Personal Information
Name: Anleef Ar'Shasoom aka Silverarrow Player: Allan J.Cleaveland
Race: High elf Gender: Male Height: 5'3" Age: 120
Classes: Ranger/Cleric Levels: 1/1 Weight: 107 lbs
XP: 311/311 Alignment: Chaotic Good
Next Level: 2,250/1,500 Kit: Bladesinger, Elf (CRE)
Ability Scores
Str: 16 Weight Allowance: 70 lbs Bend Bars/Lift Gates: 10%
Attack Adj.: +0 Damage Adj.: +1 Max. Press: 195 lbs Open Doors: 9
Dex: 17 Missile Adjustment: +2 Pick Pockets: +5% Open Locks: +10%
Reaction Adjustment: +2 Armor Class: -3 Move Silently: +5% Climb Walls: +5%
Con: 16 System Shock: 95% Poison Save: +0
Hit Point Adjustment: +2 Resurrection Chance: 96%
Int: 15 Max. Spell Level: 7th Max. Spells Per Level: 11 Illusion Immunity: None
Bonus Proficiencies: 4 Chance to Learn New Spell: 65%
Wis: 18 Bonus Clerical Spells: 2, 2, 1, 1, 0, 0, 0 Clerical Spell Failure Chance: 0%
Magic Defense Adjustment: +4 Spell Immunity: None
Cha: 14 Loyalty Base: +1 Maximum Number of Henchmen: 6
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: 11
Base THAC0: 20
Melee THAC0: 20
Missile THAC0: 18
Armor
Natural armor class 10
Full armor, studded leather -3
DEX Defensive adj. -3
FINAL: 4
Weapon Proficiencies
Long bow (Specialist)
Sword, long
Non-Weapon Proficiencies
Animal Lore 15
Artistic Proficiency 18
Bowyer/Fletcher 16
Cooking 15
Dancing 17
Hunting 17
Musical Instrument 16
Religion 18
Set Snares 16
Spelljamming 13
Survival 15
Swimming 16
Tracking 23
Modern Languages 15
Espruar
Native Languages
Elf - high dialect
Reading/Writing 16
Espruar
Reading/Writing 16
Common
Weapons
THAC0 Attacks/ Speed Damage Range (-2) (-5)
Weapon Melee Missile Round Factor Sm-Med Large Type Size Short Medium Long
Long bow 17 2 8 P L
Long bow, flight arrow 1d6 1d6 P S 14 28 42
Long bow, message arrow 1d6 1d6 P S 14 28 42
Long bow, sheaf arrow 1d8 1d8 P S 10 20 34
Dagger 23 21 1 2 1d4+1 1d3+1 P S 2 4 6
Sword, long 18 1 5 1d8+1 1d12+1 S M
Racial Abilities
Bow bonus - +1 bonus to attack rolls with long or short bows.
Infravision - 60' infravision range.
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.
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.
Sword bonus - +1 bonus to attack rolls when using a long or short sword.

Class Abilities
Ranger
    Empathy with animals - May befriend animals.
    Followers - Attracts 2d6 followers at 10th level.
    Hide in shadows 10% - May hide in natural settings.
    Move silently 15% - May move silently through natural settings.
    Priest spells - May begin to cast Priest spells at 8th level.
    Special enemy - Familiar with one type of creature; granted a +4 to attack rolls and a -4 penalty to reaction rolls when encountering this creature.
    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.
    Major Spheres of Magic - Animal, Plant
Cleric
    Followers - Allows followers after building a stronghold and becoming name level.
    Turn undead - Allows the cleric to turn undead.
    Minor Spheres of Magic - Elemental, All
    Major Spheres of Magic - All, Astral, Charm, Combat, Creation, Divination, Guardian, Healing, Necromantic, Protection, Summoning, Sun

Turning Undead
Skeleton or 1 HD: 10 Wight or 5 HD: 20 Mummy or 7 HD: - Ghost or 10 HD: -
Zombie: 13 Ghast: - Spectre or 8 HD: - Lich or 11+ HD: -
Ghoul or 2 HD: 16 Wraith or 6 HD: - Vampire or 9 HD: - Special: -
Shadow or 3-4 HD: 19
# = Roll # or greater on a 1d20 to turn 2d6 undead. D = Automatically destroys 2d6 undead.
T = Automatically turns 2d6 undead. D* = Automatically destroys 2d6+2d4 undead.

Inventory
  • Items Carried
    • Belt pouch, large
      • Candle x10
      • Sealing/candle wax
      • Soap
      • Writing ink (per vial)
    • Belt pouch, large
      • Flint and steel
      • Sewing needle
      • Weaponblack
      • Whetstone
    • Belt pouch, small
      • Herbs (per lb)
    • Belt pouch, small
      • Holy item x2
      • Pouch
    • Map or scroll case
      • Papyrus (per sheet) x5
    • Quiver
      • Long bow, flight arrow x24
    • Quiver
      • Long bow, message arrow x4
      • Long bow, sheaf arrow x20
  • Items Readied
    • Long bow
  • Items Stored
    • Backpack
      • Baladrana
      • Braies
      • Drawers
      • Iron pot
      • Shirt
      • Wineskin
      • Wineskin
      • Wineskin
      • Wineskin
      • Winter blanket
    • Chest, large
      • Full armor, chain mail
      • Grappling hook
      • Musical instrument (small)
      • Rope, silk (50 ft) x2
  • Items Worn
    • Baladrana
      • Plain brooch
    • Baldric, bandoleer(leather)
      • Dagger
      • Sword, long
    • Belt
    • Boots, soft
    • Braies
    • Drawers
    • Full armor, studded leather
    • Gloves
    • Holy item
    • Pouch
      • * Copper Pieces x2
      • * Gold Pieces x3
      • * Silver Pieces x6
    • Shirt
    • Signal whistle
    • Signet ring/personal seal
Movement and Encumbrance
Encumbrance: Unencumbered Light Moderate Heavy Severe
Weight (lbs): 0-70 71-100 101-130 131-160 161-195
Movement: 12 8 6 4 1
THAC0: -1 -2 -4
AC: +1 +3
Currently carrying 63.07 pounds (None Encumbrance, 12 Movement)

Spells
Class 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
Ranger
Cleric 3
Cleric Spell Failure Rate: 0% Maximum Wizard Spells Per Level: 11
Wizard Chance to Learn New Spell: 65% Maximum Wizard Spell Level: 7th
Spells Memorized

Ranger Spells Granted
Spell Time Range Area of Effect Components
Cleric Spells Granted
Spell Time Range Area of Effect Components
1st Level
Analyze Balance 1 rd 80 yds 1 creature, object, or 10' sq V, S, M
Astral Celerity 4 0 The caster V, S
Bless 1 rd 60 yds 50-ft cube V, S, M
Blessed Watchfulness 4 Touch Creature touched V, S
Call Upon Faith 1 0 The caster V, S, M
Cause Fear 1 10 yds 1 creature/4 lvls V, S, M
Cause Light Wounds 5 Touch Creature touched V, S, M
Combine 1 rd Touch Circle of priests V, S
Command 1 30 yds 1 creature V
Create Water 1 rd 30 yds Up to 27 cubic ft V, S, M
Cure Light Wounds 5 Touch Creature touched V, S, M
Curse 1 rd 60 yds 50-ft cube V, S, M
Darkness 4 120 yds 20-ft radius globe V, S, M
Destroy Water 1 rd 30 yds Up to 27 cubic ft V, S, M
Detect Evil 1 rd 0 10 ft x 120 yds V, S, M
Detect Good 1 rd 0 10 ft x 120 yds V, S, M
Detect Magic 1 rd 0 10 ft x 30 yds V, S, M
Detect Poison 4 0 Special V, S, M
Detect Snares & Pits 4 0 10 x 40 ft V, S, M
Dispel Fatigue 4 30 yds 1 creature V, S, M
Endure Cold/Endure Heat 1 rd Touch Creature touched V, S, M
Firelight 4 Touch 1 object V, S, M
Invisibility to Undead 4 Touch 1 creature V, S, M
Light 4 120 yds 20-ft radius globe V, S, M
Locate Animals or Plants 1 rd 100 yds + 20 yds/lvl 20 yds/lvl x 20 ft V, S, M
Log of Everburning 1 Touch Special V, S, M
Magical Stone 4 Touch 3 pebbles V, S, M
Orison 4 10 yds Varies V, S
Protection From Evil 4 Touch 1 creature V, S, M
Protection From Good 4 Touch 1 creature V, S, M
Purify Food & Drink 1 rd 30 yds 1 cubic ft/lvl, in 10 sq ft V, S, M
Putrefy Food and Drink 1 rd 30 yds 1 cubic ft/lvl, in 10 sq ft V, S, M
Remove Fear 1 10 yds 1 creature/4 lvls V, S, M
Ring of Hands/Ring of Woe* 5 0 Special V, S, M
Sacred Guardian 1 Touch Creature touched V, S, M
Sanctuary 4 Touch 1 creature V, S, M
Shillelagh 2 Touch 1 oak club V, S, M
Speak With Astral Traveler 1 rd Touch 1 creature V, S, M
Strength of Stone 4 Touch 1 creature V, S, M
Sunscorch 4 40 yds 1 creature V, S
Wind Column 1 o The caster S

Character History
Background: Anleef was born in the Elven Court on Toril before the retreat to Evermeet. He spent time in the woods drawing the natural wonders around him and carving them. His uncle took him under his wing at this time and taught him about the natural wonders of the outdoors as only a cleric/ranger of Solonar Thelandira can see them. Under his uncle's tutelage he learned to make the animals trust him and to use the flute his mother had taught him to use to soothe angry and frightened beasts. He became a skilled cook (his uncle hated to cook so the deal was if he wanted to explore with his uncle he had to cook). At the same time his father, a bladesinger, taught him to dance the blade with a longsword. His mother was a prietess of Aerdrie Faenya and his life was idyllic.
This idyllic life began to fall apart when his uncle was killed while leading an elven patrol. It was on one such patrol that a group of humans attacked and nearly wiped out the patrol. Combined with the retreat of the elves only a few years later (less than a decade) which Anleef also blamed on humans it is no wonder he came to hate them. Ever since Anleef has dedicated himself to the defense of the elves and slaying humans. His teachers on Evermeet were worried about his hatred, however, and so encouaged him to travel into the stars and make his own way in the world. There they hoped he would gain more experience and learn that humans and elves can live and work together.
Anleef earned his passage through the stars from Realmspace to Hyrkulspace aboard a Sindiath Line ship by acting as the helmsman. Though he doesn't know how to operate a vessel well he is a skilled helmsman.
After reaching Hyrkulspace he decided to make his own way.

Personality: Anleef doesn't hate all humans as much as he says as he remembers the Dalesmen, many of whom were reliable elven friends. And as a good person he knows that not everyone is the same and each deserves their own chance. Nevertheless, it would take a lot for him to have more than a strained trust with a human and if he were to determine oe were evil it is doubtful he could hold his rage in check. When confronted by human enemies he's able to truly unleash his full hatred, a terrible sight indeed.

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