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Personal Information
Name: The Mariner Player: Dana Wolle
Race: Half-elf Gender: Male Height: 5'10" Age: 30
Class: Ranger Level: 3 Weight: 160 lbs
XP: 4,500 Alignment: Neutral Good
Next Level: 9,000 Kit: None
Character History
Hide in Shadows ability should be modified up by +10% due to race and dex.

Move silently should be modified up by +5% due to dex.

Has 1 unspend Character Point (may use during play).
Ability Scores
Str: 16 Stamina: 16 Weight Allowance: 70 lbs Bend Bars/Lift Gates: 10%
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%
Balance: 17 Reaction Adjustment: +2 Armor Class: -3 Move Silently: +5% Climb Walls: +5%
Con: 16 Health: 16 System Shock: 95% Poison Save: +0
Fitness: 16 Hit Point Adjustment: +2 Resurrection Chance: 96%
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: 15 Intuition: 15 Bonus Clerical Spells: 2, 1, 0, 0, 0, 0, 0 Clerical Spell Failure Chance: 0%
Willpower: 15 Magic Defense Adjustment: +1 Spell Immunity: None
Cha: 12 Leadership: 12 Loyalty Base: +0 Maximum Number of Henchmen: 5
Appearance: 12 Initial Reaction Adjustment: +0
Saving Throws
Paralyzation: 13 Poison: 13 Death Magic: 13 Petrification: 14 Polymorph: 14
Rod: 15 Staff: 15 Wand: 15 Breath Weapon: 16 Spell: 16
Combat
Hit Points: 34
Base THAC0: 18
Melee THAC0: 18
Missile THAC0: 16
Armor
Natural armor class 10
Full armor, studded leather -3
Balance Defensive adj. -3
FINAL: 4
Weapon Proficiencies
Composite long bow (Specialist)
Dagger
Trident (Expert, Chosen Weapon)
Fighting Style:
Missile
Two-handed Weapon
Non-Weapon Proficiencies
Boat Piloting 10
Fishing 8
Local History 10
Navigation 10
Orienteering 13
Rope Use 12
Swimming 12
Tracking 17
Weather Knowledge 9
Native Languages
Common
Weapons
THAC0 Attacks/ Speed Damage Range (-2) (-5)
Weapon Melee Missile Round Factor Sm-Med Large Type Size Short Medium Long
Trident (two-handed) 17 15 3/2 4 1d8+2 3d4+1 P L 2 3 4
Composite long bow 13 2 4 P L
Composite long bow, sheaf arrow 1d8 1d8 P S 8 16 34
Dagger 18 16 1 -1 1d4+1 1d3+1 P S 2 4 6
Racial Abilities
Bow bonus - +1 bonus to attack rolls when using with any bow. (a crossbow is not a bow)
Detect secret doors - Because of their acute senses, half-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 (1, 2, or 3 on 1d6) to notice a concealed door.
Infravision - Infravision with a range of 60'.
Sword bonus - +1 bonus to attack rolls with long or short swords.

Class Abilities
Ranger
    Bow bonus - +1 bonus to attack rolls with any type of bow.
    Climbing 37% - May climb natural objects.
    Detect noise 42% - May hear faint noises.
    Hide in shadows 20% - May hide in natural settings.
    Move silently 27% - May move silently through natural settings.
    Tracking proficiency - Given the tracking proficiency, and will improve by 1 for every three levels.
    Weapon specialization - May specialize in one weapon.
    Limited armor - May not wear armor heavier than leather.
    Major Spheres of Magic - Animal, Plant

Disadvantages
Curiosity, moderate -
Phobia: Enclosed spaces - Each time the character is presented with their phobia, they must make a Wisdom/Willpower check every 2d6 rounds they are exposed to it. If failed, the character must flee the source of the phobia for 1d6 rounds, and must make another check. All checks are made at half ability score if the phobia is severe.

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.

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: -1 -2 -4
AC: +1 +3
Currently carrying 72.06 pounds (Light Encumbrance, 10 Movement)
Inventory
Items Carried
Backpack
Candle x3
Crampons
Dry rations (1 week)
Flint and steel
Hammock
Piton x12
Sack, large
Sack, small
Sack, small
Wineskin
Belt pouch, small
Chalk
Composite long bow
Quiver
Composite long bow, sheaf arrow x23
Rope, silk (50 ft)
Items Readied
Trident (two-handed)
Items Stored
Axe, hand/throwing
Figs x2
Fishhook x3
Honey
Iron pot
Mace, footman's +1
Nuts (per lb)
Raisins (per lb)
Rice (per lb.) x3
Rope, silk (50 ft)
Salt (per lb)
Sword, short +1, +2 vs. magic-using creatures
Torch x6
Items Worn
Belt
Dagger
Boots, soft
Breeches
Buckle, common
Cap, hat
Full armor, studded leather
Good cloth cloak
Pouch
* Copper Pieces x7
* Gold Pieces x45
* Platinum Pieces x4
* Silver Pieces x7
Tunic
Spending Money
* Gold Pieces x168
* Silver Pieces x6

Generated by the Advanced Dungeons & Dragons Core Rules 2.0 Expansion on 09/04/1999 03:37 PM