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
- Items Worn
- Baldric, bandoleer(leather)
- Quiver
- Arrow, Battering x10
- Composite long bow, pile arrow x4
- Composite long bow, sheaf arrow x10
- Belt
- 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) |
|
|
|
|
|
|
|