Personal Information
Name: Tarith Bloodblade Player: John Osmanski
Race: Standard half-elf Gender: Male Height: 5'8" Age: 20
Classes: Fighter/Mage Levels: 1/1 Weight: 130 lbs
XP: 271/271 Alignment: Chaotic Neutral
Next Level: 2,000/2,500 Kit: None
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: 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: 18 Max. Spell Level: 9th Max. Spells Per Level: 18 Illusion Immunity: None
Bonus Proficiencies: 7 Chance to Learn New Spell: 85%
Wis: 12 Bonus Clerical Spells: 0, 0, 0, 0, 0, 0, 0 Clerical Spell Failure Chance: 5%
Magic Defense Adjustment: +0 Spell Immunity: None
Cha: 13 Loyalty Base: +0 Maximum Number of Henchmen: 5
Initial Reaction Adjustment: +1
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: 8
Base THAC0: 20
Melee THAC0: 20
Missile THAC0: 18
Armor
Natural armor class 10
DEX Defensive adj. -4
FINAL: 6
Weapon Proficiencies
Dagger, main-gauche
Long bow
Sword, long
Sword, rapier
Non-Weapon Proficiencies
Ancient History 17
Astrology 18
Blind Fighting 12
Direction Sense 13
Hunting 11
Navigation 16
Spellcraft 17
Native Languages
Common
Reading/Writing 19
Common
Weapons
THAC0 Attacks/ Speed Damage Range (-2) (-5)
Weapon Melee Missile Round Factor Sm-Med Large Type Size Short Medium Long
Dagger, main-gauche 20 1 2 1d4+1 1d3+1 P/S S
Long bow 18 2 8 P L
Long bow, flight arrow 1d6 1d6 P S 14 28 42
Sword, long 20 1 5 1d8+1 1d12+1 S M
Sword, rapier 20 1 4 1d6+2 1d8+2 P M
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
Fighter
    Followers - Attracts followers after a stronghold is built and 9th level is reached.
    Weapon specialization - Allows specialization in one weapon.
Mage
    Schools of Magic - Abjuration, Alteration, Conjuration/Summoning, Enchantment/Charm, Greater Divination, Illusion/Phantasm, Invocation/Evocation, Necromancy


Inventory
  • Items Carried
    • Backpack
      • Dry rations (1 week)
      • Flint and steel
      • Torch x3
      • Wineskin
    • Belt pouch, large
    • Belt pouch, large
    • Belt pouch, small
    • Belt pouch, small
    • Dagger, main-gauche x3
    • Flint and steel
    • Long bow
    • Map or scroll case
    • Map or scroll case
    • Map or scroll case
    • Quiver
      • Long bow, flight arrow x20
    • Rope, hemp (50 ft) x2
    • Spellbook
      • Burning Hands (1)
      • Charm Person (1)
      • Detect Magic (1)
      • Read Magic (1)
      • Sleep (1)
    • Spyglass
    • Sword, long
    • Sword, rapier
    • Wineskin
    • Wineskin
    • Winter blanket x2
  • Items Readied
    • Dagger, main-gauche
  • Items Stored
    • Breeches
    • Dry rations (1 week) x4
    • Tunic
  • Items Worn
    • Boots, soft
    • Breeches
    • Gloves
    • Tunic
  • Spending Money
    • * Copper Pieces x7
    • * Gold Pieces x103
    • * Silver Pieces x6
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 81.70 pounds (Light Encumbrance, 8 Movement)

Spells
Class 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
Mage 1
Cleric Spell Failure Rate: 5% Maximum Wizard Spells Per Level: 18
Wizard Chance to Learn New Spell: 85% Maximum Wizard Spell Level: 9th
Spells Memorized
  • Mage
    • 1st Level
      • Sleep

Spells Known
Spell Time Range Area of Effect Components
1st Level
Burning Hands 1 0 The caster V, S, M
Charm Person 1 120 yds 1 person V, S
Detect Magic 1 0 10 x 60 ft V, S
Read Magic 1 rd 0 Special V, S, M
Sleep 1 30 yds Special V, S, M

Character History
Tarith was orphaned at an early age. His parents killed in a slaver raid on his village. He was taken into slavery at a young age, spending most of his childhood in bondage to a
noble family outside of Waterdeep.

At the age of 10, he was sold to a ship's captain and so he began a new life at sea. Tarith quickly proved himself and the captain decided to release him from slavery and teach him a profession. Oridion(the captain) taught Tarith how to fight in close quarters and swordfighting. However young Tarith also showed a great potential in the art(magic) so Oridion allowed him to train with his ship's doctor(who by chance was a wizard). He proved an exceptional student learning all his lessons quickly.

Then came the day when Tarith must strike out on his own.
So Oridion equipped Tarith and set him at the nearest port
to seek his own fortunes.

Morals: Tarith absolutely hates slavery and will go to any length to stop it, even at the cost of his own life.

Combat: He prefers to fight with a rapier and a main-gauche,
but will fight with a long sword and main-gauche vs heavier
weapons. The long bow is use to soften up targets before close combat.

He appears as a handsome 1/2 elven male with black hair and cold blue eyes. He dresses like a dandy, often wearing hats with feathers(basically a duelist).

Generated by the Advanced Dungeons & Dragons Core Rules 2.0 Expansion on 03/05/2000 01:06 PM