Personal Information
Name: Nalisann Player: Christopher Vitale
Race: High elf Gender: Male Height: 5'4" Age: 119
Class: Fighter Level: 1 Weight: 120 lbs
XP: 275 Alignment: Chaotic Good
Next Level: 2,000 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: 16 System Shock: 95% Poison Save: +0
Hit Point Adjustment: +2 Resurrection Chance: 96%
Int: 12 Max. Spell Level: 6th Max. Spells Per Level: 7 Illusion Immunity: None
Bonus Proficiencies: 3 Chance to Learn New Spell: 50%
Wis: 11 Bonus Clerical Spells: 0, 0, 0, 0, 0, 0, 0 Clerical Spell Failure Chance: 10%
Magic Defense Adjustment: +0 Spell Immunity: None
Cha: 9 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: 10
Base THAC0: 20
Melee THAC0: 19
Missile THAC0: 18
Armor
Natural armor class 10
Full armor, studded leather -3
DEX Defensive adj. -4
FINAL: 3
Weapon Proficiencies
Composite long bow
Long bow (Specialist)
Short bow
Sword, short
Non-Weapon Proficiencies
Animal Lore 12
Bowyer/Fletcher 17
Endurance 16
Fire-Building 10
Heraldry 12
Hunting 10
Running 10
Native Languages
Elf
Weapons
THAC0 Attacks/ Speed Damage Range (-2) (-5) (-10)
Weapon Melee Missile Round Factor Sm-Med Large Type Size PB / S / M / L / EX
Long bow 17 2 8 P L
Long bow, flight arrow 1d6 1d6 P S 6 14 28 42
Sword, short 20 1 3 1d6+1 1d8+1 P S
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
Fighter
    Followers - Attracts followers after a stronghold is built and 9th level is reached.
    Weapon specialization - Allows specialization in one weapon.
 

Inventory
  • Items Carried 
    • Backpack 
      • Dry rations (1 week) 
      • Flint and steel 
      • Torch x3 
      • Wineskin 
    • Belt pouch, large 
    • Long bow, flight arrow x20 
    • Sack, small 
    • Sword, short 
  • Items Readied 
    • Long bow 
  • Items Worn 
    • Boots, riding 
    • Full armor, studded leather 
    • Gloves 
    • Pantaloons 
    • Pouch 
    • Shirt 
  • Spending Money 
    • * Copper Pieces x7 
    • * Gold Pieces x35 
    • * 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 46.20 pounds (None Encumbrance, 12 Movement)
Kit - Archer, Elf (CRE)
The Archer is the epitome of elven skill with the bow. If there is a difficult shot to make, she will make it. Whether the target can only be reached by firing through high winds or is totally concealed, the Archer is confident of her ability to make the shot.

Special Benefits. 
The Archer is an expert with her style of bow. In combat, the Archer may elect to do one of two things. She may either fire faster than most are able to, or she may use a bonus on trick shots.
If she elects to fire faster, she may take an extra shot every two rounds. That means the rate of fire becomes 5/2, rather than the usual 2/1. This still includes her movement. If she chooses to stand still and fire, she may increase her rate of fire to 3/1; however, this enables enemy archers to target her more easily.
If she elects to go with trick shots, she not only gains the usual bonus for specialization and high Dexterity, she also gains a +1 to each shot for every four experience levels.
If the Archer keeps and cares for a bow for more than a month and keeps her arrows sharpened to a keen edge, she may cause 1 hp of additional damage when using these items. If using a different bow or new arrows, she does not gain the bonus. It can only be used with familiar, well-cared-for equipment.

Special Hindrances. 
The Archer is limited in her choice of melee weapons, since she disdains them so much. She may choose only a long sword, short sword, and dagger. Even then, the Archer has a -1 penalty to attack rolls when using one of these weapons because she is unfamiliar with anything but the flight of an arrow.
Later weapon proficiencies may be devoted to other weapons, but the Archer will never gain a bonus to attack rolls with these weapons, despite any Strength or proficiency bonus. This includes losing the normal elven +1     to attack rolls with the long or short sword.
The Archer must always be concerned about the quality of her bow and arrows. If any are faulty, she must repair them or replace them with equipment of higher quality. She can never use missile equipment of inferior quality-except when in mortal danger or when necessary for the success of a mission.
 

Generated by the Advanced Dungeons & Dragons Core Rules 2.0 Expansion on 08/23/2000 08:43 PM

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