Personal Information
Name: Daerrian Celevorn Player:
Race: High elf Gender: Male Height: 5'10" Age: 118
Class: Mage Level: 12 Weight: 135 lbs
XP: 928,166 Alignment: Neutral Good
Next Level: 1,125,000 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: 14 Health: 14 System Shock: 88% Poison Save: +0
Fitness: 14 Hit Point Adjustment: +0 Resurrection Chance: 92%
Int: 18 Reason: 18 Max. Spell Level: 9th Max. Spells Per Level: 18 Illusion Immunity: None
Knowledge: 18 Bonus Proficiencies: 7 Chance to Learn New Spell: 85%
Wis: 8 Intuition: 8 Bonus Clerical Spells: 0, 0, 0, 0, 0, 0, 0 Clerical Spell Failure Chance: 25%
Willpower: 8 Magic Defense Adjustment: +0 Spell Immunity: None
Cha: 12 Leadership: 12 Loyalty Base: +0 Maximum Number of Henchmen: 5
Appearance: 12 Initial Reaction Adjustment: +0
Saving Throws
Paralyzation: 11 Poison: 11 Death Magic: 11 Petrification: 8 Polymorph: 8
Rod: 7 Staff: 7 Wand: 7 Breath Weapon: 11 Spell: 8
Combat
Hit Points: 39
Base THAC0: 17
Melee THAC0: 17
Missile THAC0: 15
Armor
Natural armor class 10
Bracers of Defense AC 2 -8
Ring of Protection +1 magic adj. -1
Balance Defensive adj. -4
FINAL: -3
Weapon Proficiencies
Dagger
Dart
Quarterstaff
Non-Weapon Proficiencies
Ancient Languages 11
Concentration (S&M) 10
Demon/Devil Lore 11
Dragon Lore 10
Etiquette 8
Research (S&M) 11
Riding, Land 13
Spellcraft 12
Thaumaturgy (S&M) 10
Native Languages
Common, Elf, Elf - high dialect, Gnoll, Gnome, Goblin, Halfling, Orc
Reading/Writing 15
Common, Elf, Elf - high dialect
Weapons
THAC0 Attacks/ Speed Damage Range (-2) (-5) (-10)
Weapon Melee Missile Round Factor Sm-Med Large Type Size PB / S / M / L / EX
Dagger +2 15 13 1 0 1d4+2 1d3+2 P S 2 4 6
Dart 15 3 2 1d3 1d2 P S 2 4 8
Diamond Mace 19 3/2 5 1d8+3 1d10+3 P/B 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 51.16 pounds (None Encumbrance, 14 Movement)

Portrait

Other Stats
Appearance - 14
Perception - 15
MAC - 9

 
Character History
He a Harper based in Silverymoon. He has worked against the Zhentarrim before and has had the group after him for several years. His adventures have lead him to the group known as the Knights of Silver consisting of Yasraena, a good aligned female drow who is as deadly with her weapons and spells as she is physically beautiful, Fleabus, a Thor worshiping warrior priest who is always looking to accomplish something and Malaci, a half-elf who says he's a 'performer', who also happens to have special 'other' skills. His association with these three have earned him yet two other enemies now - The Cult of the Dragon and Tiamat, and The Greater God Set. He finds himself in Sigil at the moment, with the same scar the rest of the party has, only on his stomach and chest. He has decided to stay with the party until the situation is resolved. One way or another.

ALL Spell Books - Are leather bound with good steel locks (-20). They are also fire proofed (+3 to all fire saves)

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
Mage
    Warrior hit point bonus - Gains fighter bonuses for high constitutions.
    Schools of Magic - Abjuration, Alchemy, Alteration, Artifice, Conjuration/Summoning, Dimension, Elemental Air, Elemental Earth, Elemental Fire, Elemental Water, Enchantment/Charm, Force, Geometry, Greater Divination, Illusion/Phantasm, Invocation/Evocation, Lesser Divination, Mentalist, Necromancy, Shadow, Song

Traits
Fast Healer - 1 hit point is regained 2d12 rounds after wound is taken. Character heals 2 hit points per night of rest.
Light Sleeper - With a successful Wisdom/Intuition check, will awaken from any reasonable amount of noise.
Obscure Knowledge - Successful Intelligence/Knowledge check allows the recollection of a fact pertaining to the current subject.

Disadvantages
Powerful Enemy - Agents of the powerful enemy will always be after the character.


Inventory          (* +3 to all saves)
  • Animals
    • Horse, riding
      • Saddle bags, large
        • Bedroll
        • Dry rations (1 week)
        • Elven Bread x2
        • Wineskin
      • Saddle blanket
      • Saddle, riding
  • Items Carried
    • Backpack
      • *Bag of Holding, 500 lbs.
        • Chest, large
          • Belt pouch, small
            • Amethyst (500 gp)
            • Diamond (500 gp)
            • Lapis Lazuli (100 gp)
            • Peridot (300 gp)
            • Sapphire (1000 gp)
          • Sack, large
            • * Gold Pieces x65
        • *Chest, small
          • *Spellbook
            • Wall of Fire (5)
            • Stoneskin (4)
            • Minor Spell Turning (5)
            • Greater Malison (6)
            • Evard's Black Tentacles (5)
            • Advanced Illusion (8)
            • Hold Monster (7)
            • Teleport (5)
            • Monster Summoning III (8)
            • Monster Summoning II (7)
            • Conjure Spell Component (3)
            • Mount (2)
            • Charm Person (3)
            • Blindness (2)
            • Levitate (3)
            • Alacrity (3)
            • Clairvoyance (3)
            • Polymorph Other (5)
            • Dimension Door (4)
            • Wall of Iron (5)
            • Wall of Force (7)
          • Spellbook
            • Comprehend Languages (5)
            • Bladeturn II (5)
            • Filter (7)
            • Fire/Ice Bolt (4)
            • Mordenkainen's Encompassing Vision (3)
            • Abeyance (3)
            • Bladeturn III (8)
            • Drawmij's Marvelous Shield (7)
            • Otiluke's Acid Cloud (4)
            • Tongues (4)
            • Wraithform (8)
            • Bladeturn IV (9)
            • Dweomerflow (5)
            • Fire Storm (8)
            • Otiluke's Resilient Sphere (7)
            • Bladeturn V (7)
            • Focal Stone (6)
          • *Spellbook, Traveling
            • Summon Swarm (3)
            • Fireball (3)
            • Haste (4)
            • Hold Person (3)
            • Lightning Bolt (4)
            • Slow (3)
            • Minor Malison (4)
            • Monster Summoning I (3)
          • *Spellbook, Traveling
            • Chromatic Orb (4)
            • Color Spray (4)
            • Identify (3)
            • Magic Missile (4)
            • Phantasmal Force (1)
            • Protection From Evil (2)
            • Read Magic (1)
            • Shield (1)
            • Sleep (2)
            • Audible Glamer (3)
            • Detect Magic (2)
            • Maximilian's Earthen Grasp (3)
            • Blur (2)
            • Darkness, 15' Radius (2)
            • Detect Invisibility (2)
            • Irritation (2)
            • Melf's Acid Arrow (2)
            • Mirror Image (3)
            • Stinking Cloud (2)
            • Web (2)
            • Copy (1)
        • Chest, small
          • Belt pouch, large
          • Belt pouch, small
          • Belt, leather, secret pouch - AWRC
          • Boots, soft
          • Dry rations (1 week)
          • Elven Bread x2
          • Map or scroll case
            • Parchment (per sheet) x10
          • Map or scroll case
            • Paper (per sheet) x5
          • Map or scroll case
            • Parchment (per sheet) x5
          • Pants, Leather x2
          • Quill x4
          • Robe, silk - AWRC
          • Sashling
          • Tunic x2
          • Wineskin
          • Writing ink (per vial) x3
    • Belt pouch, large
      • Wand of Conjuration
        • Charge x51
      • *Wand of Fire
        • Charge x97
      • Wand of Magic Missiles
        • Charge x20
    • Belt pouch, large
      • Dagger +2
      • Dart x12
    • Belt pouch, small
      • Map or scroll case
        • Scroll, Color Spray
        • Scroll, Continual Light
        • Scroll, Protection vs. Evil
        • Scroll, Stinking Cloud
      • Map or scroll case
        • Scroll, Dispel Magic (15th lvl) x3
      • Potion of Healing x3
      • Potion of True Healing x2
    • Diamond Mace
    • Purse, leather, hidden pouch and mesh wire - AWRC
      • * Copper Pieces x7
      • * Gold Pieces x50
      • * Silver Pieces x46
  • Items Readied
    • Staff of Fireballs
      • Charge x40
  • Items Stored
    • Chest, large
      • Spellbook
        • Chromatic Orb (4)
        • Color Spray (4)
        • Find Familiar (1)
        • Identify (3)
        • Magic Missile (4)
        • Phantasmal Force (1)
        • Protection From Evil (2)
        • Read Magic (1)
        • Shield (1)
        • Sleep (2)
        • Audible Glamer (3)
        • Detect Magic (2)
        • Maximilian's Earthen Grasp (3)
        • Blur (2)
        • Continual Light (2)
        • Darkness, 15' Radius (3)
        • Detect Invisibility (2)
        • Irritation (2)
        • Melf's Acid Arrow (2)
        • Mirror Image (3)
        • Stinking Cloud (2)
        • Summon Swarm (3)
        • Web (2)
        • Dispel Magic (3)
        • Fireball (3)
        • Fool's Speech (4)
        • Haste (4)
        • Hold Person (3)
        • Lightning Bolt (4)
        • Slow (3)
        • Minor Malison (4)
        • Monster Summoning I (3)
    • Chest, large
      • * Gold Pieces x5,000
    • Chest, large
      • * Gold Pieces x4,674
  • Items Worn
    • Amulet Versus Undead (5th level)
    • Belt, leather, baldric, secret pouch - AWRC
    • Boots, soft
    • *Bracers of Defense AC 2
    • Embroidered robe
    • Pants, Leather
    • Ring of Invisibility
    • Ring of Protection +1
    • *Ring of Wizardry, 1st through 3rd
    • Sashling
      • Spell Components x4
    • Tunic

Spells
Class 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
Mage 4 (8) 4 (8) 4 (8) 4 4 1
Cleric Spell Failure Rate: 25% Maximum Wizard Spells Per Level: 18
Wizard Chance to Learn New Spell: 85% Maximum Wizard Spell Level: 9th
Spells (usually) Memorized
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
Cantrip Blindness Alacrity Evard's Black Tentacles Advanced Illusion      
Charm Person Blur Clairvoyance Minor Spell Turning Hold Monster      
Chromatic Orb Darkness 15' radius Dispel Magic Polymorph Other Monster Summoning III      
Detect Magic Levitate Fireball Stoneskin Teleport      
Magic Missile Melf's Acid Arrow Haste          
Magic Missile Melf's Acid Arrow Hold Person          
Protection from Evil Web Lightning Bolt          
Read Magic Web Slow          
               
               
Spells Known
Spell Time Range Area of Effect Components
1st Level
Audible Glamer 1 60 yds + 10 yds/lvl Hearing range V, S, M
Charm Person 1 120 yds 1 person V, S
Chromatic Orb 1 0 Creates 1 orb V, S, M
Color Spray 1 0 5 x 20 x 20 ft wedge V, S, M
Conjure Spell Component 1 1 mile/lvl 3 components/lvl V, S
Copy 1 rnd Special One object V, S, M
Detect Magic 1 0 10 x 60 ft V, S
Find Familiar 2d12 hrs 1 mile/lvl 1 familiar V, S, M
Identify Special 0 1 item/lvl V, S, M
Magic Missile 1 60 yds + 10 yds/lvl 1-5 targets V, S
Mount 1 turn 10 yds 1 mount V, S, M
Phantasmal Force 1 60 yds + 10 yds/lvl 400 sq ft + 100 sq ft/lvl V, S, M
Protection From Evil 1 Touch Creature touched V, S, M
Read Magic 1 rd 0 Special V, S, M
Shield 1 0 Special V, S
Sleep 1 30 yds Special V, S, M
2nd Level
Blindness 2 30 yds + 10 yds/lvl 1 creature V
Blur 2 0 The caster V, S, M
Continual Light 2 60 yds 60-ft radius V, S
Darkness, 15' Radius 2 10 yds/lvl 15-ft radius V, S, M
Detect Invisibility 2 0 10 yds/lvl V, S, M
Irritation 2 10 yds/lvl 1-4 creatures in a 15-ft radius V, S, M
Levitate 2 20 yds/lvl 1 creature or object V, S, M
Maximilian's Earthen Grasp 2 10 yds + 10 yds/lvl One creature V, S, M
Melf's Acid Arrow 2 180 yds 1 target V, S, M
Mirror Image 2 0 6-ft radius V, S
Stinking Cloud 2 30 yds 20-ft cube V, S, M
Summon Swarm 2 60 yds 10-ft cube V, S, M
Web 2 5 yds/lvl 8,000 cubic ft V, S, M
3rd Level
Alacrity 1 0 The caster V, S, M
Clairvoyance 3 Unlimited Line of sight V, S, M
Dispel Magic 3 120 yds 30-ft cube V, S
Fireball 3 10 yds + 10 yds/lvl 20-ft radius V, S, M
Fool's Speech 1 turn Touch Caster + 1 creature/lvl V, S, M
Haste 3 60 yds 40-ft cube, 1 creature/lvl V, S, M
Hold Person 3 120 yds 1-4 persons, 20-ft cube V, S, M
Lightning Bolt 3 40 yds + 10 yds/lvl Special V, S, M
Minor Malison 2 60 ft 30-ft-radius sphere V
Monster Summoning I 3 Special 30-yd radius V, S, M
Slow 3 90 yds + 10 yds/lvl 40-ft cube, 1 creature/lvl V, S, M
4th Level
Dimension Door 1 0 The caster V
Evard's Black Tentacles 1 rd 30 yds 30 sq ft/lvl V, S, M
Greater Malison 4 60 ft 30-ft-radius sphere V
Minor Spell Turning 4 0 The caster V, S, M
Monster Summoning II 4 Special 40 yd radius V, S, M
Polymorph Other 4 5 yds/lvl 1 creature V, S, M
Stoneskin 1 Touch 1 creature V, S, M
Wall of Fire 4 60 yds Special V, S, M
5th Level
Advanced Illusion 1 rd 60 yds + 10 yds/lvl One 40-ft cube + one 10-ft cube/lvl V, S, M
Hold Monster 5 5 yds/lvl 1-4 creatures in a 40-ft cube V, S, M
Monster Summoning III 5 Special 50-yd radius V, S, M
Teleport 2 Touch Special V
Wall of Force 5 30 yds 10-ft sq/lvl V, S, M
Wall of Iron 5 5 yds/lvl 15 sq ft/lvl or special V, S, M

Generated by the Advanced Dungeons & Dragons Core Rules 2.0 Expansion