Personal Information
Name: Krillan Player: Trampas T. Whiteman
Race: Standard half-elf Gender: Male Height: 5'4" Age: 21
Classes: Cleric/Psionicist Levels: 1/1 Weight: 131 lbs
XP: 281/256 Alignment: Neutral Good
Next Level: 1,500/2,200 Kit: Specialty Priest of Celestian
Ability Scores
Str: 12 Weight Allowance: 45 lbs Bend Bars/Lift Gates: 4%
Attack Adj.: +0 Damage Adj.: +0 Max. Press: 140 lbs Open Doors: 7
Dex: 10 Missile Adjustment: +0 Pick Pockets: -10% Open Locks: -5%
Reaction Adjustment: +0 Armor Class: +0 Move Silently: -15% Climb Walls: -5%
Con: 15 System Shock: 90% Poison Save: +0
Hit Point Adjustment: +1 Resurrection Chance: 94%
Int: 16 Max. Spell Level: 8th Max. Spells Per Level: 11 Illusion Immunity: None
Bonus Proficiencies: 5 Chance to Learn New Spell: 70%
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: 9 Loyalty Base: +0 Maximum Number of Henchmen: 4
Initial Reaction Adjustment: +0
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
Spear
Sword, short
Non-Weapon Proficiencies
Astronomy 15
Contact 18
Mental Armor 16
Navigation 14
Navigation, Wildspace 14
Planetology 14
Modern Languages 16
Halfling
Modern Languages 16
Dracon
Modern Languages 16
Giff
Modern Languages 16
Gnome
Native Languages
Common
Weapons
THAC0 Attacks/ Speed Damage Range (-2) (-5)
Weapon Melee Missile Round Factor Sm-Med Large Type Size Short Medium Long
Spear 20 20 1 6 1d6 1d8 P M 2 4 6
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
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
Psionicist
    Armor Use - May use light armor.
    Contact - The psionicist receives the contact proficiency and gains attack modes as shown on the Psionic Progression table in the Skills and Powers book.
    Followers - The psionicist becomes a contemplative master at 9th level. A 1st level psionicist arrives each month to study with the master.
    Guarded Mind - The psionicist gains a +2 bonus to all saving throws against spells from the enchantment/charm school.
    Mental Defense - The psionicist can close his mind to psychic contact and gains defense modes. The psionicist also receives a +2 bonus to his mental armor class.
    Weapon Use - The psionicist can employ the following small weapons: hand crossbow, dagger, dart, dirk, knife, scourge, sickle, and short sword.

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
    • Sword, short
    • Wineskin
  • Items Readied
    • Spear
  • Items Stored
    • Grappling hook
    • Rope, hemp (50 ft)
  • Items Worn
    • Belt
      • Belt pouch, large
        • Dry rations (1 week)
      • Belt pouch, small
        • Flint and steel
      • Belt pouch, small
        • Parchment (per sheet) x3
        • Writing ink (per vial)
    • Boots, soft
    • Common robe
    • Full armor, leather
    • Shield, small
    • Signet ring/personal seal
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 38.93 pounds (None Encumbrance, 12 Movement)

Spells
Class 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
Cleric 3
Cleric Spell Failure Rate: 0% Maximum Wizard Spells Per Level: 11
Wizard Chance to Learn New Spell: 70% Maximum Wizard Spell Level: 8th
Spells Memorized

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

Psionics
PSPs: 25 MTHAC0: 19 MAC: 2
Devotions: 3 Sciences: 1 Disciplines: 1
Attacks: Ego Whip (EW)
Defenses: Thought Shield (TS)
Power PSPs Range Area of Effect MAC
Psychoportive (Primary)
Sciences
Teleport 10+/5+ Unlimited Personal 9
Devotions
Dimension Walk 5/2 Not applicable Personal 8
Dimensional Door 3/1 50+ yards Not applicable 7
Blink 4/2 0 Personal 9

Character History
Krillan was born on Oerth, just outside of the City of Greyhawk. His father was human, and his mother was elven (not certain which type). He is uncertain of his father's fate, but knows that his mother died when he was born. He also knows that her relatives gave him up, rather than raise a half-breed themselves. Therefore, he doesn't like elves. The elves dropped him outside of a temple of Celestian. The priests of Celestian raised the boy. His signet ring is that of a sun within a half-moon, and is the only thing left from his father.

He has recently come of age. He just finished service abourd the Vendetta, an armored galleon. The captain was deemed to be insane and has been put in "special care", and his ship was impounded. The captain has a vendetta (hence, the name) against some enemy, but Krillan was too new to know who it was. Krillan made his way into Hyrkulspace and is interested in finding new work, preferably as a pilot aboard a spelljamming vessel.

Krillan has a dream every once in a while as well. He dreams of a beautiful woman, who appears as the stars in space, who comes down to him holding out her arms. He then sees the actual Spelljammer.

There is also a prophecy concerning a woman with elven ears who will bring balance aboard the Spelljammer.


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