Personal Information
Name: Casidra Player: Rands Wife
Race: High elf Gender: Female Height: 4'8" Age: 125
Class: Cleric Level: 18 Weight: 80 lbs
XP: 2,250,000 Alignment: Chaotic Good
Next Level: 2,475,000 Kit: None
Ability Scores
Str: 18 Weight Allowance: 110 lbs Bend Bars/Lift Gates: 16%
Attack Adj.: +1 Damage Adj.: +2 Max. Press: 255 lbs Open Doors: 11
Dex: 18 Missile Adjustment: +2 Pick Pockets: +10% Open Locks: +15%
Reaction Adjustment: +2 Armor Class: -4 Move Silently: +10% Climb Walls: +10%
Con: 18 System Shock: 99% Poison Save: +0
Hit Point Adjustment: +2(+4) Resurrection Chance: 100%
Int: 16 Max. Spell Level: 8th Max. Spells Per Level: 11 Illusion Immunity: None
Bonus Proficiencies: 5 Chance to Learn New Spell: 70%
Wis: 21 Bonus Clerical Spells: 3, 3, 3, 2, 1, 0, 0 Clerical Spell Failure Chance: 0%
Magic Defense Adjustment: +4 Spell Immunity: Class 3
Cha: 18 Loyalty Base: +8 Maximum Number of Henchmen: 15
Initial Reaction Adjustment: +7
Saving Throws
Paralyzation: 4 Poison: 4 Death Magic: 4 Petrification: 7 Polymorph: 7
Rod: 8 Staff: 8 Wand: 8 Breath Weapon: 10 Spell: 9
Combat
Hit Points: 95
Base THAC0: 10
Melee THAC0: 9
Missile THAC0: 8
Armor
Natural armor class 10
Full armor, full plate +4 -9
Magic Armor adj. -4
Boots of Speed magic adj. -2
DEX Defensive adj. -4
FINAL: -9
Weapon Proficiencies
Mace, footman's
Quarterstaff
Sling
Warhammer
Non-Weapon Proficiencies
Ancient History 15
Ancient Languages 16
Direction Sense 22
Distance Sense (CRE) 21
Engineering 13
Heal 19
Reading/Writing 17
Religion 21
Riding, Land 24
Rope Use 18
Spellcraft 14
Swimming 18
Weather Knowledge 20
Weapons
THAC0 Attacks/ Speed Damage Range (-2) (-5)
Weapon Melee Missile Round Factor Sm-Med Large Type Size Short Medium Long
Quarterstaff 9 1 4 1d6+2 1d6+2 B L
Mace, footman's 9 1 7 1d6+3 1d6+2 B M
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
Cleric
    Followers - Allows followers after building a stronghold and becoming name level.
    Turn undead - Allows the cleric to turn undead.
    Minor Spheres of Magic - Elemental, All
    Major Spheres of Magic - All, Astral, Charm, Combat, Creation, Divination, Guardian, Healing, Necromantic, Protection, Summoning, Sun

Turning Undead
Skeleton or 1 HD: D* Wight or 5 HD: D* Mummy or 7 HD: T Ghost or 10 HD: 7
Zombie: D* Ghast: D Spectre or 8 HD: T Lich or 11+ HD: 10
Ghoul or 2 HD: D* Wraith or 6 HD: D Vampire or 9 HD: 4 Special: 13
Shadow or 3-4 HD: D*
# = Roll # or greater on a 1d20 to turn 2d6 undead. D = Automatically destroys 2d6 undead.
T = Automatically turns 2d6 undead. D* = Automatically destroys 2d6+2d4 undead.

Inventory
  • Animals
    • Horse, heavy war
  • Items Carried
    • Mace, footman's
  • Items Readied
    • Quarterstaff
  • Items Worn
    • Boots of Speed
    • Full armor, full plate +4
Movement and Encumbrance
Encumbrance: Unencumbered Light Moderate Heavy Severe
Weight (lbs): NA NA NA NA NA
Movement: NA NA NA NA NA
THAC0: -1 -2 -4
AC: +1 +3
Currently carrying 15.00 pounds (None Encumbrance, 24 Movement)

Spells Memorized
  • Cleric
    • 1st Level
      • Bless
      • Cause Light Wounds
      • Command
      • Detect Evil
      • Detect Magic x2
      • Detect Poison
      • Invisibility to Undead
      • Putrefy Food and Drink
      • Sacred Guardian
      • Shillelagh
    • 2nd Level
      • Enthrall
      • Find Traps x2
      • Fire Trap
      • Flame Blade
      • Heat Metal
      • Hold Person
      • Silence, 15-foot Radius
      • Slow Poison
      • Spiritual Hammer
      • Wyvern Watch
    • 3rd Level
      • Animate Dead
      • Continual Light
      • Dispel Magic
      • Extradimensional Detection
      • Feign Death
      • Glyph of Warding
      • Magical Vestment
      • Meld Into Stone
      • Negative Plane Protection
      • Prayer
      • Remove Curse
    • 4th Level
      • Abjure
      • Cloak of Bravery
      • Cure Serious Wounds
      • Dimensional Anchor
      • Free Action
      • Neutralize Poison
      • Protection From Evil, 10' Radius
      • Reflecting Pool
      • Repel Insects
      • Uplift*
    • 5th Level
      • Cure Critical Wounds x3
      • Dimensional Translocation
      • Flame Strike
      • Insect Plague
      • True Seeing
    • 6th Level
      • Blade Barrier
      • Conjure Animals
      • Heal
      • Heroes' Feast
    • 7th Level
      • Regenerate
      • Resurrection
Spells
Class 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
Cleric 11 11 11 10 7 4 2
Cleric Spell Failure Rate: 0% Maximum Wizard Spells Per Level: 11
Wizard Chance to Learn New Spell: 70% Maximum Wizard Spell Level: 8th

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