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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 |
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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). |
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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: |
16 |
Health: |
16 |
System Shock: 95% |
Poison Save: +0 |
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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 |
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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% |
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Willpower: |
15 |
Magic Defense Adjustment: +1 |
Spell Immunity: None |
| Cha: |
12 |
Leadership: |
12 |
Loyalty Base: +0 |
Maximum Number of Henchmen: 5 |
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Appearance: |
12 |
Initial Reaction Adjustment: +0 |
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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
| Hit Points: |
34 |
| Base THAC0: |
18 |
| Melee THAC0: |
18 |
| Missile THAC0: |
16 |
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Armor
| Natural armor class |
10 |
| Full armor, studded leather |
-3 |
| Balance Defensive adj. |
-3 |
| FINAL: |
4 |
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Weapon Proficiencies
| Composite long bow (Specialist) |
| Dagger |
| Trident (Expert, Chosen Weapon) |
| Fighting Style: |
| Missile |
| Two-handed Weapon |
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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 |
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Common |
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Weapons
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THAC0 |
Attacks/ |
Speed |
Damage |
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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 |
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13 |
2 |
4 |
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P |
L |
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| Composite long bow, sheaf arrow |
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1d8 |
1d8 |
P |
S |
8 |
16 |
34 |
| Dagger |
18 |
16 |
1 |
-1 |
1d4+1 |
1d3+1 |
P |
S |
2 |
4 |
6 |
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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.
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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
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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.
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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.
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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 72.06 pounds (Light Encumbrance, 10 Movement) |
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Inventory
 | Items Carried
 | Backpack
 | Candle x3
 | Crampons
 | Dry rations (1 week)
 | Flint and steel
 | Hammock
 | Piton x12
 | Sack, large
 | Sack, small
 | Sack, small
 | Wineskin
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 | Belt pouch, small
 | Chalk
 | Composite long bow
 | Quiver
 | Composite long bow, sheaf arrow x23
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 | Rope, silk (50 ft)
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 | Items Readied
 | Trident (two-handed)
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 | 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
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 | Items Worn
 | Belt
 | Dagger
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 | 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
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 | Tunic
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 | Spending Money
 | * Gold Pieces x168
 | * Silver Pieces x6
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Generated by the Advanced Dungeons & Dragons Core Rules 2.0 Expansion on 09/04/1999 03:37 PM
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