Personal Information
Name: Jareth Player: Richard Gant
Race: Standard half-elf Gender: Male Height: 5'6" Age: 17
Class: Druid Level: 1 Weight: 131 lbs
XP: 612 Alignment: True Neutral
Next Level: 2,000 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: 14 Missile Adjustment: +0 Pick Pockets: +0% Open Locks: +0%
Reaction Adjustment: +0 Armor Class: +0 Move Silently: +0% Climb Walls: +0%
Con: 11 System Shock: 75% Poison Save: +0
Hit Point Adjustment: +0 Resurrection Chance: 80%
Int: 14 Max. Spell Level: 7th Max. Spells Per Level: 9 Illusion Immunity: None
Bonus Proficiencies: 4 Chance to Learn New Spell: 60%
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: 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: 8
Base THAC0: 20
Melee THAC0: 20
Missile THAC0: 20
Armor
Natural armor class 10
Full armor, leather -2
Shield, small adj. -1
FINAL: 7
Weapon Proficiencies
Sling
Sword, scimitar
Non-Weapon Proficiencies
Animal Training 18
Rope Use 14
Survival 14
Swimming 10
Tracking 18
Native Languages
Common, Elf
Reading/Writing 15
Common
Weapons
THAC0 Attacks/ Speed Damage Range (-2) (-5)
Weapon Melee Missile Round Factor Sm-Med Large Type Size Short Medium Long
Sword, scimitar 20 1 5 1d8 1d8 S M
Hatchet 23 23 1 3 1d4 1d4 S S 2 4 6
Sling 20 1 6 B S
Sling, sling bullet 1d4+1 1d6+1 B S 10 20 40
Knife 23 23 1 2 1d3 1d2 P/S S 2 4 6
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
Druid
    Communicate with creatures - Acquire one woodland creature language per level.
    Fire/electrical resistance - +2 bonus to saves vs. all fire or electrical attacks.
    Identify - May correctly identify plants, animals, and clean water at 3rd level.
    Immunity to charm - Granted immunity to charm based attacks at 7th level.
    Pass without trace - The druid does not leave any evidence of their passage through natural settings.
    Secret language - Knowlege of the secret Druidic tongue.
    Shapechange - May shapechange at 7th level.
    Minor Spheres of Magic - Divination
    Major Spheres of Magic - All, Animal, Elemental, All, Healing, Plant, Weather


Inventory
  • Items Carried
    • Backpack
      • Dry rations (1 week)
      • Flint and steel
      • Hatchet
      • Whetstone
      • Wineskin
    • Belt pouch, large
    • Belt pouch, small
    • Belt pouch, small
      • Sling
      • Sling, sling bullet x20
  • Items Readied
    • Sword, scimitar
  • Items Stored
    • - Set of Clothes (Cannons, Tunic, Belt and Shoes)
    • - Set of Clothes (Cannons, Tunic, Belt and Shoes)
  • Items Worn
    • Belt
      • Knife
    • Braies
    • Full armor, leather
    • Shield, small
    • Shoes
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 41.30 pounds (Light Encumbrance, 8 Movement)

Spells
Class 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
Druid 3
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

Druid 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
Animal Friendship 1 hr 10 yds 1 animal V, S, M
Bless 1 rd 60 yds 50-ft cube V, S, M
Calm Animals 4 60 yds Special V, S
Cause Light Wounds 5 Touch Creature touched V, S, M
Combine 1 rd Touch Circle of priests V, S
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
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
Entangle 4 80 yds 40-ft cube V, S, M
Faerie Fire 4 80 yds 10 sq ft/lvl within a 40-ft radius V, M
Firelight 4 Touch 1 object V, S, M
Invisibility to Animals 4 Touch 1 creature/lvl 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
Orison 4 10 yds Varies V, S
Pass Without Trace 1 rd 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
Shillelagh 2 Touch 1 oak club V, S, M
Strength of Stone 4 Touch 1 creature V, S, M
Wind Column 1 o The caster S

Character History
He's the product of a one night stand between an Elf man and a Human woman. He wasn't exactly shunned in his home town, but he was *different* and was treated as such. The *difference* is what got him chosen for training as a Druid.

His Druidic sect isn't a religion per se - it's more of a Taostic philosophy which encourages it's followers to seek harmony and balance with all things. The spells he can cast are seen as favors granted by the spirits of other living things, and he is expected to grant favors in return if he is asked. His beliefs encourage simple living, and discourage the accumulation of material things (as they are distracting from the simple life a follower of the Way should strive for). He sees himself as a teacher, not a priest.

Generated by the Advanced Dungeons & Dragons Core Rules 2.0 Expansion on 03/05/2000 01:04 PM