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Aris Monroe

 

Aris -

Personal Information

Name: Aris Monroe

Player:

Race: Elf, Drow

Gender: Female

Height: 4'10"

Age: 86

Class: Archer

Level: 6

Weight: 117 lbs

XP: 48,719

Alignment: True Neutral

Next Level: 64,000

Character Points: 6

Ability Scores

Str:

18/71

Stamina:

18/71

Weight Allowance: 160 lbs

Bend Bars/Lift Gates: 25%

 

 

Muscle:

18/71

Attack Adj.: +2

Damage Adj.: +3

Max. Press: 305 lbs

Open Doors: 13

Dex:

19

Aim:

19

Missile Adjustment: +3

Pick Pockets: +15%

Open Locks: +20%

 

 

Balance:

19

Reaction Adjustment: +3

Armor Class: -4

Move Silently: +15%

Climb Walls: +15%

Con:

14

Health:

14

System Shock: 88%

Poison Save: +0

 

 

Fitness:

14

Hit Point Adjustment: +0

Resurrection Chance: 92%

Int:

14

Reason:

14

Max. Spell Level: 7th

Max. Spells Per Level: 9

Illusion Immunity: None

 

 

Knowledge:

14

Bonus Proficiencies: 4

Chance to Learn New Spell: 60%

Wis:

10

Intuition:

10

Bonus Clerical Spells: 0, 0, 0, 0, 0, 0, 0

Clerical Spell Failure Chance: 15%

 

 

Willpower:

10

Magic Defense Adjustment: +0

Spell Immunity: None

Cha:

7

Leadership:

7

Loyalty Base: -2

Maximum Number of Henchmen: 3

 

 

Appearance:

7

Initial Reaction Adjustment: -1

Saving Throws

Paralyzation: 11

Poison: 11

Death Magic: 11

Petrification: 12

Polymorph: 12

Rod: 13

Staff: 13

Wand: 13

Breath Weapon: 13

Spell: 14

Combat

Armor

Weapon Proficiencies

Non-Weapon Proficiencies

Hit Points:

41

Base THAC0:

15

Melee THAC0:

13

Missile THAC0:

12

Natural armor class

10

Composite armor,

chain-lamellar

-6

Balance Defensive adj.

-4

FINAL:

0

Bows

Composite long bow (Specialist)

Dagger

Fighting Style:

Missile

Blind Shooting

10

Bowyer/Fletcher

11

Escape

11

Hunting

7

Lock Picking

13

Native Languages

 

 

Common, Elf, Elf - dark (drow) dialect

Weapons

 

THAC0

Attacks/

Speed

Damage

 

 

Range

(-2)

(-5)

(-10)

Weapon

Melee

Missile

Round

Factor

Sm-Med

Large

Type

Size

PB /

S /

M /

L /

EX

Composite long bow

 

9

2

7

 

 

P

L

 

 

 

 

 

Arrow, Battering

 

 

 

 

1d6

1d6

B

S

6

5

10

17

 

Composite long bow, pile arrow

 

 

 

 

1d6

1d6

P

S

 

8

16

34

 

Composite long bow, sheaf arrow

 

 

 

 

1d8

1d8

P

S

 

8

16

34

 

Dagger

13

12

1

2

1d4+3

1d3+3

P

S

 

2

4

6

Racial Abilities

Drow Bow Bonus - +1 bonus to attack rolls with long or short bows.
Drow Less Sleep - The elf requires only four hours worth of sleep to be rested. This is especially valuable to spell-casters. Drow Resistance 90% - 90 percent resistant to sleep and charm-related spells.
Drow Speak with Plants - Once a day, the elf can use the speak with plants ability, as a priest of the same level.
Drow Spell Abilities - Once a day the elf can cast faerie fire, dancing lights, and darkness as a priest or wizard of the same level. When the character reaches 4th level, he can add levitate, detect magic, and know alignment.

Class Abilities

Archer
    Bow bonus - The archer gains a +2 to hit with a bow. They gain a +1 to hit with at bow every 5 level after 1st. So +3 at 6th, +4 at 11th, +5 at 16. This is above and beyong their Dex bonus.
    Weapon specialization - Allows specialization in one weapon.
    Hide in shadows* - Grants the ability to hide in shadows.
    Bow bonus - +1 bonus to attack rolls with any type of bow.

Archery Techniques - Broken-Charge Shot, Double-Arrow Shot, Foot Shot, Hanging-Tree Shot, Quick-Draw Shot, Stapling Shot, Trick Shot

Traits

Keen Smell - +1 bonus to surprise rolls when smell may be a factor. +2 bonus to all hunting proficiency checks.

Disadvantages

Black Sheep of the Family - The character is an outlaw to his house, and has been disowned by his family. The player and the DM should work out the reasons why this occurred and whether it is possible for the character to earn his way back into the fold (i.e., pay off the disadvantage). As a result, he cannot inherit anything from his family, and he cannot call on them for help or support. Earning forgiveness, if possible, is difficult and could take years of hard work. For 5 points, the character committed relatively minor offenses and should be able to make amends. The character may have lost a minor heirloom, married the wrong person, or failed to follow in the proper profession. If the character wants to increase the severity of this disadvantage, he should select Powerful Enemy (10 points) and indicate the enemy is his former family, who seek to punish the character in full for his misdeeds.

Inventory

  • Items Carried
    • Backpack
      • Dry rations (1 week)
      • Flint and steel
      • Torch x3
      • Wineskin
  • Items Readied
    • Composite long bow
  • Items Worn
    • Baldric, bandoleer(leather)
      • Quiver
        • Arrow, Battering x10
        • Composite long bow, pile arrow x4
        • Composite long bow, sheaf arrow x10
    • Belt
      • Dagger sheath
        • Dagger
    • Cloak, Wool w/Hood/Pouches
    • Composite armor, chain-lamellar
  • Spending Money
    • * Copper Pieces x2
    • * Gold Pieces x26
    • * Silver Pieces

Movement and Encumbrance

Encumbrance:

Unencumbered

Light

Moderate

Heavy

Severe

Weight (lbs):

0-160

161-199

200-238

239-277

278-305

Movement:

17

12

8

4

1

THAC0:

 

 

-1

-2

-4

AC:

 

 

 

+1

+3

Currently carrying 58.60 pounds (None Encumbrance, 17 Movement)

 
 
 
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