Personal Information
Name: Kersath Player: Dan Berkowitz
Race: Dark (drow) elf Gender: Male Height: 5'7" Age: 90
Class: Ranger Level: 4 Weight: 120 lbs
XP: 11,673 Alignment: Chaotic Good
Next Level: 18,000 Kit: None
Ability Scores
Str: 17 Stamina: 16 Weight Allowance: 70 lbs Bend Bars/Lift Gates: 16%
Muscle: 18/0 Attack Adj.: +1 Damage Adj.: +2 Max. Press: 255 lbs Open Doors: 11
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: 13 Health: 12 System Shock: 80% Poison Save: +0
Fitness: 14 Hit Point Adjustment: +0 Resurrection Chance: 92%
Int: 13 Reason: 13 Max. Spell Level: 6th Max. Spells Per Level: 9 Illusion Immunity: None
Knowledge: 13 Bonus Proficiencies: 3 Chance to Learn New Spell: 55%
Wis: 13 Intuition: 14 Bonus Clerical Spells: 2, 0, 0, 0, 0, 0, 0 Clerical Spell Failure Chance: 0%
Willpower: 12 Magic Defense Adjustment: +0 Spell Immunity: None
Cha: 12 Leadership: 11 Loyalty Base: +0 Maximum Number of Henchmen: 4
Appearance: 13 Initial Reaction Adjustment: +1
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: 28
Base THAC0: 17
Melee THAC0: 16
Missile THAC0: 15
Armor
Natural armor class 10
Full armor, drow chain -6
Balance Defensive adj. -3
FINAL: 1
Weapon Proficiencies
Crossbow, hand
Sword, long (Expert, Chosen Weapon, Specialist)
Sword, short
Swords
Fighting Style:
Two Weapon (+2)
Non-Weapon Proficiencies
Animal Lore 8
Endurance 4
Fire-Building 9
Rope Use 12
Swimming 12
Tracking 16
Weapons
THAC0 Attacks/ Speed Damage Range (-2) (-5)
Weapon Melee Missile Round Factor Sm-Med Large Type Size Short Medium Long
Sword, long +1 13 3/2 4 1d8+5 1d12+5 S M
Crossbow, hand 15 1 5 P S
Crossbow, hand quarrel 1d3 1d2 P S 4 8 12
Racial Abilities
Infravision [Dark Elf] - 120' infravision range.
Less sleep - The elf requires only four hours worth of sleep to be rested. This is especially valuable to spell-casters.
Resistance 90% - 90 percent resistant to sleep and charm-related spells.
Secret doors - Because of their acute senses, 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 chance (1, 2, or 3 on 1d6) to notice a concealed door.
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.
Stealth - When the elf is alone and is not wearing metal armor, he gains a bonus to surprise opponents. The opponent suffers a -4 penalty, a -2 if the elf has to open a door.

Class Abilities
Ranger
    Empathy with animals - May befriend animals.
    Hide in shadows 25% - May hide in natural settings.
    Move silently 33% - May move silently through natural settings.
    Priest spells - May begin to cast Priest spells at 8th level.
    Tracking proficiency - Given the tracking proficiency, and will improve by 1 for every three levels.
    Two-weapon style - May fight with two weapons with no penalty if wearing studded leather armor or lighter.
    Weapon specialization - May specialize in one weapon.
    Minor Spheres of Magic - Guardian, Wards
    Major Spheres of Magic - All, Animal, Weather

Traits
Ambidexterity - reduces two weapon fighting penalty by 2.

Disadvantages
Phobia: Heights - 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.


Inventory
  • Items Carried
    • Bolt case
      • Crossbow, hand quarrel x12
    • Crossbow, hand
    • Sword, long +1
  • Items Readied
    • Sword, long +1
  • Items Stored
    • Rations,iron (1 week)
  • Items Worn
    • Full armor, drow chain
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 33.20 pounds (None Encumbrance, 14 Movement)

Spells
Class 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
Ranger
Cleric Spell Failure Rate: 0% Maximum Wizard Spells Per Level: 9
Wizard Chance to Learn New Spell: 55% Maximum Wizard Spell Level: 6th
Spells Memorized

Ranger Spells Granted
Spell Time Range Area of Effect Components

Portrait


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Generated by the Advanced Dungeons & Dragons Core Rules 2.0 Expansion on 09/28/1999 01:47 PM