Personal Information
Name: Edward Greenwood Player: Dave M
Race: Half-elf Gender: Male Height: 5'8" Age: 17
Class: Bard Level: 7 Weight: 97 lbs
XP: 58,498 Alignment: Neutral Good
Next Level: 70,000 Character Points: 0
Ability Scores
Str: 9 Stamina: 10 Weight Allowance: 40 lbs Bend Bars/Lift Gates: 1%
Muscle: 8 Attack Adj.: +0 Damage Adj.: +0 Max. Press: 90 lbs Open Doors: 5
Dex: 16 Aim: 15 Missile Adjustment: +0 Pick Pockets: +0% Open Locks: +0%
Balance: 17 Reaction Adjustment: +2 Armor Class: -3 Move Silently: +5% Climb Walls: +5%
Con: 13 Health: 13 System Shock: 85% Poison Save: +0
Fitness: 13 Hit Point Adjustment: +0 Resurrection Chance: 90%
Int: 16 Reason: 17 Max. Spell Level: 8th Max. Spells Per Level: 14 Illusion Immunity: None
Knowledge: 15 Bonus Proficiencies: 4 Chance to Learn New Spell: 65%
Wis: 14 Intuition: 15 Bonus Clerical Spells: 2, 1, 0, 0, 0, 0, 0 Clerical Spell Failure Chance: 0%
Willpower: 13 Magic Defense Adjustment: +0 Spell Immunity: None
Cha: 16 Leadership: 14 Loyalty Base: +1 Maximum Number of Henchmen: 6
Appearance: 18 Initial Reaction Adjustment: +7
Saving Throws
Paralyzation: 12 Poison: 12 Death Magic: 12 Petrification: 11 Polymorph: 11
Rod: 12 Staff: 12 Wand: 12 Breath Weapon: 15 Spell: 13
Combat
Hit Points: 25
Base THAC0: 17
Melee THAC0: 17
Missile THAC0: 17
Armor
Natural armor class 10
Balance Defensive adj. -3
FINAL: 7
Weapon Proficiencies
Short bow
Sword, short (Expert, Chosen Weapon)
Non-Weapon Proficiencies
Dancing 11
Disguise 9
Etiquette 13
Hunting 9
Legerdemain 12
Local History 13
Musical Instrument 12
Riding, Land 12
Sexual Knowledge 14
Singing 7
Stealth 12
Native Languages
Common, Elf, Human - Regional dialect
Reading/Writing 10
Human - regional 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
Sword, short 15 3/2 3 1d6 1d8 P S
Short bow 17 2 7 P M
Short bow, flight arrow 1d6 1d6 P S 10 20 30
Dagger 19 19 1 2 1d4 1d3 P S 2 4 6
Racial Abilities
Infravision - Infravision with a range of 60'.
Less sleep - The half-elf requires only four hours worth of sleep to be rested. This is especially valuable to spellcasters.
Resistance - 30% resistance to sleep and charm spells.
Sword bonus - +1 bonus to attack rolls with long or short swords.

Class Abilities
Bard
    Alter moods - While performing before a non-hostile group, the bard may alter the group's mood. Everyone who hears the bard perform must save vs. paralyzation, with a penalty of one for every three levels of the bard. If the save fails, the group's mood may be shifted one level in the direction wished by the bard.
    Charm resistance - +1 bonus to all saves vs. charm-like spells and effects.
    Counter effects - Allows the bard to counter song based attacks.
    Detect noise* 55% - May hear faint sounds.
    History 30% - Gives a bard a 5% chance per level to identify a magic item by closely examining the item.
    Rally friends - By spending three rounds, the bard may grant their comrads a +1 bonus on attack rolls, a +1 bonus to saving throws, or a +2 bonus to Morale rolls. The range of the effect is 10 feet, and lasts one round per level of the bard.
    Read languages* 65% - Gives a chance to read languages not familier to the bard.
    Scroll use 30% - Allows the use of magic scrolls.
    Sound resistance - +2 bonus to saves vs. any sonic based attack.
    Wizard spells - Allows the bard to cast wizard spells.
    Schools of Magic - Abjuration, Alteration, Conjuration/Summoning, Enchantment/Charm, Greater Divination, Illusion/Phantasm, Invocation/Evocation, Necromancy

Traits
Impersonation - The character recieves a +2 bonus to their disguise checks.

Disadvantages
Ophiophobia - moderate. - Phobia—Reptiles
This is similar to the monster phobia, except that it relates to all sorts of reptiles. It includes creatures, such as crocodiles, lizards, snakes etc.

A character with a moderate disadvantage checks against ability or sub-ability scores, while a character with a severe disadvantage rolls at half of the ability scores, rounded up.

For example, a character with a Wisdom/Willpower score of 17 would need to roll a 9 or less to resist the effects of a severe disadvantage, whereas a roll of 17 or lower would resist the effects of a moderate disadvantage.



Rogue Skills
Skill Base Racial Mods Ability Scores Discretionary Points Armor Final
Detect noise 20 +0 +0 +40 +0 60%
Read languages 5 +0 +0 +70 +0 75%

Inventory
  • Animals
    • Horse, riding
      • Bit and bridle
      • Saddle bags, small
        • Tent, small
      • Saddle blanket
      • Saddle, riding
  • Items Carried
    • Backpack
      • Bag of Green Jewels
      • Flint and steel
      • Gold Swan Brooch
      • Golden Armband
      • Map or scroll case
        • 6 scrolls from Skully's room
      • Map or scroll case
        • Spell Scroll, Wizard
          • Protect spellbook (1)
      • Map or scroll case
        • Spell Scroll, Wizard
          • Change Self (1)
          • Otiluke's Acid Cloud (1)
          • Troll Repellent (1)
          • Wings (1)
      • Musical insturment (average)
      • Paper (per sheet)
      • Parchment (per sheet) x5
      • Spellbook, Travelling
        • Confuse Languages (6)
        • Kitric's Dweomer Strike (6)
        • Katrine's Mirth (5)
        • Read Magic (1)
        • Phantasmal Force (6)
        • Arcane Bolt (4)
        • Ice Arrow (2)
        • Shield (3)
        • Quick Silver (5)
        • Improved Phantasmal Force (5)
      • Spellbook, Travelling
        • Arctic Spray (3)
        • Awaken (2)
        • Barrier (2)
        • Chromatic Orb (2)
        • Color (1)
        • Compass (2)
        • Copy (3)
        • Detect Undead (1)
        • Emrys' Bright Burst (2)
        • Fogbolt (1)
        • Hunting Hound (2)
        • Protection from Hunger & Thirst - CWH1 (3)
        • Sorcerous Scribe (2)
        • Waking Light Of Dawn (1)
        • Cloak From Undead (4)
        • Feet Of The Cat (4)
        • Flashpuff (3)
        • Glide (3)
        • Levitate (3)
        • Power Word, Sleep (4)
        • Rainfire (2)
      • opaque dark red gem
      • opaque green gem
      • translucent pale red gem
    • Quiver
      • Short bow, flight arrow x18
    • Short bow
    • Stone of Cont. Light
  • Items Readied
    • Sword, short
  • Items Worn
    • Baladrana
    • Belt
      • Knife sheath
        • Dagger
    • Boots, soft
    • Breeches
    • Gloves
    • Tunic
    • Vest
  • Spending Money
    • * Copper Pieces x7
    • * Gold Pieces x16
    • * Silver Pieces x6
Movement and Encumbrance
Encumbrance: Unencumbered Light Moderate Heavy Severe
Weight (lbs): 0-40 41-58 59-76 77-96 97-110
Movement: 14 10 7 3 1
THAC0: -1 -2 -4
AC: +1 +3
Currently carrying 38.86 pounds (None Encumbrance, 14 Movement)

Spells
Class 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
Bard 3 2
Cleric Spell Failure Rate: 0% Maximum Wizard Spells Per Level: 14
Wizard Chance to Learn New Spell: 65% Maximum Wizard Spell Level: 8th
Spells Memorized

Spells Known
Spell Time Range Area of Effect Components
1st Level
Arctic Spray 1 0 5'-long arc V, S
Confuse Languages 1 rd. Touch 1 speaking creature or written text V, S, M
Ignite Flame 1 10 yards Special V, S
Katrine's Mirth 1 2" see below S
Kitric's Dweomer Strike 1 Touch Weapon Touched V, S
Nystul's Magic Aura 1 rd. Touch Special V, S, M
Phantasmal Force 1 60 yds + 10 yds/lvl 400 sq ft + 100 sq ft/lvl V, S, M
Protection from Hunger & Thirst - CWH1 1 Touch One creature S, M
Quick Silver 1 20 ft +10ft/lvl target V, S, M
Read Magic 1 rd 0 Special V, S, M
Sheet Of Ice 3 15' from caster 2' rad/level V, S
Shield 1 0 Special V, S
2nd Level
Arcane Bolt 2 60 feet One creature S, M
Ice Arrow 2 100yds 1 creature V, S, M
Improved Phantasmal Force 2 60 yds + 10 yds/lvl 200 sq ft + 50 sq ft/lvl V, S, M
Power Word, Sleep 1 60 yards Special V

Character History
Born of a "retired" human courtezan, with an absent elven ranger for a father, his early life in the small rural town of Walthenham, in the South-West of the Isles was livened by his mothers tales of of life in the courts of the "big city". While his mother may have enjoyed the riches and splendour of being a courtezan, her true desires must hav erun to ruggged men of the country, for the lovers in later life seemed to be the rangers and woodsmen of the surrounding area. Likewise, many of the male figures in our heroes early life were these men. It was from these characters that he learnt how to hunt. Later on, as he grew, his mother insisted that he received schooling, especially in courtly manners. It was during his dance lessons that his tutor discovered he had an ear for music and taught him singing and how to play the mandolin.
He inherited his mother's good looks and coupled with his elven ancestory, he was beginning to develop into a very good looking young man. Though he would never amount to anything physique-wise, he found that his winning smile, his way with words and courtly manners could get him anywhere with members of the opposite sex. He had his first sexual encounter before he had reached fourteen summersand by the time he'd reached 17, he had left a trail of broken hearts over the town. This was to be his downfall, he was spending a rather pleasant evening in the arms of the rather accomodating arms of the Captain of the Watches' wife, when her husband arrived home from his shift early. To say he was furious was an understatement!!
Baell escaped through the bed room window and across the roof tops but he knew the Captain had seen his face (as well as certain other parts of his body). He made it back to his mother's and decided a long and perhaps permanent vacation. So he packed his bag, grabbed his weapon and mandolin and headed for the city gates.......


That had been several months ago and Baell had made his way to the coast and the City of Caer Aberaveron. Once there, he had made his way to the Keep of the Lord Garric. His senchal, Samuel, had taken him on as a minstrel, one of many that had flocked to the city in preparation for the Llewtine Celebrations. He practised hard for the many months, determined to do well and possibly even be kept on. For there was something about the life in the Keep that apealed to the young bard. He enjoyed the fine food and drink, the clothes and general lifestyle his position bequeathed him. Again he found himself centre of attention from the men and women of the court, though he tried to curb his wilder impulses. The one fly in the ointment was Lord Garric's daughter, Rebecca. A couple of summers younger than him, she was a developing beauty. She was also something of a flirt and seemed to take great delight in making Edward as uncomfortable as possible. The fact the that he was a lowly minstrel, seemed to make her more keen to persue him. If her father hadn't been who he was, Edward may have given in to her, but he feared for his life and position should anything untorward have occurred.

The day of the Llewtine festival dawned bright and sunny. The Keep, like the town, was full to capacity. Edward was kept busy for most of the day for the Lords guests started their celebrations early and were keen to be entertained. He rotated within the group he was with, sometimes playing, sometimes singing, sometime both. He got breaks whenever the entertainment changed, jugglers, acrobats, story tellers, illusionists, all took their turns in the great hall.
The day passed quickly and by the time evening arrived, the guests were in full festive mode. Edward was in mid session when he was interrupted by a distubance in the hall. Ignoring it at first, he continued playing. However, guests had started getting up from where they were seated and several had started to move hurriedly for the door. As Edward muted the strings on his mandolin, the fear in the room hit him like a mallet. Lord Garric had disappeared through the doors of the hall, several of his war band, more than the worse for wear, following him. Edward could now hear pieces of conversations, and felt the blood drain from his face. The keep was under attack!!

So began a night of horror. Edward had managed to make it back to his room and grab his things before the keep fell. The attackers, armoured all in mail, with great metal helms covering their faces, were more than a match for the hurried defence the Lord and his men tried to set up. fell. People too drunk to defend themselves were cut down where they sat or stood. He didn't know what happened to the Lord or any of the other members of the keep. He concentrated on keeping himself alive, managing to slip out of the keep and through a delivery entrance in the walls. The town was no better, clearly this was no minor raid but a well planned invasion. Sqads of armoured figures were every where, their aim seeming to be to kill not capture. Edward managed to keep moving, always seeming to be one street or so ahead of the invaders. He made it to the city gates and out of the town through sheer luck. Outside he headed for the hills and the promise of shelter in their wooded crowns, who knew what morning would bring.

Generated by the Advanced Dungeons & Dragons Core Rules 2.0 Expansion on 06/23/2004 07:45 PM