1, 0, 0, 0, 0 Clerical Spell Failure Chance: 0%
Magic Defense Adjustment: +3 Spell Immunity: None
Cha: 13 Loyalty Base: +0 Maximum Number of Henchmen: 5
Initial Reaction Adjustment: +1
Saving Throws
Paralyzation: 9 Poison: 9 Death Magic: 9 Petrification: 12 Polymorph: 12
Rod: 13 Staff: 13 Wand: 13 Breath Weapon: 15 Spell: 14
HP Rolls
Level 1 5+2
Level 2 5+2
Level 3 4+2
Level 4 1+2
Level 5 5+2
Total: 30
Combat
Hit Points: 30
Base THAC0: 18
Melee THAC0: 17
Missile THAC0: 16
Armor
Natural armor class 10
Full armor, hide -4
Shield, medium adj. -1
DEX Defensive adj. -3
FINAL: 2
Weapon Proficiencies
Mace, footman's
Sword, long
Non-Weapon Proficiencies
Direction Sense 18
Engineering 11
Fire-Building 16
Fishing 16
Reading/Writing 15
Religion 17
Riding, Land 20
Swimming 18
Native Languages
Common, Dwarf, Elf
Weapons
THAC0 Attacks/ Speed Damage Range (-2) (-5) (-10)
Weapon Melee Missile Round Factor Sm-Med Large Type Size PB / S / M / L / EX
MODestruction 16 1 7 1d6+4 1d6+3 B M
Sword, long 16 1 5 1d8+2 1d12+2 S M
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
Cleric
    Followers - Allows followers after building a stronghold and becoming name level.
    Turn undead - Allows the cleric to turn undead.
    Minor Spheres of Magic - Elemental, All
    Major Spheres of Magic - All, Astral, Charm, Combat, Creation, Divination, Guardian, Healing, Necromantic, Protection, Summoning, Sun

Turning Undead
Skeleton or 1 HD: T Wight or 5 HD: 10 Mummy or 7 HD: 19 Ghost or 10 HD: -
Zombie: T Ghast: 13 Spectre or 8 HD: 20 Lich or 11+ HD: -
Ghoul or 2 HD: 4 Wraith or 6 HD: 16 Vampire or 9 HD: - Special: -
Shadow or 3-4 HD: 7
# = Roll # or greater on a 1d20 to turn 2d6 undead. D = Automatically destroys 2d6 undead.
T = Automatically turns 2d6 undead. D* = Automatically destroys 2d6+2d4 undead.
Inventory
  • Items Carried
    • Backpack
      • Flint and steel
      • Holy item
      • Map or scroll case
      • Map or scroll case
      • Oil, lamp (per flask)
      • Rations,iron (1 week) x2
      • Rope, silk (50 ft)
      • Sack, small
        • * Copper Pieces x1,452
        • * Silver Pieces x534
      • Torch x2
      • Whetstone
      • Winter blanket
  • Items Readied
    • MODestruction
    • Sword, long
  • Items Worn
    • Belt
      • Belt pouch, small
        • * Electrum Pieces x2
        • * Gold Pieces x10
        • * Platinum Pieces
        • * Silver Pieces x30
      • Scabbard, hanger, baldric
      • Wineskin
    • Boots, soft
    • Cannons
    • Full armor, hide
    • Gloves
    • Helmet, cap (AC 6)
    • Shield, medium
    • Shirt
    • Surcoat
Movement and Encumbrance
Encumbrance: Unencumbered Light Moderate Heavy Severe
Weight (lbs): 0-110 111-149 150-188 189-227 228-255
Movement: 12 8 6 4 1
THAC0: -1 -2 -4
AC: +1 +3
Currently carrying 148.98 pounds (Light Encumbrance, 8 Movement)
Spells
Class 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
Cleric 5 5 2
Cleric Spell Failure Rate: 0% Maximum Wizard Spells Per Level: 9
Wizard Chance to Learn New Spell: 60% Maximum Wizard Spell Level: 7th
Cleric 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
Astral Celerity 4 0 The caster V, S
Bless 1 rd 60 yds 50-ft cube V, S, M
Blessed Watchfulness 4 Touch Creature touched V, S
Call Upon Faith 1 0 The caster V, S, M
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
Create Water 1 rd 30 yds Up to 27 cubic ft 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
Destroy Water 1 rd 30 yds Up to 27 cubic ft V, S, M
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
Dispel Fatigue 4 30 yds 1 creature V, S, M
Endure Cold/Endure Heat 1 rd Touch Creature touched V, S
Firelight 4 Touch 1 object V, S, M
Invisibility to Undead 4 Touch 1 creature V, S, M
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
Log of Everburning 1 Touch Special V, S
Magical Stone 4 Touch 3 pebbles 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
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
Speak With Astral Traveler 1 rd Touch 1 creature V, S
Strength of Stone 4 Touch 1 creature V, S, M
Sunscorch 4 40 yds 1 creature V, S
Wind Column 1 0 The caster S
2nd Level
Aid 5 Touch 1 creature V, S, M
Astral Awareness 5 0 The caster V, S
Augury 2 rds 0 Special V, S, M
Barkskin 5 Touch 1 creature V, S, M
Cause Moderate Wounds 5 Touch Creature touched V, S
Chant 2 rds 0 30-ft radius V, S
Chill Metal 5 40 yds Special V, S, M
Create Holy Symbol 2 0 The caster V
Cure Moderate Wounds 5 Touch Creature touched V, S
Detect Charm 1 rd 30 yds 1 creature/rd V, S
Draw Upon Holy Might 2 0 The caster V, S, M
Dust Devil 2 rds 30 yds 5 x 4 ft cone V, S
Enthrall 1 rd 0 90-ft radius V, S
Ethereal Barrier 1 turn 120 yds Two 10-ft sqs/lvl V, S, M
Find Traps 5 0 10 ft x 30 yds V, S
Fire Trap 1 turn Touch Object touched V, S, M
Flame Blade 4 0 3-ft long blade V, S, M
Heat Metal 5 40 yds Special V, S, M
Hold Person 5 120 yds 1d4 persons in 20-ft cube V, S, M
Iron Vigil 1 turn 0 The caster V, S
Know Alignment 1 rd 10 yds 1 creature or object V, S
Music of the Spheres 4 50 yds 20-ft diameter circle V, S, M
Mystic Transfer* 1 rd 0 The caster V, S
Obscure Alignment 1 rd 10 yds 1 creature or object V, S
Produce Flame 5 0 Special V, S
Resist Acid and Corrosion 5 Touch Creature touched V, S
Resist Fire/Resist Cold 5 Touch 1 creature V, S, M
Restore Strength 5 Touch Creature touched V, S
Sanctify* 1 turn 10 yds 10 yd x 10 yd sq/priest V, S, M
Silence, 15-foot Radius 5 120 yds 15-ft radius V, S
Slow Poison 1 Touch 1 creature V, S, M
Soften Earth and Stone 5 10 yds/lvl 10-ft sq/lvl V, S, M
Speak With Animals 5 0 1 animal within 30 ft V, S
Spiritual Hammer 5 10 yds/lvl Special V, S, M
Undetectable Charm 1 rd 30 yds 1 creature/rd V, S
Watery Fist 5 60 yds Special V, S, M
Withdraw 5 0 The caster V, S
Wyvern Watch 5 30 yds 10-ft radius V, S, M
3rd Level
Air Breathing 6 Touch 1 creature V, S
Animate Dead 1 rd 10 yds Special V, S, M
Astral Window 3 5 yds 10' x 10' area V, S
Bestow Curse 6 Touch Special V, S
Cause Blindness or Deafness 1 rd Touch 1 creature V, S
Cause Disease 1 rd Touch 1 creature V, S
Continual Darkness 6 120 yds 60-ft radius V, S
Continual Light 6 120 yds 60-ft radius V, S
Create Food & Water 1 turn 10 yds 1 cubic ft/lvl V, S
Cure Blindness or Deafness 1 rd Touch 1 creature V, S
Cure Disease 1 rd Touch 1 creature V, S
Detect Spirits 6 0 10 x 60 ft path V, S, M
Dictate 6 30 yds Up to 6 creatures in a 20-ft cube V
Dispel Magic 6 60 yds 30-ft cube or 1 item V, S
Emotion Control 5 10 yds 1 creature/5 lvls of the caster within a 20' cube V, S, M
Extradimensional Detection 3 0 One 10'-wide path, 60 ft long V, S
Feign Death 1/2 Touch Person touched V
Flame Walk 5 Touch Creature(s) touched V, S, M
Glyph of Warding Special Touch Special V, S, M
Hold Poison 1 Touch Creature touched V, S, M
Line of Destruction* 1 rd 0 30-yd line V, S, M
Line of Protection* 1 rd 0 30-yd line V, S, M
Locate Object 1 turn 60 yds + 10 yds/lvl 1 object V, S, M
Magical Vestment 1 rd 0 The caster V, S, M
Meld Into Stone 6 0 The caster V, S, M
Negative Plane Protection 1 rd Touch 1 creature V, S
Obscure Object 1 turn 60 yds + 10 yds/lvl 1 object V, S, M
Prayer 6 0 60-ft radius V, S, M
Protection From Fire 6 Touch 1 creature V, S, M
Pyrotechnics 6 160 yds 10 or 100 x fire V, S, M
Remove Curse 6 Touch Special V, S
Remove Paralysis 6 10 yds/lvl 1d4 creatures in 20-ft cube V, S
Repair Injury 1 turn Touch Creature touched V, S
Speak With Dead 1 turn 1 1 creature V, S, M
Starshine 6 10 yds/lvl 10-ft sq/lvl V, S, M
Stone Shape 1 rd Touch 9 cubic ft + 1 cubic ft/lvl V, S, M
Summon Animal Spirits 6 10 yds/lvl Special V, S, M
Unearthly Choir* 5 0 Special V
Water Breathing 6 Touch 1 creature V, S
Water Walk 6 Touch Special V, S, M
Wind Servant 6 20 yds/lvl Special V, S
Character History
Description:

Standing almost six feet tall and weighing only 165 pounds, Shez looks like nothing more than a human, though a closer look shows much more. His pointed ears, when not covered, slanted gray eyes, and sleek handsome facial features indicate he is in fact an elf. His long black hair is braded and runs from his metal helm half way down his back. Both hands are covered with black leather gloves that have symbols of a scepter on the top. There is a small wooden shield strapped to his left arm. His posture is perfect and he appears to be quite physical, considering his frail brethren. A light blue sure coat covers most of his body, almost dragging in the dirt. On the back of the coat sits a decal of a woman's hand clenching a blue crystal scepter, which is mostly covered by a tan leather backpack. The color and detail of the decal are exquisite and immediately catch your eye. Beneath the coat you can see a tan, hide armor that shows itself with discriminate movements. The coat has a turquoise belt, which fastens it tightly to his waist. A hilted scabbard, wine skin, and small sack all hang from it. On the opposite side from the scabbard hangs a footman's mace, which runs down his side, it too hanging from the belt. The tips of two polished black boots peak out from beneath the cover of the sure coat.


Religion: Babylonian

Ishtar Greater Goddess of Love & War
Holy Symbol: Female hand grasping a blue crystal rod.
Description: Only appears as a beautiful woman

Animal: Lion
Color: Sapphire
Holy Days: New Moon
Sacrifice: Monthly (Weapons)
Place of Worship: Temple or Battlefield

Shez's Mace of Destruction:
Mace of Disruption: This appears to be a mace +1, but it has a neutral good alignment, and any evil character touching it will receive 5d4 points of damage due to the powerful enchantments laid upon the weapon. If a mace of disruption strikes any undead creature or evil creature from one of the lower planes, may utterly destroy the creature.

Skeletons, zombies, ghouls, shadows, wights, and ghasts, if hit, are instantly blasted out of existence. Other creatures roll saving throws as follows:

Creature Save

Wraiths 5%

Mummies 20%

Spectres 35%

Vampires 50%

Ghosts 65%

Liches 80%

Other affected evil creatures 95%

Even if these saving throws are effective, the mace of disruption scores double damage upon opponents of this sort, and twice the damage bonus The weapon is also +2 against all forms of undead.


Carrying 1 scroll with Call upon Faith


Generated by the Advanced Dungeons & Dragons Core Rules 2.0 Expansion on 05/01/2004 11:52 AM