Personal Information
Name: Gerrard Jackson Player: John Paul David
Race: Human Gender: Male Height: 5'4" Age: 17
Class: Necromancer Level: 1 Weight: 172 lbs
XP: 2,263 Alignment: Neutral Good
Next Level: 2,500 Kit: None
Ability Scores
Str: 12 Stamina: 12 Weight Allowance: 45 lbs Bend Bars/Lift Gates: 4%
Muscle: 12 Attack Adj.: +0 Damage Adj.: +0 Max. Press: 140 lbs Open Doors: 7
Dex: 11 Aim: 11 Missile Adjustment: +0 Pick Pockets: -5% Open Locks: +0%
Balance: 11 Reaction Adjustment: +0 Armor Class: +0 Move Silently: -10% Climb Walls: +0%
Con: 12 Health: 12 System Shock: 80% Poison Save: +0
Fitness: 12 Hit Point Adjustment: +0 Resurrection Chance: 85%
Int: 16 Reason: 14 Max. Spell Level: 7th Max. Spells Per Level: 9 Illusion Immunity: None
Knowledge: 18 Bonus Proficiencies: 7 Chance to Learn New Spell: 85%
Wis: 17 Intuition: 18 Bonus Clerical Spells: 2, 2, 1, 1, 0, 0, 0 Clerical Spell Failure Chance: 0%
Willpower: 16 Magic Defense Adjustment: +2 Spell Immunity: None
Cha: 12 Leadership: 12 Loyalty Base: +0 Maximum Number of Henchmen: 5
Appearance: 12 Initial Reaction Adjustment: +0
Saving Throws
Paralyzation: 14 Poison: 14 Death Magic: 14 Petrification: 13 Polymorph: 13
Rod: 11 Staff: 11 Wand: 11 Breath Weapon: 15 Spell: 12
Combat
Hit Points: 22
Base THAC0: 20
Melee THAC0: 20
Missile THAC0: 20
Armor
Natural armor class 10
Full armor, leather -2
FINAL: 8
Weapon Proficiencies
Chain
Sword, scimitar
Non-Weapon Proficiencies
Animal Handling 10
Blacksmithing 11
Brewing 13
Cooking 8
Fire-Building 13
Heal 13
Heraldry 13
Herbalism 14
Leather Working 12
Netherworld Knowledge (Necromancer) 10
Reading/Writing 13
Religion 11
Riding, Land 12
Swimming 9
Weapons
THAC0 Attacks/ Speed Damage Range (-2) (-5)
Weapon Melee Missile Round Factor Sm-Med Large Type Size Short Medium Long
Club 25 25 1 4 1d6 1d3 B M 2 4 6
Class Abilities
Necromancer
    Armored wizard - May cast spells in one type of armor.
    Bonus spells - Memorize one free spell for each spell level. This spell must be chosen from their area of speciality.
    Intense magic - -1 penalty to all saving throws on spells cast from the chosen school. Elementalists enjoy a
-2 penalty to all saving throws on spellls cast from their chosen element. Wild mages do not recieve a modifyer to their spells.
    No components - No components are necessary for spells in the chosen school.
    Range boost - All ranges of spells in the school of choice is increased by 25%.
    Read magic - May read magic once per day for every two levels.
    Research bonus - When researching spells in the chosen school, treat the spell as one level lower.
    Schools of Magic - Abjuration, Alteration, Conjuration/Summoning, Greater Divination, Invocation/Evocation, Necromancy


Inventory
  • Animals
    • Horse, light war
      • Bit and bridle
      • Saddle bags, small
        • Merchant's scale
        • Rope, silk (50 ft)
        • Wineskin
      • Saddle, riding
  • Items Carried
    • Backpack
      • Bag of Beans
      • Lantern, bullseye
      • Oil, lamp (per flask) x4
      • Paper (per sheet) x5
      • Sewing needle
      • Soap
      • Tent, small
      • Whetstone
      • Wineskin
      • Writing ink (per vial)
  • Items Readied
    • Club
  • Items Worn
    • Full armor, leather
    • Mittens
    • Sandals
    • Tabard
Movement and Encumbrance
Encumbrance: Unencumbered Light Moderate Heavy Severe
Weight (lbs): 0-45 46-69 70-93 94-117 118-140
Movement: 12 9 6 3 1
THAC0: -1 -2 -4
AC: +1 +3
Currently carrying 45.35 pounds (None Encumbrance, 12 Movement)

Spells
Class 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
Necromancer 2
Cleric Spell Failure Rate: 0% Maximum Wizard Spells Per Level: 9
Wizard Chance to Learn New Spell: 85% Maximum Wizard Spell Level: 7th
Spells Known
Spell Time Range Area of Effect Components
1st Level
Chill Touch 1 0 The caster V, S
Detect Undead 1 rd 0 60 ft + 10 ft/lvl V, S, M
Mending 1 30 yds 1 object V, S, M
Tenser's Floating Disc 1 20 yds Special V, S, M
5th Level
Summon Shadow 5 10 yds 10-ft cube V, S, M

Portrait

Character History
Born in Paynim

2 parents are alive there
Know Low Ranking Military officer in GH City

Healer until 3rd Level:

Poison: +1 save/2 lvl herbalism +1 save/1 lvl Healing
Disease +1 save / 3 lvl herbalism
Multi-Patients 6 + 1 / lvl healing
Complex Wounds: Heal patients under 0 hp (-1 mod. to healing roll per point)
Focus Attention: Multi-attempt Successive rolls get -1 penalty and max of 3hp / session

+1 Hit with Scimitar
Expert Healer : cure light wounds once per day
Weapon Spec at 5th level
HD 1d8 / lvl
Know Alignment 1x/day

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