Personal Information

Name: Arilyn Nieva

Alignment: True Neutral

Race: Half-elf

Gender: Female

Height: 5'3"

Age: 18

Classes: Fighter/Druid

Levels: 1/1

Weight: 96 lbs

XP: 867/867

Next Level: 2,000/2,000

Ability Scores

Str:

11

Stamina:

11

Weight Allowance: 40 lbs

Bend Bars/Lift Gates: 2%

Muscle:

11

Attack Adj.: +0

Damage Adj.: +0

Max. Press: 115 lbs

Open Doors: 6

Dex:

17

Aim:

16

Missile Adjustment: +1

Pick Pockets: +0%

Open Locks: +5%

Balance:

18

Reaction Adjustment: +2

Armor Class: -4

Move Silently: +10%

Climb Walls: +10%

Con:

11

Health:

11

System Shock: 75%

Poison Save: +0

Fitness:

11

Hit Point Adjustment: +0

Resurrection Chance: 80%

Int:

9

Reason:

9

Max. Spell Level: 4th

Max. Spells Per Level: 6

Illusion Immunity: None

Knowledge:

9

Bonus Proficiencies: 2

Chance to Learn New Spell: 35%

Wis:

15

Intuition:

16

Bonus Clerical Spells: 2, 2, 0, 0, 0, 0, 0

Clerical Spell Failure Chance: 0%

Willpower:

14

Magic Defense Adjustment: +0

Spell Immunity: None

Cha:

15

Leadership:

15

Loyalty Base: +3

Maximum Number of Henchmen: 7

Appearance:

15

Initial Reaction Adjustment: +3

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

Weapon Proficiencies

Non-Weapon Proficiencies

Animal Handling

8

Armorer

5

Fire-Building

11

Herbalism

13

Hunting

10

Leather Working

10

Musical Instrument

9

Reading/Writing

8

Hit Points:

9

Full armor, leather

Survival

7

Base THAC0:

20

Sword, scimitar

Swimming

9

Melee THAC0:

20

Fighting Style:

Native Languages

Missile THAC0:

19

Weapon and Shield

Common, Elf, Gnoll, Gnome, Goblin, Halfling, Hobgoblin, Human - Regional dialect, Orc

Weapons

THAC0

Attacks/

Speed

Damage

Range

(-2)

(-5)

Weapon

Melee

Missile

Round

Factor

Sm-Med

Large

Type

Size

Short

Medium

Long

Sword, scimitar

20

1

5

1d8

1d8

S

M

Racial Abilities
Detect secret doors - Because of their acute senses, half-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 (1, 2, or 3 on 1d6) to notice a concealed door.
Infravision - Infravision with a range of 60'.
Resistance - 30% resistance to sleep and charm spells.

Class Abilities
Fighter
Weapon specialization - Allows specialization in one weapon.
Druid
Communicate with creatures - Acquire one woodland creature language per level.
Fire/electrical resistance - +2 bonus to saves vs. all fire or electrical attacks.
Identify - May correctly identify plants, animals, and clean water at 3rd level.
Immunity to charm - Granted immunity to charm based attacks at 7th level.
Pass without trace - The druid does not leave any evidence of their passage through natural settings.
Secret language - Knowlege of the secret Druidic tongue.
Shapechange - May begin to shapechange at 5th level.
Minor Spheres of Magic - Divination
Major Spheres of Magic - All, Animal, Elemental, All, Healing, Plant, Weather

Disadvantages
Bad Tempered - Character must make a Wisdom/Willpower check when insulted. If check fails, the chracter will insult the person back.
Phobia: Undead - Each time the character is presented with their phobia, they must make a Wisdom/Willpower check every 2d6 rounds they are exposed to it. If failed, the character must flee the source of the phobia for 1d6 rounds, and must make another check. All checks are made at half ability score if the phobia is severe.


Spells

Class

1st

2nd

3rd

4th

5th

6th

7th

8th

9th

Druid

3

Cleric Spell Failure Rate: 0%


Druid Spells Granted

Spell

Time

Range

Area of Effect

Components

1st Level

Analyze Balance

1 rd

80 yds

1 creature, object, or 10' sq

V, S, M

Animal Friendship

1 hr

10 yds

1 animal

V, S, M

Bless

1 rd

60 yds

50-ft cube

V, S, M

Calm Animals

4

60 yds

Special

V, S

Cause Light Wounds

5

Touch

Creature touched

V, S, M

Combine

1 rd

Touch

Circle of priests

V, S

Create Water

1 rd

30 yds

Up to 27 cubic ft

V, S, M

Cure Light Wounds

5

Touch

Creature touched

V, S, M

Curse

1 rd

60 yds

50-ft cube

V, S, M

Destroy Water

1 rd

30 yds

Up to 27 cubic ft

V, S, M

Detect Evil

1 rd

0

10 ft x 120 yds

V, S, M

Detect Good

1 rd

0

10 ft x 120 yds

V, S, M

Detect Magic

1 rd

0

10 ft x 30 yds

V, S, M

Detect Poison

4

0

Special

V, S, M

Detect Snares & Pits

4

0

10 x 40 ft

V, S, M

Entangle

4

80 yds

40-ft cube

V, S, M

Faerie Fire

4

80 yds

10 sq ft/lvl within a 40-ft radius

V, M

Firelight

4

Touch

1 object

V, S, M

Invisibility to Animals

4

Touch

1 creature/lvl

S, M

Locate Animals or Plants

1 rd

100 yds + 20 yds/lvl

20 yds/lvl x 20 ft

V, S, M

Log of Everburning

1

Touch

Special

V, S, M

Orison

4

10 yds

Varies

V, S

Pass Without Trace

1 rd

Touch

1 creature

V, S, M

Purify Food & Drink

1 rd

30 yds

1 cubic ft/lvl, in 10 sq ft

V, S, M

Putrefy Food and Drink

1 rd

30 yds

1 cubic ft/lvl, in 10 sq ft

V, S, M

Shillelagh

2

Touch

1 oak club

V, S, M

Strength of Stone

4

Touch

1 creature

V, S, M

Wind Column

1

o

The caster

S


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