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Description to go here....
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Personal Information |
Name: Aerandir |
Player: |
Race: Elf |
Gender: Male |
Height: 4'9" |
Age: 121 |
Class: Fighter |
Level: 3 |
Weight: 109 lbs |
XP: 7,700 |
Alignment: True Neutral |
Next Level: 8,000 |
Character Points: 9 |
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Ability Scores |
Str: |
16 |
Stamina: |
16 |
Weight Allowance: 70 lbs |
Bend Bars/Lift Gates: 10% |
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Muscle: |
16 |
Attack Adj.: +0 |
Damage Adj.: +1 |
Max. Press: 195 lbs |
Open Doors: 9 |
Dex: |
17 |
Aim: |
17 |
Missile Adjustment: +2 |
Pick Pockets: +5% |
Open Locks: +10% |
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Balance: |
17 |
Reaction Adjustment: +2 |
Armor Class: -3 |
Move Silently: +5% |
Climb Walls: +5% |
Con: |
15 |
Health: |
15 |
System Shock: 90% |
Poison Save: +0 |
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Fitness: |
15 |
Hit Point Adjustment: +1 |
Resurrection Chance: 94% |
Int: |
13 |
Reason: |
13 |
Max. Spell Level: 6th |
Max. Spells Per Level: 9 |
Illusion Immunity: None |
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Knowledge: |
13 |
Bonus Proficiencies: 3 |
Chance to Learn New Spell: 55% |
Wis: |
9 |
Intuition: |
9 |
Bonus Clerical Spells: 0, 0, 0, 0, 0, 0, 0 |
Clerical Spell Failure Chance: 20% |
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Willpower: |
9 |
Magic Defense Adjustment: +0 |
Spell Immunity: None |
Cha: |
14 |
Leadership: |
14 |
Loyalty Base: +1 |
Maximum Number of Henchmen: 6 |
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Appearance: |
14 |
Initial Reaction Adjustment: +2 |
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Saving Throws |
Paralyzation: 13 |
Poison: 13 |
Death Magic: 13 |
Petrification: 14 |
Polymorph: 14 |
Rod: 15 |
Staff: 15 |
Wand: 15 |
Breath Weapon: 16 |
Spell: 16 |
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Combat |
Armor |
Weapon Proficiencies |
Non-Weapon Proficiencies |
Hit Points: |
34 |
Base THAC0: |
18 |
Melee THAC0: |
18 |
Missile THAC0: |
16 |
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Natural armor class |
10 |
Full armor, leather of blending +2 |
-2 |
Magic Armor adj. |
-2 |
Balance Defensive adj. |
-3 |
FINAL: |
3 |
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Dagger |
Elven bow |
Spear |
Sword, long |
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Alertness |
13 |
Direction Sense |
8 |
Survival, Forest |
6 |
Native Languages |
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Common, Elf |
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Weapons |
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THAC0 |
Attacks/ |
Speed |
Damage |
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Range |
(-2) |
(-5) |
(-10) |
Weapon |
Melee |
Missile |
Round |
Factor |
Sm-Med |
Large |
Type |
Size |
PB / |
S / |
M / |
L / |
EX |
Sword, long |
17 |
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1 |
5 |
1d8+1 |
1d12+1 |
S |
M |
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Dagger |
18 |
16 |
1 |
2 |
1d4+1 |
1d3+1 |
P |
S |
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2 |
4 |
6 |
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Dagger, Elven |
17 |
15 |
1 |
1 |
1d4+2 |
1d3+2 |
P |
S |
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2 |
4 |
6 |
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Racial Abilities |
Bow bonus - +1 bonus to attack rolls with long or short bows.
Infravision - 60' infravision range.
Less sleep - The elf requires only four hours worth of sleep to be rested. This is especially valuable to spell-casters.
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.
Surprise Bonus - The elf can Move Silently as described in Domains of Dread.
Sword bonus - +1 bonus to attack rolls when using a long or short sword. |
Class Abilities |
Fighter
1d12 for hit points - d12 Hit Point die.
Multiple specialization - Allows specialization in more than one weapon.
Limited armor - May not wear armor heavier than chainmail. |
Traits |
Keen Eyesight - +1 bonus on to hit rolls for missile weapons when attacking at long range. The character acts as if they were one sight category closer with respect to information gained. |
Disadvantages |
Light Weight Drinker
This person can't stomach alcohol. They may like to drink and enjoy the taste, butthey get drunk very easily, ofen after one or two glasess, flagons or cups. The stronger the drink, the quicker it happens. If they continue drinking they must make a Health Check or be violently sick. Each time they consume one more unit of alcohol, they make another check with a -1, then another at -2 and so on.
The next day, the hang over they suffer makes them function at half strength unless a saving throw verses poison is made.
The person is free to roleplay the drunkness, it's up to the DM as to the consequences. |
Inventory |
Items Carried
Backpack
Dry rations (1 week)
Flint and steel
Potion of Healing
Potion of Stealth
Tent of Elvenkind
Torch x3
Wineskin
Dagger
Dagger, Elven
Items Readied
Sword, long
Items Worn
Baldric, bandoleer(leather)
Full armor, leather of blending +2
Spending Money
* Copper Pieces x7
* Gold Pieces x6
* Silver Pieces x6 |
Movement and Encumbrance |
Encumbrance: |
Unencumbered |
Light |
Moderate |
Heavy |
Severe |
Weight (lbs): |
0-70 |
71-100 |
101-130 |
131-160 |
161-195 |
Movement: |
14 |
10 |
7 |
3 |
1 |
THAC0: |
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-1 |
-2 |
-4 |
AC: |
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+1 |
+3 |
Currently carrying 20.60 pounds (None Encumbrance, 14 Movement) |
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