Personal Information
Name: Aysle Lyre Player: Robert Baranowski
Race: Sylvan (wood) elf Gender: Male Height: 4'10" Age: 173
Classes: Thief/Illusionist Levels: 1/1 Weight: 75 lbs
XP: 316/316 Alignment: Neutral Good
Next Level: 1,250/2,500 Kit: None
Ability Scores
Str: 10 Weight Allowance: 40 lbs Bend Bars/Lift Gates: 2%
Attack Adj.: +0 Damage Adj.: +0 Max. Press: 115 lbs Open Doors: 6
Dex: 17 Missile Adjustment: +2 Pick Pockets: +5% Open Locks: +10%
Reaction Adjustment: +2 Armor Class: -3 Move Silently: +5% Climb Walls: +5%
Con: 11 System Shock: 75% Poison Save: +0
Hit Point Adjustment: +0 Resurrection Chance: 80%
Int: 16 Max. Spell Level: 8th Max. Spells Per Level: 11 Illusion Immunity: None
Bonus Proficiencies: 5 Chance to Learn New Spell: 70%
Wis: 10 Bonus Clerical Spells: 0, 0, 0, 0, 0, 0, 0 Clerical Spell Failure Chance: 15%
Magic Defense Adjustment: +0 Spell Immunity: None
Cha: 16 Loyalty Base: +4 Maximum Number of Henchmen: 8
Initial Reaction Adjustment: +5
Saving Throws
Paralyzation: 16 Poison: 16 Death Magic: 16 Petrification: 17 Polymorph: 17
Rod: 18 Staff: 18 Wand: 18 Breath Weapon: 20 Spell: 19
Combat
Hit Points: 7
Base THAC0: 20
Melee THAC0: 20
Missile THAC0: 18
Armor
Natural armor class 10
DEX Defensive adj. -3
FINAL: 7
Weapon Proficiencies
Short bow
Sword, short
Non-Weapon Proficiencies
Carpentry 10
Local History 16
Musical Instrument 16
Observation 16
Singing 16
Spacemanship 18
Spelljamming 14
Modern Languages 16
Common
Native Languages
Elf - sylvan (wood) 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
Short bow 17 2 7 P M
Short bow, flight arrow 1d6 1d6 P S 10 20 30
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.
Spear bonus - +1 bonus to attack rolls with a spear.
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
Thief
    Backstab - Surprise attack may inflict double damage. For every four levels beyond first, the damage multiplier increases by one.
    Climb walls* 75% - Able to climb vertical or smooth surfaces.
    Detect noise* 25% - May hear faint noises.
    Find/remove traps* 25% - Skill at finding and disarming traps.
    Followers - Attracts followers when a stronghold is built and name level is reached.
    Hide in shadows* 35% - Grants the ability to hide in shadows.
    Move silently* 35% - May move without making a sound.
    Open locks* 25% - Skill at opening locks with the proper tools.
    Pick pockets* 30% - Skill at pilfering small items from pockets or purses.
    Read languages* 10% - Skill at deciphering unknown texts.
    Scroll Use 10% - May use magic scrolls at 9th level.
    Thieves' cant - Knowledge of the secret language of thieves.
Illusionist
    Automatic spells - Gains one free spell every time the mage gains a new level of spells. Elementalists do not recieve one free spell every level, but may add 1d4 effective levels once a day to a spell
they cast.
    Bonus spells - Memorize one free spell for each spell level. This spell must be chosen from their area of speciality.
    Intense magic - -1 penalty to all saving throws on spells cast from the chosen school. Elementalists enjoy a
-2 penalty to all saving throws on spells cast from their chosen element. Wild mages do not recieve a modifyer to their spells.
    Learning bonus - +15% bonus to learning any spell in the chosen school. Elementalists recieve a +25% bonus to their chosen element, and +15% to other elemental spells, but are unable to learn opposing elemental spells. Wild mages recieve a +10% bonus to learning wild magic spells.
    Learning penalty - -15% penalty to learning rolls on spells outside the chosen school. Elementalists are unable to learn opposing elemental spells, and suffer a -25% penalty to learn nonelemental spells. Wild mages recieve a -5% penalty to learn standard schools of magic.
    Research bonus - When researching spells in the chosen school, treat the spell as one level lower.
    Saving throw bonus - +1 bonus on saves against spells in their chosen school. Elementalists recieve a +2 bonus
to their saving throws versus spells in their chosen element. Wild mages do not recieve a bonus to their saving throws.
    Schools of Magic - Alteration, Conjuration/Summoning, Enchantment/Charm, Greater Divination, Illusion/Phantasm

Rogue Skills
Skill Base Racial Mods Ability Scores Discretionary Points Armor Final
Climb walls 60 +0 +5 +0 +10 75%
Detect noise 15 +5 +0 +5 +0 25%
Find/remove traps 5 +0 +0 +20 +0 25%
Hide in shadows 5 +10 +5 +10 +5 35%
Move silently 10 +5 +5 +5 +10 35%
Open locks 10 -5 +10 +10 +0 25%
Pick pockets 15 +5 +5 +0 +5 30%
Read languages 0 +0 +0 +10 +0 10%

Inventory
  • Items Carried
    • Backpack
      • Dry rations (1 week)
      • Flint and steel
      • Grappling hook
      • Map or scroll case
        • Paper (per sheet)
      • Torch x5
      • Wineskin
      • Writing ink (per vial)
    • Short bow
  • Items Readied
    • Sword, short
  • Items Stored
    • Spellbook
      • Phantasmal Force (1)
      • Audible Glamer (3)
      • Color Spray (1)
      • Comprehend Languages (1)
      • Detect Magic (3)
      • Read Magic (3)
  • Items Worn
    • Belt
      • Belt pouch, large
        • Thieves' picks
    • Garnache
    • Good cloth cloak
    • Quiver
      • Short bow, flight arrow x17
    • Shoes
  • Spending Money
    • * Gold Pieces x60
Movement and Encumbrance
Encumbrance: Unencumbered Light Moderate Heavy Severe
Weight (lbs): 0-40 41-58 59-76 77-96 97-110
Movement: 12 8 6 4 1
THAC0: -1 -2 -4
AC: +1 +3
Currently carrying 31.51 pounds (None Encumbrance, 12 Movement)

Spells
Class 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
Illusionist 2
Cleric Spell Failure Rate: 15% Maximum Wizard Spells Per Level: 11
Wizard Chance to Learn New Spell: 70% Maximum Wizard Spell Level: 8th
Spells Memorized

Spells Known
Spell Time Range Area of Effect Components
1st Level
Audible Glamer 1 60 yds + 10 yds/lvl Hearing range V, S, M
Color Spray 1 0 5 x 20 x 20 ft wedge V, S, M
Comprehend Languages 1 rd Touch 1 speaking creature or written text V, S, M
Detect Magic 1 0 10 x 60 ft V, S
Phantasmal Force 1 60 yds + 10 yds/lvl 400 sq ft + 100 sq ft/lvl V, S, M
Read Magic 1 rd 0 Special V, S, M

Character History
BACKGROUND

Aysle Lyre was born to a rural family of wood elves near Waterdeep on Toril, and he lived most of his life in a smallish forest, without any knowledge of the outer world(s). Three years ago, a small group of adventurers passed through the wood, and Lyre's family gave them hospitality. The adventurer's stories awoke a longing in Lyre's heart, a longing to see and explore all that could be known.

He traveled with the adventurers to Waterdeep, and began his studies as a wizard's apprentice to a human mage called K'Tark. K'Tark was a selfish and greedy mage, and he used Lyre's natural stealth while taking advantage of his rural naiveté to steal wealth from others. (He would say things like "Here in the big city, everyone borrows from other folks. Just slip in the back door and get that sack under the sink..." or whatever.)

It was only when Aysle was caught by the authorities that he realized just what he had been snookered into. He felt awful, and the city constabulary realized that he was a rural farmboy taken advantage of by a big city (rather evil) mage. Aysle told the authorities about K'Tark, leading them to close his school and place a price on his head. The mage eluded the city patrols. Aysle was banished from Waterdeep for his part in the crimes for a period of 100 years. Aysle signed on as a sailor on the next ship leaving the harbor. He was obviously green and in trouble, and he couldn't understand why everyone else was laughing at him when he kept asking what port they were making for.

The ship was a spelljammer, bound for space. At first, Aylse was seasick. When the ship was beyond the no-fly zone around Waterdeep, and it plunged into the sky exactly as normal ships do not, Aysle really lost his cookies. After attenuating to the new environment, Aysle came to love wildspace, and he realized that this was his destiny.
He has spent a full year in space now as a sailor on the wildspace seas. His current job is that of an entertainer and sailor on a luxury jammer.

DESCRIPTION

Aysle is of average height and weight for a wood elf (meaning he's short [4'10"] and slim [75 lbs]). He has grey-silver hair that lays at shoulder length or longer, and sparkling green eyes that always seem merry. He's very talkative, and prone to break out into song at any time. He wears bright colors unless he is "working" as a thief, including high green boots, a green cap, green cloak, and bright blue tunic. Working as a thief, he wears gray and black. His features are angular, with a long nose and a quirky smile on his lips.

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