Personal Information
Name: Galiser Player: 
Race: High elf Gender: Male Height: 5'6" Age: 119
Classes: Fighter/Mage Levels: 1/1 Weight: 125 lbs
XP: 143/130 Alignment: Chaotic Good
Next Level: 2,000/2,500 Kit: Bladesinger, 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: 16 Missile Adjustment: +1 Pick Pockets: +0% Open Locks: +5%
Reaction Adjustment: +1 Armor Class: -2 Move Silently: +0% Climb Walls: +0%
Con: 15 System Shock: 90% Poison Save: +0
Hit Point Adjustment: +1 Resurrection Chance: 94%
Int: 15 Max. Spell Level: 7th Max. Spells Per Level: 11 Illusion Immunity: None
Bonus Proficiencies: 4 Chance to Learn New Spell: 65%
Wis: 15 Bonus Clerical Spells: 2, 1, 0, 0, 0, 0, 0 Clerical Spell Failure Chance: 0%
Magic Defense Adjustment: +1 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: 13 Polymorph: 13
Rod: 11 Staff: 11 Wand: 11 Breath Weapon: 15 Spell: 12
Combat
Hit Points: 8
Base THAC0: 20
Melee THAC0: 19
Missile THAC0: 19
Armor
Natural armor class 10
Full armor, leather -2
DEX Defensive adj. -2
FINAL: 6
Weapon Proficiencies
Sword, long
Non-Weapon Proficiencies
Blind Fighting 15
Camouflage (CRE) 15
Dancing 16
Endurance 15
Herbalism 13
Reading/Writing 16
Reading/Writing 16
Reading/Writing 16
Reading/Writing 16
Running 9
Spellcraft 13
Tumbling 16
Weapons
THAC0 Attacks/ Speed Damage Range (-2) (-5) (-10)
Weapon Melee Missile Round Factor Sm-Med Large Type Size PB / S / M / L / EX
Sword, long 17 1 5 1d8+1 1d12+1 S M
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.
Sword bonus - +1 bonus to attack rolls when using a long or short sword.
 
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
  • Daily Food and Lodging 
    • Bread (loaf) 
  • Items Carried 
    • Backpack 
      • Flint and steel 
      • Grappling hook 
      • Rope, silk (50 ft) 
      • Sack, large 
      • Signal whistle 
      • Spellbook, Travelling 
        • Spook (1) 
        • Spook (4) 
        • Spook (3) 
        • Spook (3) 
        • Spook (4) 
        • Spook (4) 
      • Spyglass 
      • Whetstone
    • Belt pouch, large 
  • Items Readied 
    • Sword, long 
  • Items Worn 
    • Baldric, bandoleer(leather) 
    • Fine fur cloak 
    • Full armor, leather 
  • Spending Money 
    • * Gold Pieces x20 
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 45.70 pounds (None Encumbrance, 12 Movement)

Spells
Class 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
Mage 1
Cleric Spell Failure Rate: 0% Maximum Wizard Spells Per Level: 11
Wizard Chance to Learn New Spell: 65% Maximum Wizard Spell Level: 7th
Spells Memorized

Spells Known
Spell Time Range Area of Effect Components
1st Level
Alarm 1 rd 10 yds Up to 20 ft cube V, S, M
Color Spray 1 0 5 x 20 x 20 ft wedge V, S, M
Detect Magic 1 0 10 x 60 ft V, S
Magic Missile 1 60 yds + 10 yds/lvl 1-5 targets V, S
Read Magic 1 rd 0 Special V, S, M
Spook 1 30 ft 1 creature V, S

Kit - Bladesinger, Elf (CRE)
Of the roving elves, there are few as deadly as the Bladesinger. They are masters of their weapons and have spent their lives in the study of their chosen weapons. They have also learned to cast spells while engaged in combat, and thus they double their might.
To be a Bladesinger, a character needs at least a 13 Strength and Constitution, as well as a 15 Dexterity and Intelligence.
Bladesingers are easily identifiable by their weapon of choice and catlike grace, they are decorated with their weapon guild's distinctive tattoo. Each guild has a separate and unique tattoo depicting its style of weapon through an animal representation. Long swords are often represented by great cats such as lions or panthers, a whip would be shown as a striking snake, and so forth.

Special Benefits. 
There are four special benefits to the Bladesinger kit, as follows:
1. The Bladesinger chooses one weapon and practices with it extensively, to the exclusion of most other weapons. If practice makes perfect, the Bladesingers are very well practiced in their weapon of choice-for they are virtually perfect.
The poised steps of the bladesong (the act of attack by a Bladesinger) not only reveals the Bladesinger to be a creature of beauty even during battle, but the steps also carry him into advantageous positions for either offense or defense. He can instinctively grasp the flow of the battle around him, and his feet will carry him through the intricate maneuvers necessary to optimize his attack.
Such is the intensive training of the Bladesinger that he gains an automatic +1 to attack rolls as well as a +1 for damage. This is in addition to the normal elven +1 for use of the long or short sword (if applicable). Despite any additional, further training, this is as high as the bonus can be.
2. Bladesingers receive a special bonus when they wish to try an unusual maneuver with their blade. This bonus is equal to +1 for every four levels the Bladesinger has attained. The bonus only serves to cancel the penalties normally applied for such a maneuver. All other penalties and bonuses still apply.
3. Bladesingers have been taught from an early age to grasp the flow of magic around them and to turn it to their    advantage. They can cast spells even while in the front lines. Although they cannot actually attack while casting their spells, they may defend themselves against incoming melee attacks.
Their defense is equal to their level divided by 2, plus 1. All fractions are rounded down. Thus, a 6th-level Bladesinger gains a +4 to AC (6th level/2=3+1=+4 AC). The same goes for 7th-level Bladesingers (7/2=3.5-.5=3+1=+4 AC). This does not apply to rear or missile attacks, for it is nearly impossible to defend against those while casting a spell.
Bladesingers have practiced the somatic portion of their spells well enough that they may cast their spells one-handed, suffering only a slight penalty. It adds +2 to their casting times, making it easier to disrupt their spells. Like any other spellcaster, if they are hit they lose the concentration necessary for maintaining their spells; they lose the spell. Their spells are, therefore, usually of an offensive nature with very short casting times.
4. The training is hard enough that only a 3rd-level Bladesinger can begin to teach even the rudiments of the bladesong. If     another elf wishes to learn the bladesong, he must seek one of the masters of the blade. Bladesingers charge a high price for sharing their skills.

Special Hindrances. 
To offset their abilities, Bladesingers suffer some severe penalties. Not only must they attempt to advance the cause of elvendom somehow at all times, they must also lend aid to any elf in need. Unless the elf is proven to be an enemy of the elven way of life, the Bladesinger must sacrifice life and limb to save that elf's life.
Of course, the Bladesinger is free to determine whether there is, in fact, an elf in danger. Too many times other races have tried to eliminate the Bladesinger menace through illusion and trickery. The Bladesingers have grown wary and have, unfortunately, allowed fellow elves to perish while trying to determine the truth of the threat. Thus, most Bladesingers carry at least one detect magic spell in order to avoid possible errors.
Bladesingers are so devoted to their chosen weapon that they can never learn another one. Unlike other elves, they do not gain a +1 to attack rolls with a bow. With all other weapons, they suffer a -1 penalty to attack rolls, even if they have taken it as a proficiency. If they have not devoted the slot to learn the weapon, the Bladesinger suffers the ordinary nonproficiency in addition to the -1 penalty.
If the player is using The Complete Fighter's Handbook, he may not allow his character to specialize in weapon groups. The Bladesinger focuses on a single weapon only.
Bladesingers may wear no armor heavier than elven chain or studded leather. Bulkier armor restricts the Bladesingers' movement enough that they have at least a -2 penalty to attacks if they try to use their bladesinging ability while wearing such armor. The penalty is greater for heavier armor, although this is at the DM's discretion.
Bladesingers rarely use weapons other than swords. With only rare exceptions, they never learn two-handed fighting styles. They may not use shields or two-handed weapons, for these interfere with the bladesong. Even when they have run out of spells, Bladesingers will fight one-handed or with both hands on their single-handed weapon. To do otherwise negates all bladesinging bonuses.
 
 

Generated by the Advanced Dungeons & Dragons Core Rules 2.0 Expansion on 08/23/2000 08:42 PM

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