Personal Information
Name: Beren Snowmantle Player:
Race: High elf Gender: Male Height: 5'5" Age: 138
Classes: Thief/Mage Levels: 7/7 Weight: 135 lbs
XP: 60,645/80,088 Alignment: Chaotic Neutral
Next Level: 70,000/90,000 Kit: None
Ability Scores
Str: 14 Stamina: 14 Weight Allowance: 55 lbs Bend Bars/Lift Gates: 7%
Muscle: 14 Attack Adj.: +0 Damage Adj.: +0 Max. Press: 170 lbs Open Doors: 8
Dex: 18 Aim: 18 Missile Adjustment: +2 Pick Pockets: +10% Open Locks: +15%
Balance: 18 Reaction Adjustment: +2 Armor Class: -4 Move Silently: +10% Climb Walls: +10%
Con: 15 Health: 15 System Shock: 90% Poison Save: +0
Fitness: 15 Hit Point Adjustment: +1 Resurrection Chance: 94%
Int: 16 Reason: 16 Max. Spell Level: 8th Max. Spells Per Level: 11 Illusion Immunity: None
Knowledge: 16 Bonus Proficiencies: 5 Chance to Learn New Spell: 70%
Wis: 13 Intuition: 13 Bonus Clerical Spells: 1, 0, 0, 0, 0, 0, 0 Clerical Spell Failure Chance: 0%
Willpower: 13 Magic Defense Adjustment: +0 Spell Immunity: None
Cha: 14 Leadership: 14 Loyalty Base: +1 Maximum Number of Henchmen: 6
Appearance: 14 Initial Reaction Adjustment: +2
Saving Throws
Paralyzation: 9 Poison: 9 Death Magic: 9 Petrification: 8 Polymorph: 8
Rod: 6 Staff: 6 Wand: 6 Breath Weapon: 10 Spell: 6
Combat
Hit Points: 40
Base THAC0: 17
Melee THAC0: 17
Missile THAC0: 15
Armor
Natural armor class 10
Bracers of Defense AC 4 -6
Ring of Protection +3, 5-foot radius magic adj. -3
Balance Defensive adj. -4
FINAL: -3
Weapon Proficiencies
Composite short bow
Dagger
Knife, throwing
Sword, long
Fighting Style:
One-handed Weapon
Two Weapon
Non-Weapon Proficiencies
Alertness 13
Ambush na
Appraising 12
Blind Fighting na
Herbalism 11
Observation na
Poison Lore 8
Riding, Land 13
Throwing 15
Ancient Lang 9
Espruar (Written only), Netherese (Dead language)
Native Lang
Common, Dwarf, Elf, Elf - high dialect, Gnome, Halfling, Orc
Reading/Writing 13
Common, Dwarf, 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
Composite Short Bow +3 11 2 0 P M 5 10 18
Dagger of Acid +2 12 1 2 1d4+2 1d3+2 P/S S 1 2 3
Dagger +2 of throwing and returning 12 2 1 1d4+2 1d3+2 P/S S 5 5 5
Sword, long of Dancing 15 1 4 1d8+1 1d12+1 S M
Movement and Encumbrance
Encumbrance: Unencumbered Light Moderate Heavy Severe
Weight (lbs): 0-55 56-85 86-115 116-145 146-170
Movement: 14 10 7 3 1
THAC0: -1 -2 -4
AC: +1 +3
Currently carrying 43.00 pounds (None Encumbrance, 14 Movement)

Rogue Skills
Skill Base Racial Mods Ability Scores (Superior/Magic) Discretionary Points Armor Final
Climb walls 60 +0 +10   +0 +10 80%
Find/remove traps 5 +0 +5 +10 +65 +0 75(85)%
Hide in shadows 5 +10 +10   +45 +5 75%
Move silently 10 +5 +10   +40 +10 75%
Open locks 10 -5 +15 +10 +55 +0 75(85)%
Pick pockets 15 +5 +10   +0 +5 35%
Read languages 0 +0 +0   +5 +0 5%
Detect noise 15 +5 +0   +30 +0 50%
Portrait

Character History
Perception - 16      Appearance - 16

Wife killed by his former guild. Killed his former guildmaster in revenge of wife which resulted in his exile from the Moonsea area by the guild upon pain of death should his face be seen again. His life view has been hardened to one of cynicism, bitterness and an ever widening search for profit, because of it. But since his joining of this 'diverse' group of adventurers, he's seen some of the good in people again, mostly thanks to Jayselle and of all creatures, a minotaur named Raxx. With this group he helped to destroy the Unblinking Eye thieves guild in Scornubel and uncovered the city's captain of the guard and other corrupt high ranking members as part of it. 
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
Thief
    Backstab x3 - Surprise attack may inflict double damage. For every four levels beyond first, the damage multiplier increases by one.
    Climb walls* 80% - Able to climb vertical or smooth surfaces.
    Detect noise* 50% - May hear faint noises.
    Find/remove traps* 75% - Skill at finding and disarming traps.
    Hide in shadows* 75% - Grants the ability to hide in shadows.
    Move silently* 75% - May move without making a sound.
    Open locks* 75% - Skill at opening locks with the proper tools.
    Pick pockets* 35% - Skill at pilfering small items from pockets or purses.
    Read languages* 5% - Skill at deciphering unknown texts.
    Scroll Use 40% - May use magic scrolls.
    Thieves' cant - Knowledge of the secret language of thieves.
    Weapon specialization - May specialize in one weapon.
Mage
    Armored wizard - May cast spells in one type of armor.
    Resistance to sleep and charm - +1 to saves vs. sleep and charm.
    Schools of Magic - Abjuration, Alteration, Conjuration/Summoning, Elemental Air, Elemental Earth, Elemental Fire, Elemental Water, Enchantment/Charm, Greater Divination, Illusion/Phantasm, Invocation/Evocation, Lesser Divination, Necromancy

Traits
Ambidexterity - reduces two weapon fighting penalty by 2.
Keen Eyesight - +1 bonus on to hit rolls for missile weapons when attacking at long range. The character acts as if they were one sight category closer with respect to information gained.
Obscure Knowledge - Successful Intelligence/Knowledge check allows the recollection of a fact pertaining to the current subject.
Double-jointed - Sucessful Dexterity/Balance check allows character to excape bonds. 1d6 rounds is required for each limb that is bound. Metal bonds require a check at one half the ability score. Halflings recieve a +1 bonus to their check.

Disadvantages
Bad Tempered - Character must make a Wisdom/Willpower check when insulted. If check fails, the chracter will insult the person back.


Inventory
  • Animals
    • Horse, light war
      • Bit and bridle
      • Horseshoes & shoeing
      • Saddle bags, large
        • Bedroll
        • Rations,iron (1 week) x2
      • Saddle, riding
  • Items Carried
    • Backpack
      • Bag of Holding, 500 lbs.
        • Chest, large
          • Belt pouch, small
          • Boots, soft
          • Full armor, leather +1
          • Knife sheath
            • Dagger of Acid +2
          • Knife sheath
            • Dagger of Acid +2
          • Map or scroll case
          • Map or scroll case
          • Tunic
          • Vest, Leather
          • Wineskin
        • Chest, large
          • * Gold Pieces x1,186
          • Belt pouch, small
            • Emerald (100 gp)
            • Garnet (400 gp)
            • Pearl (500 gp)
            • Ruby (6000 gp)
            • Zircon (50 gp) x4
          • Sack, small
            • * Mithril Pieces x149
          • Sack, small
            • * Platinum Pieces x180
        • Chest, large
          • Spellbook
            • Comprehend Languages (1)
            • Alter Self (2)
            • Blur (3)
            • Clairvoyance (6)
            • Haste (4)
            • Wraithform (3)
            • Lightning Bolt (4)
            • Feign Death (8)
            • Rope Trick (3)
            • Otiluke's Acid Cloud (8)
            • Drawmij's Iron Sack (3)
            • Drawmij's Marvelous Shield (8)
            • Bigby's Dextrous Digits (3)
            • Mordenkainen's Encompassing Vision (3)
          • Spellbook
            • Cantrip (5)
            • Charm Person (1)
            • Detect Magic (1)
            • Identify (1)
            • Magic Missile (1)
            • Metamorphose Liquids (2)
            • Mount (1)
            • Read Magic (2)
            • Spider Climb (2)
            • Darkness, 15' Radius (4)
            • Invisibility (3)
            • Knock (2)
            • Mirror Image (4)
            • Misdirection (4)
            • Protection From Paralysis (3)
            • Stinking Cloud (3)
            • Web (2)
            • Dispel Magic (3)
            • Fireball (5)
            • Fly (8)
            • Melf's Minute Meteors (7)
            • Protection From Normal Missiles (5)
            • Detect Invisibility (2)
            • Copy (4)
            • Hold Portal (4)
            • Clairaudience (6)
            • Slow (3)
          • Spellbook
            • Charm Monster (7)
            • Extension I (4)
            • Gaseous Form (7)
            • Polymorph Self (6)
            • Stoneskin (6)
            • Ultravision (6)
        • Oil, Greek fire (flask)
        • Philter of Glibness
        • Quiver
          • Composite short bow, Sheaf Arrow +1 x24
        • Quiver
          • Composite Short Bow, Sheaf Arrow +2 x9
          • Composite short bow, Sheaf Arrow +1 x6
          • Composite short bow, Sheaf arrow x9
      • Flint and steel
      • Rope Kit
      • Wineskin
    • Belt pouch, large
      • Spyglass
    • Belt pouch, small
      • Caltrops, steel
    • Belt pouch, small
      • Potion of True Healing
    • Purse, leather, hidden pouch and mesh wire
      • * Copper Pieces x25
      • * Electrum Pieces x5
      • * Gold Pieces x20
      • * Platinum Pieces x5
      • * Silver Pieces x10
    • Quiver
      • Composite Short Bow, Sheaf Arrow +2 x6
      • Composite short bow, Sheaf Arrow +1 x12
      • Composite short bow, Sheaf arrow x6
  • Items Readied
    • Composite Short Bow +3
  • Items Worn
    • Boots of Elvenkind
      • Dagger +2 of throwing and returning x2
    • Bracers of Defense AC 4
    • Buckle, ornamental
    • Fine fur cloak
    • Girdle of Many Pouches
      • Healer's bag
        • Herb, Akbutage x5
        • Herb, Culkas x2
        • Herb, Draff x5
        • Herb, Garig
        • Herb, Reglen
      • Karfar
      • Spell Components
      • Spell Components
      • Spell Components
      • Spell Components
      • Spell Components
      • Map or scroll case
        • Scroll, Clairaudience
        • Scroll, Comprehend Languages
        • Scroll, Detect Invisibility
        • Scroll, Detect Magic x2
        • Scroll, Mount
        • Scroll, Stone to Flesh
      • Map or scroll case
        • Scroll, Fireball-16th lvl x2
        • Scroll, Haste
        • Scroll, Hold Person x2
        • Scroll, Hold Portal
        • Scroll, Lightning Bolt - 14th lvl
        • Scroll, Slow
      • Oil of Sharpness +4, +4
        • Dose x4
      • Oil of Sharpness - +3, +3
        • Dose x3
      • Potion of Healing
      • Ring of Feather Falling
      • Ring of Jumping
      • Thief's Tools (Magical)
      • Wand of Frost
        • Charge x100
      • Wek-Baas x2
    • Pants, Leather
    • Ring of Invisibility
    • Ring of Protection +3, 5-foot radius
    • Scabbard, hanger, baldric
      • Sword, long of Dancing
    • Scarab of Protection
    • Tunic

Spells
Class 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
Mage 4 3 2 1
Cleric Spell Failure Rate: 0% Maximum Wizard Spells Per Level: 11
Wizard Chance to Learn New Spell: 70% Maximum Wizard Spell Level: 8th
Spells (usually) Memorized
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
Cantrip Encompassing Vision Fly Stoneskin        
Charm Person Knock Wraithform          
Detect Magic Web            
Magic Missile              
               
               
               
               
               
               
Spells Known
Spell Time Range Area of Effect Components
1st Level
Cantrip 1 10 ft Special V, S
Charm Person 1 120 yds 1 person V, S
Chromatic Orb 1 0 Creates 1 orb V, S, M
Comprehend Languages 1 rd Touch 1 speaking creature or written text V, S, M
Copy 1 rnd Special One object V, S, M
Detect Magic 1 0 10 x 60 ft V, S
Hold Portal 1 20 yds/lvl 20 sq ft/lvl V
Identify Special 0 1 item/lvl V, S, M
Magic Missile 1 60 yds + 10 yds/lvl 1-5 targets V, S
Metamorphose Liquids 1 rd Touch 1'-cube/lvl V, S, M
Mount 1 turn 10 yds 1 mount V, S, M
Read Magic 1 rd 0 Special V, S, M
Spider Climb 1 Touch Creature touched V, S, M
2nd Level
Alter Self 2 0 The caster V, S
Bigby's Dextrous Digits 2 90 yards Special V, S, M
Blur 2 0 The caster V, S, M
Darkness, 15' Radius 2 10 yds/lvl 15-ft radius V, S, M
Detect Invisibility 2 0 10 yds/lvl V, S, M
Invisibility 2 Touch Creature touched V, S, M
Knock 1 60 yds 10 sq ft/lvl V
Mirror Image 2 0 6-ft radius V, S
Misdirection 2 30 yds 1 creature or object V, S
Mordenkainen's Encompassing Vision 1 round Touch creature touched V, S, M
Protection From Paralysis 2 Touch One creature V, S, M
Rope Trick 2 Touch Special V, S, M
Stinking Cloud 2 30 yds 20-ft cube V, S, M
Web 2 5 yds/lvl 8,000 cubic ft V, S, M
3rd Level
Clairaudience 3 Unlimited 60-ft radius V, S, M
Clairvoyance 3 Unlimited Line of sight V, S, M
Dispel Magic 3 120 yds 30-ft cube V, S
Drawmij's Iron Sack 1 round Touch One sack V, S, M
Drawmij's Marvelous Shield 3 0 The caster V, S
Feign Death 1 Touch Creature touched V, S
Fireball 3 10 yds + 10 yds/lvl 20-ft radius V, S, M
Fly 3 Touch Creature touched V, S, M
Haste 3 60 yds 40-ft cube, 1 creature/lvl V, S, M
Lightning Bolt 3 40 yds + 10 yds/lvl Special V, S, M
Melf's Minute Meteors 3 70 yds + 10 yds/lvl 1 target/meteor V, S, M
Otiluke's Acid Cloud 3 60 yards 30' diameter globe V, S, M
Protection From Normal Missiles 3 Touch Creature touched V, S, M
Slow 3 90 yds + 10 yds/lvl 40-ft cube, 1 creature/lvl V, S, M
Wraithform 1 0 The caster S, M
4th Level
Charm Monster 4 60 yds 1 or more creatures in 20-ft radius V, S
Extension I 2 0 Special V
Gaseous Form 4 Touch Creature touched V, S
Polymorph Self 4 0 The caster V
Stoneskin 1 Touch 1 creature V, S, M
Ultravision 1 rd Touch Creature touched V, S, M

Generated by the Advanced Dungeons & Dragons Core Rules 2.0 Expansion on 01/05/2009