Personal Information
Name: Eredan Dalseeva Player:
Race: High elf Gender: Male Height: 4'8" Age: 84
Class: Ranger Level: 1 Weight: 87 lbs
XP: 0 Alignment: Chaotic Good
Next Level: 2,250 Kit: Archer, Elf (CRE)
Ability Scores
Str: 17 Weight Allowance: 85 lbs Bend Bars/Lift Gates: 13%
Attack Adj.: +1 Damage Adj.: +1 Max. Press: 220 lbs Open Doors: 10
Dex: 18 Missile Adjustment: +2 Pick Pockets: +10% Open Locks: +15%
Reaction Adjustment: +2 Armor Class: -4 Move Silently: +10% Climb Walls: +10%
Con: 15 System Shock: 90% Poison Save: +0
Hit Point Adjustment: +1 Resurrection Chance: 94%
Int: 14 Max. Spell Level: 7th Max. Spells Per Level: 9 Illusion Immunity: None
Bonus Proficiencies: 4 Chance to Learn New Spell: 60%
Wis: 14 Bonus Clerical Spells: 2, 0, 0, 0, 0, 0, 0 Clerical Spell Failure Chance: 0%
Magic Defense Adjustment: +0 Spell Immunity: None
Cha: 10 Loyalty Base: +0 Maximum Number of Henchmen: 4
Initial Reaction Adjustment: +0
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: 7
Base THAC0: 20
Melee THAC0: 19
Missile THAC0: 18
Armor
Natural armor class 10
Full armor, leather -2
DEX Defensive adj. -4
FINAL: 4
Weapon Proficiencies
Knife
Short bow (Specialist)
Sword, long
Whip
Non-Weapon Proficiencies
Bowyer/Fletcher 17
Endurance 15
Hunting 13
Leather Working 14
Religion 14
Tracking 19
Modern Languages 14
Common
Native Languages
Common, Elf, Elf - high dialect, Gnoll, Gnome, Goblin, Halfling, Hobgoblin, Orc
Weapons
THAC0 Attacks/ Speed Damage Range (-2) (-5) (-10)
Weapon Melee Missile Round Factor Sm-Med Large Type Size PB / S / M / L / EX
Short bow 16 2 7 P M
Short bow, flight arrow 1d6 1d6 P S 6 10 20 30
Knife 20 19 1 2 1d3+1 1d2+1 P/S S 2 4 6
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.

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


Inventory
  • Items Carried
    • Backpack
      • Flint and steel
      • Honey leather (sq. yd.)
      • Rations,standard (1 week)
      • Whetstone
      • Wineskin
    • Belt pouch, small
  • Items Readied
    • Short bow
  • Items Stored
    • Sack, small
      • Chainse, chemise
      • Pantaloons
      • Tunic
  • Items Worn
    • Belt
    • Boots, soft
    • Braies
    • Full armor, leather
    • Knife sheath
      • Knife
    • Quiver
      • Short bow, flight arrow x24
  • Spending Money
    • * Copper Pieces x9
    • * Gold Pieces x11
    • * Silver Pieces x5
Movement and Encumbrance
Encumbrance: Unencumbered Light Moderate Heavy Severe
Weight (lbs): 0-85 86-121 122-157 158-193 194-220
Movement: 12 8 6 4 1
THAC0: -1 -2 -4
AC: +1 +3
Currently carrying 47.70 pounds (None Encumbrance, 12 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: 60% Maximum Wizard Spell Level: 7th
Spells Memorized
Ranger Spells Granted
Spell Time Range Area of Effect Components

Psionics
PSPs: 14 MTHAC0: 20 MAC: 10
Attacks: None
Defenses: None
Power PSPs Range Area of Effect MAC
Wild Talent
Devotions
Empathy 3/1 Unlimited 20ft. by 20ft. 10

Generated by the Advanced Dungeons & Dragons Core Rules 2.0 Expansion on 10/09/2000 11:04 AM 1