Personal Information
THIS CHARACTER IS STILL IN CONSTRUCTION****
Name: K'Ren Wyndreaver Player: jd5063 (jace)_
Race: Sylvan (wood) elf Gender: Male Height: 5'6" Weight: 120 lbs
Class: Druid Level: 2 Alignment: Neutral Good
XP: 3500 Next Level: 4,000
Kit: Leaf Lord druid
Ability Scores
Str: 17 Stamina: 17 Weight Allowance: 85 lbs Bend Bars/Lift Gates: 13%
    Muscle: 17 Attack Adj.: +1 Damage Adj.: +1 Max. Press: 220 lbs Open Doors: 10
Dex: 18 Aim: 18 Missile Adjustment: +2 Pick Pockets: +15% Open Locks: +20%
    Balance: 18 Reaction Adjustment: +2 Armor Class: -4 Move Silently: +10% Climb Walls: +10%
Con: 14 Health: 14 System Shock: 90% Poison Save: +0
    Fitness: 14 Hit Point Adjustment: +0 Resurrection Chance: 94%
Int: 12 Reason: 12 Max. Spell Level: 6th Max. Spells Per Level: 7 Illusion Immunity: None
    Knowledge: 12 Bonus Proficiencies: 3 Chance to Learn New Spell: 50%
Wis: 16 Intuition: 16 Bonus Clerical Spells: 2, 2, 0, 0, 0, 0, 0 Clerical Spell Failure Chance: 0%
    Willpower: 16 Magic Defense Adjustment: +2 Spell Immunity: None
Cha: 15 Leadership: 11 Loyalty Base: +0 Maximum Number of Henchmen: 4
    Appearance: 11 Initial Reaction Adjustment: +0
Saving Throws
Paralyzation: 10 Poison: 10 Death Magic: 10 Petrification: 13 Polymorph: 13
Rod: 13 Staff: 14 Wand: 14 Breath Weapon: 16 Spell: 16
Combat
Hit Points: 16
Base THAC0: 20
Melee THAC0: 19
Missile THAC0: 18
Armor
Natural armor class 10
Full armor, Studded Leather -3
Shield, buckler adj. -1
Balance Defensive adj. -4
FINAL: 2
Weapon Proficiencies
Dagger
Sword, Scimitar
Bow, Long
Non-Weapon Proficiencies
   
Monster Lore 16
Tracking (Kit) 16
Healing 16
Spellcraft 12
Hearbalism (Kit) 12
  15
Survival (Wilderness) 16
   
Read  
  Elven-Modern

Elven-Ancient

 
Speak -Elven and Common

Golbinkin

 
Weapons
  THAC0 Attacks/ Speed Damage     Range (-2) (-5)
Weapon Melee Missile Round Factor Sm-Med Large Type Size Short Medium Long
Sword, Scimitar 18   1 3 1d8+1 1d8+1 S M      
Dagger, 23 18 1 2 1d4+1 1d3+1 P S 2 3 4
LongBow   17 2 6     P M      

Arrows

       

1d6

1d6

P

     
Unarmed combat

23

 

2

    Special Special

B

       
Racial Abilities
Sword bonus -+1 Bonus to attack with Swords
Bow bonus - +1 bonus to attack rolls with long or short bows.
Heat resistance - +1 bonus on saving throws vs. heat- and fire-based attacks, as the elf's body is less susceptible to extreme temperatures.
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.
Spear bonus - +1 bonus to attack rolls with a spear.
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 (DRUID)
- They have major access to the following spheres: ALL, ANIMAL, ELEMENTAL,HEALING, PLANT, and WEATHER. They have minor access to the DIVINATION sphere.
- A druid makes most saving throws as a priest, but he gains a bonus of +2 to all saving throws vs. fire or electrical attacks
- All druids can speak a secret language in addition to any other tongues they know.
- He can identify plants, animals, and pure water with perfect accuracy after he reaches 3rd level.
- He can pass through overgrown areas (thick thorn bushes, tangled vines, briar patches, etc.) without leaving a trail and at his normal movement rate after he reaches 3rd level.
- He can learn the languages of woodland creatures.
- He is immune to charm spells cast by woodland creatures (dryads,nixies, etc.)after he reaches 7th level.
- He gains the ability to shapechange into a reptile, bird, or mammal up to three times per day after he reaches 7th level

--DRUIDS CANNOT TURN UNDEAD..
- *******Awaiting Kit Details from GM for LEAF LORD


Inventory
  • Items Carried
    • Belt pouch, large
    • Dagger
    • Healer's bag (herbs and poulices)
    • Mace
    • Bow, Long
    • Quiver and arrows x20
    • Wineskin
  • Items Readied
    • Sword, Scimitar
  • Items Stored
    • Rations,iron (1 week)
  • Items Worn
    • Belt
    • Boots*
    • Cloak*
    • Full armor,Studded Leather
    • Gloves
    • Knife sheath
    • Pantaloons
    • Scabbard, hanger, baldric
    • Shield, buckler (wooden)
    • Shirt
    • Silver Pendant to Leaf Lord(Rillathane)
    • Tunic
  • Spending Money
    • * Silver Pieces x20
    • *Gems -100gp value total
Movement and Encumbrance
Encumbrance Unencumbered Light Moderate Heavy Severe
Weight (lbs) 0-85 86-121 122-157 158-193 194-220
Movement 12 10 8 5 1
THAC0     -1 -2 -4
AC       +1 +3
Currently carrying . pounds (None Encumbrance, 16 Movement)

Spells
not including Wis Bonus
Class 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
DRUID 2 1              
Spells Memorized
(Campaign uses Spell Points)

DRUID Spells Granted
Spell Time Range Area of Effect Components
         
         
         
         

Character History
ELVEN DEITY : RILLITHAN RALLITHIL:

Portfolio: woodlands, nature, wild elves, druids,

Closely allied with the deities of the Seldarine (elven pantheon), Mielikki, Osiris, and Eilistraee.

Primary Foes: Malar, Talos, and the Drow pantheon (except Eilistraee)

Dogma: The Great Oak draws energy from all living creatures of the world and nourishes, sustains, and protects them from outside threats. Live in harmony wth the natural world, allowing each living being the opportunity to serve out its natural purpose in life. As the leaflord's countless branches, his faithful are to serve as his mortal agents in the natural world. Defend the great forests from those who would ravage their riches, leaving only destruction in their path. Contest both the quick and the slow death of Rillifane's bounty and hold strong like the great oaks in the face of those who can see only their own immediate needs.

The church of the Leaf Lord generally keeps to itself, extending itself only to help fellow elves and other sylvan beings. However some druids serve as ambassadors to to other communities, often teaching others how to life in hamoney with nature.

Specialty Priests:
weapons: Club, dagger, dart, long bow, scimitar, short bow, sickle, sling, spear, staff
Armor: Leather, hide, or tree bark armor, wooden shield
Major spheres: All, animal, elemental, healing, plant, sun, weather
Minor spheres: Divination, thought, time
Magical Items: as druids
Required Profs: Animal Lore
Bonus Profs: Herbalism

Standard Druid specail abilities. Plus, for green (wild) elves only, druids of the Leaf Lord can adopt a totem spirit. Once a totem spirit is chosen, it can never be changed. Once a druid has a totem spirit, he or she can shape shift into the totem animal (i.e., does not have to wait until 7th level as usual). The shapeshift is similar in all other ways save for: at 1st level, can transform once ever three days for 2d6 hours; 2nd or 3rd level, can transform once every two days for 2d10 hours; 4th-6th level, can transform once a day for up to 2d20 hours; from 7th-10, can tansform once a day for 3d20 hours; at 11th leve and above, can transform at will.


**************
ANIMAL TOTEM - can CURRENTLY shapeshift every 2 days for 2d10 hours

Brown Bear:
AC=6
Mv=12
HD=5+5
Thac0=15
#atk=3
1-6/1-6/1-8
Special -if paw his with Roll of 18 or better HUG attack for 2d6 each round until free

Generated by the Advanced Dungeons & Dragons Core Rules CD-ROM 2.0 on 07/16/99 10:04:50