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Adventures
Personal Information
| Name: Jerin of the Woods (Tockrie) |
Player: |
| Race: Standard half-elf |
Gender: Female |
Height: 5'6" |
Age: 16 |
| Class: Ranger |
Level: 2 |
Weight: 103 lbs |
| XP: 2,250 |
Alignment: Chaotic Good |
| Next Level: 4,500 |
Kit: None |
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Ability Scores
| Str: |
17 |
Weight Allowance: 85 lbs |
Bend Bars/Lift Gates: 13% |
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Attack Adj.: +1 |
Damage Adj.: +1 |
Max. Press: 220 lbs |
Open Doors: 10 |
| Dex: |
17 |
Missile Adjustment: +2 |
Pick Pockets: +5% |
Open Locks: +10% |
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Reaction Adjustment: +2 |
Armor Class: -3 |
Move Silently: +5% |
Climb Walls: +5% |
| Con: |
15 |
System Shock: 90% |
Poison Save: +0 |
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Hit Point Adjustment: +1 |
Resurrection Chance: 94% |
| Int: |
11 |
Max. Spell Level: 5th |
Max. Spells Per Level: 7 |
Illusion Immunity: None |
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Bonus Proficiencies: 2 |
Chance to Learn New Spell:
45% |
| Wis: |
15 |
Bonus Clerical Spells: 2, 1,
0, 0, 0, 0, 0 |
Clerical Spell Failure Chance:
0% |
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Magic Defense Adjustment: +1 |
Spell Immunity: None |
| Cha: |
14 |
Loyalty Base: +1 |
Maximum Number of Henchmen:
6 |
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Initial Reaction Adjustment:
+2 |
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Saving Throws
| Paralyzation: 13 |
Poison: 13 |
Death Magic: 13 |
Petrification: 14 |
Polymorph: 14 |
| Rod: 15 |
Staff: 15 |
Wand: 15 |
Breath Weapon: 16 |
Spell: 16 |
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Combat
| Hit Points: |
17 |
| Base THAC0: |
19 |
| Melee THAC0: |
18 |
| Missile THAC0: |
17 |
|
Armor
| Natural armor class |
10 |
| Full armor, leather |
-2 |
| Cloak of Protection +1 magic adj. |
-1 |
| DEX Defensive adj. |
-3 |
| FINAL: |
4 |
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Weapon Proficiencies
| Dagger |
| Long bow |
| Net |
| Spear |
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Non-Weapon Proficiencies
| Animal Handling |
14 |
| Animal Lore |
11 |
| Cooking |
11 |
| Hunting |
14 |
| Set Snares |
16 |
| Tracking |
20 |
| Native Languages |
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Human - Regional dialect |
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Weapons
|
THAC0 |
Attacks/ |
Speed |
Damage |
|
|
Range |
(-2) |
(-5) |
(-10) |
| Weapon |
Melee |
Missile |
Round |
Factor |
Sm-Med |
Large |
Type |
Size |
PB / |
S / |
M / |
L / |
EX |
| Spear |
18 |
17 |
1 |
6 |
1d6+1 |
1d8+1 |
P |
M |
|
2 |
4 |
6 |
|
| Long bow |
|
17 |
2 |
8 |
|
|
P |
L |
|
|
|
|
|
| Long bow, sheaf arrow |
|
|
|
|
1d8 |
1d8 |
P |
S |
|
10 |
20 |
34 |
|
| Long bow, flight arrow |
|
|
|
|
1d6 |
1d6 |
P |
S |
|
14 |
28 |
42 |
|
| Net |
18 |
17 |
1 |
10 |
1 |
1 |
|
M |
|
2 |
3 |
4 |
|
| Dagger |
18 |
17 |
1 |
2 |
1d4+1 |
1d3+1 |
P |
S |
|
2 |
4 |
6 |
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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.
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Class Abilities
Ranger
Empathy with animals - May befriend
animals.
Followers - Attracts 2d6 followers at
10th level.
Hide in shadows 15% - May hide in natural
settings.
Move silently 21% - May move silently
through natural settings.
Priest spells - May begin to cast Priest
spells at 8th level.
Special enemy - Familiar with one type
of creature; granted a +4 to attack rolls and a -4 penalty to
reaction rolls when encountering this creature.
Tracking proficiency - Given the tracking
proficiency, and will improve by 1 for every three levels.
Two-weapon style - May fight with two
weapons with no penalty if wearing studded leather armor or
lighter.
Major Spheres of Magic - Animal, Plant
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Inventory
- Items Carried
- Backpack
- Bag
- Honey
- Meat, fresh per lb. x2
- Nuts (per lb)
- Flint and steel
- Rope Ladder, 12 ft - AWRC
- Rope, silk (50 ft)
- Sack, small
- Torch x3
- Wineskin
- Long bow
- Net
- Quiver
- Long bow, sheaf arrow x20
- Quiver
- Long bow, flight arrow x20
- Signal whistle
- Items Readied
- Items Worn
- Belt
- Boots, High hard w. Dagger Sheath [Aurora Clothes]
- Cloak of Protection +1
- Drawers
- Full armor, leather
- Gloves, Archery - AWRC
- Jerkin, leather - AWRC
- Pantaloons
- Surcoat, peltcote - AWRC
- Spending Money
- * Copper Pieces x7
- * Gold Pieces x10
- * Silver Pieces x8
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Movement and
Encumbrance
| Encumbrance: |
Unencumbered |
Light |
Moderate |
Heavy |
Severe |
| Weight (lbs): |
0-85 |
86-121 |
122-157 |
158-193 |
194-220 |
| Movement: |
12 |
8 |
6 |
4 |
1 |
| THAC0: |
|
|
-1 |
-2 |
-4 |
| AC: |
|
|
|
+1 |
+3 |
| Currently carrying 76.90 pounds
(None Encumbrance, 12 Movement) |
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Chippa, the Weasel
Description
|
A furry little Weasel guy who you found in a trapper's
snare one day. Once free, the little guy decided to stick around
and soon the two of you became fast friends. You soon learned that
Chippa, (as you call him), "chirps" whenever his is not
happy.
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Monsters
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Mammal, Weasel (Int. 2-4 Semi-intelligent; AL N;
AC 6; MV 15; HD 0+2; hp 2; THAC0 20; #AT 1; Dmg 1; SZ T; ML Steady
(11-12); XP 7)
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Jerin of the Woods:
You always felt like an outcast in the village
given your heritage. You mother was elven, but you never met her, and
your father, human, raised you. At a young age, he took ill and many of
the daily chores were left up to you. He died when you were thirteen.
Not knowing what to do, you left the
village to find Calier the Hunter. Your father use to speak of him, and
you had nothing left in the village.
The villagers though you were crazy.
None of them have ever seen Calier and most said some wild animal would
kill you. This infuriated you, so you set off into the wilderness.
You found Calier, and he taught you the
way of the ranger. Now, three years later, you have decided to return
to town with your weasel friend Chippa for nothing else but to gloat about
your achievement.
Garret of the Potter:
You always found Garret to be kind of cute
even when he picked on you, but he never did try to court you. He was
always talking about joining the Shemaytha's militia. After your father
died and you decided to set out and look for Calier, Garret said you were
delusional that you should find a good man and start a family.
Now, after finding Calier and becoming a
ranger, you find Garret is still as arrogant as ever. He's always trying
to be in charge of every situation. You wish he could be a little more
like Tipp.
Tipp of the Potter:
Garret's little brother Tipp is still
getting himself into trouble. Nowadays he is caught up on the old legends
of Terk. Seems he wants to go look at the tomb the elders built for Terk's
body. The trip could be interesting, but Garret doesn't seem to want to
go, something about being too dangerous. Tipp always knew how to have
fun. Perhaps you could somehow use this trip to humiliate Garret - just
a little.
Kavin of the Cloth:
Kavin's parents sent him to Leth'Sar a couple
years before you left, his parents rambling something about him learning
the ways of Petris. Little did you know that he was to become a priest.
Now, Kavin has a small cabin set up for the
sick as well as a small shrine to Petris. Although Garret and Kavin use
to be good friends, more than one argument has broken out between the
two. You find it best just to stay out of it. After all, the two of you
hardly spoke as children.
Corggy:
Cordclawwaggonbag or Corggy as Tipp calls
him is new to town. The town folk call him a Keld. All you know is that
he floated a wagon into the air just by touching it. But hey, Tipp seems
to like him, so he can't be all that bad.
Tannin:
Calier taught you about creatures like
Tannin. He called them Triflings. Although Calier told you he was not
for sure certain if they are a kind of fairy or sprite, he did tell you
many small villages were nearly eaten out of house and home by these creatures.
Seems that Triflings would rather have everything handed to them than
to work for it. He told you the trick is to stand firm when telling a
Trifling what to do, less they wine their way out of doing it.
Miscellaneous:
Character knowledge:
When you found Calier, he was an old
man. You trained with him for several years before he became to old
to continue. The last time you saw him, he gave you a cloak. He told
you it was made from a rare cloth that was hard to pierce as well
as resistant to heat and water. Your last thoughts of Calier are of
him limping into the woods with an arm around the next of a buck.
You decided to return to Corafer, but vowed never to reveal that Calier
may be dead.
Player knowledge:
Cloak of Protection +1
Generated by the Advanced
Dungeons & Dragons Core Rules 2.0 Expansion on 07/27/2000 07:31 PM
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