Amorphous
Blob Games
  Who We Are (Home)
Members
Conventions
AnCon
Origins
GenCon
U-Con
World of Ki'larn
Races
Deities
    Maps  
Legends
Cities & Regions
  RPG Resources
    Name Generator  
    Character Sheets  
    Source Material  
NPC Gallery

Convention Listings
from
GameConventions.net

Search Our Site


Mapped with Campaign Cartographer 2

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
Ability Scores
Str: 17 Weight Allowance: 85 lbs Bend Bars/Lift Gates: 13%
Attack Adj.: +1 Damage Adj.: +1 Max. Press: 220 lbs Open Doors: 10
Dex: 17 Missile Adjustment: +2 Pick Pockets: +5% Open Locks: +10%
Reaction Adjustment: +2 Armor Class: -3 Move Silently: +5% Climb Walls: +5%
Con: 15 System Shock: 90% Poison Save: +0
Hit Point Adjustment: +1 Resurrection Chance: 94%
Int: 11 Max. Spell Level: 5th Max. Spells Per Level: 7 Illusion Immunity: None
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%
Magic Defense Adjustment: +1 Spell Immunity: None
Cha: 14 Loyalty Base: +1 Maximum Number of Henchmen: 6
Initial Reaction Adjustment: +2
Saving Throws
Paralyzation: 13 Poison: 13 Death Magic: 13 Petrification: 14 Polymorph: 14
Rod: 15 Staff: 15 Wand: 15 Breath Weapon: 16 Spell: 16
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
Weapon Proficiencies
Dagger
Long bow
Net
Spear
Non-Weapon Proficiencies
Animal Handling 14
Animal Lore 11
Cooking 11
Hunting 14
Set Snares 16
Tracking 20
Native Languages
Human - Regional dialect
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

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
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

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
    • Spear
  • Items Worn
    • Belt
      • Dagger
    • Boots, High hard w. Dagger Sheath [Aurora Clothes]
      • Dagger
    • 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
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)

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.

Monsters

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)

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