Personal Information
Name: David Player:
Race: Standard half-elf Gender: Male Height: 5'7" Age: 21
Class: Fighter Level: 1 Weight: 132 lbs
XP: 34 Alignment: Chaotic Good
Next Level: 2,000 Kit: None
Ability Scores
Str: 13 Weight Allowance: 45 lbs Bend Bars/Lift Gates: 4%
Attack Adj.: +0 Damage Adj.: +0 Max. Press: 140 lbs Open Doors: 7
Dex: 9 Missile Adjustment: +0 Pick Pockets: -15% Open Locks: -10%
Reaction Adjustment: +0 Armor Class: +0 Move Silently: -20% Climb Walls: -10%
Con: 11 System Shock: 75% Poison Save: +0
Hit Point Adjustment: +0 Resurrection Chance: 80%
Int: 7 Max. Spell Level: -- Max. Spells Per Level: 0 Illusion Immunity: None
Bonus Proficiencies: 1 Chance to Learn New Spell: 0%
Wis: 9 Bonus Clerical Spells: 0, 0, 0, 0, 0, 0, 0 Clerical Spell Failure Chance: 20%
Magic Defense Adjustment: +0 Spell Immunity: None
Cha: 6 Loyalty Base: -3 Maximum Number of Henchmen: 2
Initial Reaction Adjustment: -2
Saving Throws
Paralyzation: 14 Poison: 14 Death Magic: 14 Petrification: 15 Polymorph: 15
Rod: 16 Staff: 16 Wand: 16 Breath Weapon: 17 Spell: 17
Combat
Hit Points: 4
Base THAC0: 20
Melee THAC0: 20
Missile THAC0: 20
Armor
Natural armor class 10
Full armor, leather -2
FINAL: 8
Weapon Proficiencies
Belaying pin
Grapple
Pike
Sword, short
Non-Weapon Proficiencies
Rope Use 9
Spacemanship 10
Tailoring 8
Modern Languages 7
Common
Native Languages
Human - Regional dialect
Weapons
THAC0 Attacks/ Speed Damage Range (-2) (-5)
Weapon Melee Missile Round Factor Sm-Med Large Type Size Short Medium Long
Sword, short 20 1 3 1d6 1d8 P S
Racial Abilities
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'.
Resistance - 30% resistance to sleep and charm spells.

Class Abilities
Fighter
    Followers - Attracts followers after a stronghold is built and 9th level is reached.
    Weapon specialization - Allows specialization in one weapon.


Inventory
  • Items Readied
    • Sword, short
  • Items Stored
    • Backpack
      • Candle
      • Dry rations (1 week)
      • Flint and steel
      • Torch
      • Whetstone
      • Wineskin
    • Good cloth cloak
    • Shield, medium
  • Items Worn
    • Belt
    • Belt pouch, small
    • Boots, soft
    • Breeches
    • Full armor, leather
    • Shirt
  • Spending Money
    • * Copper Pieces x6
    • * Gold Pieces x122
    • * Silver Pieces
Movement and Encumbrance
Encumbrance: Unencumbered Light Moderate Heavy Severe
Weight (lbs): 0-45 46-69 70-93 94-117 118-140
Movement: 12 8 6 4 1
THAC0: -1 -2 -4
AC: +1 +3
Currently carrying 20.60 pounds (None Encumbrance, 12 Movement)

Character History
Crew assignment: crewman

Generated by the Advanced Dungeons & Dragons Core Rules 2.0 Expansion on 03/05/2000 01:00 PM