Personal Information
Name: Ozgood Ratsbane Player: Ozgood Ratsbane
Race: High elf Gender: Male Height: 4'10" Weight: 107 lbs
Classes: Thief/Mage Levels: 20/25 Alignment: Lawful Neutral
XP: 2,200,000/5,625,000 Next Level: 2,420,000/6,000,000
Kit: Noble
Ability Scores
Str: 16 Weight Allowance: 70 lbs Bend Bars/Lift Gates: 10%
Attack Adj.: +0 Damage Adj.: +1 Max. Press: 195 lbs Open Doors: 9
Dex: 18 Missile Adjustment: +2 Pick Pockets: +10% Open Locks: +15%
Reaction Adjustment: +2 Armor Class: -4 Move Silently: +10% Climb Walls: +10%
Con: 17 System Shock: 97% Poison Save: +0
Hit Point Adjustment: +2(+3) Resurrection Chance: 98%
Int: 18 Max. Spell Level: 9th Max. Spells Per Level: 18 Illusion Immunity: None
Bonus Proficiencies: 7 Chance to Learn New Spell: 85%
Wis: 16 Bonus Clerical Spells: 2, 2, 0, 0, 0, 0, 0 Clerical Spell Failure Chance: 0%
Magic Defense Adjustment: +2 Spell Immunity: None
Cha: 16 Loyalty Base: +4 Maximum Number of Henchmen: 8
Initial Reaction Adjustment: +5
Saving Throws
Paralyzation: 8 Poison: 8 Death Magic: 8 Petrification: 5 Polymorph: 5
Rod: 3 Staff: 3 Wand: 3 Breath Weapon: 7 Spell: 4
Combat
Hit Points: 78
Base THAC0: 11
Melee THAC0: 11
Missile THAC0: 9
Armor
Natural armor class 10
Full armor, drow chain of blending +5 -6
Magic Armor adj. -5
DEX Defensive adj. -4
FINAL: -5
Weapon Proficiencies
Crossbow, hand
Dagger
Dart
Knife
Knife, throwing
Quarterstaff
Sling
Sword, long
Non-Weapon Proficiencies
Spellcraft 17
Reading/Writing 20
Illithid
Ancient History 17
Tightrope Walking 18
Blind Fighting 16
Reading/Writing 20
Elf - dark (drow) dialect
Rope Use 18
Animal Handling 16
Appraising 18
Reading Lips 16
Set Snares 17
Disguise 15
Cryptography 18
Artistic Proficiency 16
Musical Instrument 18
Riding, Land 20
Weapons
THAC0 Attacks/ Speed Damage Range (-2) (-5)
Weapon Melee Missile Round Factor Sm-Med Large Type Size Short Medium Long
Dagger 11 9 1 2 1d4+1 1d3+1 P S 2 4 6
Sling 9 1 6 P/B S
Sling, sling stone 1d4+1 1d4+1 B S 8 16 24
Crossbow, hand 9 1 5 None S
Crossbow, hand quarrel 1d3 1d2 P S 4 8 12
Dart +3 6 3 0 1d3+4 1d2+4 P S 2 4 8
Knife, throwing 11 9 1 8 2d4+1 1d6+2 P/S M 2 4 6
Knife 11 9 1 2 1d3+1 1d2+1 P/S S 2 4 6
Quarterstaff 11 1 4 1d6+1 1d6+1 B L
Sword, long +1 9 1 4 1d8+2 1d12+2 S 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
Thief
    Backstab - Surprise attack may inflict double damage. For every four levels beyond first, the damage multiplier increases by one.
    Climb walls* 95% - Able to climb vertical or smooth surfaces.
    Detect noise* 95% - May hear faint noises.
    Find/remove traps* 95% - Skill at finding and disarming traps.
    Followers - Attracts followers when a stronghold is built and name level is reached.
    Hide in shadows* 95% - Grants the ability to hide in shadows.
    Move silently* 95% - May move without making a sound.
    Open locks* 95% - Skill at opening locks with the proper tools.
    Pick pockets* 95% - Skill at pilfering small items from pockets or purses.
    Read languages* 95% - Skill at deciphering unknown texts.
    Scroll Use 80% - May use magic scrolls at 9th level.
    Thieves' cant - Knowlege of the secret language of thieves.
Mage
    Schools of Magic - Abjuration, Alteration, Conjuration/Summoning, Enchantment/Charm, Greater Divination, Illusion/Phantasm, Invocation/Evocation, Necromancy

Rogue Skills
Skill Base Racial Mods Ability Scores Discretionary Points Armor Final
Climb walls 60 +0 +10 +25 +0 95%
Detect noise 15 +5 +0 +75 +0 95%
Find/remove traps 5 +0 +5 +85 +0 95%
Hide in shadows 5 +10 +10 +70 +0 95%
Move silently 10 +5 +10 +70 +0 95%
Open locks 10 -5 +15 +75 +0 95%
Pick pockets 15 +5 +10 +65 +0 95%
Read languages 0 +0 +0 +95 +0 95%

Inventory
  • Items Carried
    • Backpack
      • Flint and steel
      • Torch x3
    • Bag of Holding, 500 lbs.
      • Dust of Disappearance
      • Oil of Impact x7
      • Robe of Blending
      • Rope of Entanglement
      • Sling
      • Spellbook
    • Bag of Holding, 500 lbs.
      • Crossbow, hand
      • Crossbow, hand quarrel x25
      • Dart +3 x10
      • Dry rations (1 week)
      • Knife, throwing x10
      • Sling, sling stone x50
      • Wineskin
    • Knife
    • Quarterstaff
    • Sword, long +1
  • Items Readied
    • Dagger
  • Items Worn
    • Boots of Levitation
    • Full armor, drow chain of blending +5
    • Gloves of Missile Snaring
    • Hat of Disguise
    • Ring of Sustenance
  • Spending Money
    • * Copper Pieces x7
    • * Gold Pieces x14
    • * Silver Pieces x6
Movement and Encumbrance
Encumbrance Unencumbered Light Moderate Heavy Severe
Weight (lbs) 0-70 71-100 101-130 131-160 161-195
Movement 12 8 6 4 1
THAC0 -1 -2 -4
AC +1 +3
Currently carrying 45.20 pounds (None Encumbrance, 12 Movement)

Spells
Class 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
Mage 5 5 5 5 5 5 5 5 5
Spells Memorized
  • Mage
    • 1st Level
      • Comprehend Languages
      • Detect Magic
      • Feather Fall
      • Spider Climb
      • Ventriloquism
    • 2nd Level
      • Continual Light
      • ESP
      • Invisibility
      • Knock
      • Melf's Acid Arrow
    • 3rd Level
      • Blink
      • Feign Death
      • Fireball
      • Hold Person
      • Lightning Bolt
    • 4th Level
      • Charm Monster
      • Polymorph Other
      • Polymorph Self
      • Stoneskin
      • Wizard Eye
    • 5th Level
      • Bigby's Interposing Hand
      • Hold Monster
      • Invunlerability to Normal Weapons
      • Rusting Grasp
      • Teleport
    • 6th Level
      • Bigby's Forceful Hand
      • Disintegrate
      • Improved Create Water
      • Invulnerability to Magical Weapons
      • Stone to Flesh
    • 7th Level
      • Bigby's Grasping Hand
      • Control Undead
      • Finger of Death
      • Limited Wish
      • Power Word, Stun
    • 8th Level
      • Bigby's Clenched Fist
      • Clone
      • Incendiary Cloud
      • Monster Summoning VI
      • Power Word, Blind
    • 9th Level
      • Bigby's Crushing Hand
      • Monster Summoning VII
      • Power Word, Kill
      • Shape Change
      • Time Stop

Spells Known
Spell Time Range Area of Effect Components
1st Level
Armor 1 rd Touch 1 creature V, S, M
Comprehend Languages 1 rd Touch 1 speaking creature or written text V, S, M
Conjure Spell Component 1 1 mile/lvl 3 components/lvl V, S
Detect Magic 1 0 10 x 60 ft V, S
Feather Fall 1 10 yds/lvl Special V, S, M
Find Familiar 2d12 hrs 1 mile/lvl 1 familiar V, S, M
Fist of Stone 1 0 The caster's hand V, S
Hold Portal 1 20 yds/lvl 20 sq ft/lvl V
Jump 1 Touch Creature touched V, S, M
Light 1 60 yds 20-ft radius V, M
Magic Missile 1 60 yds + 10 yds/lvl 1-5 targets V, S
Read Magic 1 rd 0 Special V, S, M
Shocking Grasp 1 Touch Creature V, S
Sleep 1 30 yds Special V, S, M
Spider Climb 1 Touch Creature touched V, S, M
Unseen Servant 1 0 30-ft radius V, S, M
Ventriloquism 1 10 yds/lvl, max 90 yds 1 creature or object V, M
Wall of Fog 1 30 yds 20 ft cube + 10 ft cube/lvl V, S, M
2nd Level
Alter Self 2 0 The caster V, S
Blindness 2 30 yds + 10 yds/lvl 1 creature V
Cat's Grace 2 Touch Creature touched V, S, M
Continual Darkness 2 60 yds. 60-ft. radius V, S
Continual Light 2 60 yds 60-ft radius V, S
Darkness, 15' Radius 2 10 yds/lvl 15-ft radius V, S, M
Detect Invisibility 2 0 10 yds/lvl V, S, M
ESP 2 0 5 yds/lvl (90 yds max) V, S, M
Forget 2 30 yds 1-4 creatures in a 20 ft cube V, S
Improved Phantasmal Force 2 60 yds + 10 yds/lvl 200 sq ft + 50 sq ft/lvl V, S, M
Invisibility 2 Touch Creature touched V, S, M
Knock 1 60 yds 10 sq ft/lvl V
Know Alignment 1 rd 10 yds 1 creature or object per 2 rds V, S
Magic Mouth 2 10 yds 1 object V, S, M
Melf's Acid Arrow 2 180 yds 1 target V, S, M
Protection From Paralysis 2 Touch One creature V, S, M
Rope Trick 2 Touch Special V, S, M
Wizard Lock 2 Touch 30 sq ft/lvl V, S
3rd Level
Air Breathing 3 Touch Creature touched V, S, M
Blink 1 0 The caster V, S
Clairaudience 3 Unlimited 60-ft radius V, S, M
Clairvoyance 3 Unlimited Line of sight V, S, M
Explosive Runes 3 Touch 10-ft radius V, S
Feign Death 1 Touch Creature touched V, S
Fireball 3 10 yds + 10 yds/lvl 20-ft radius V, S, M
Haste 3 60 yds 40-ft cube, 1 creature/lvl V, S, M
Hold Person 3 120 yds 1-4 persons, 20-ft cube V, S, M
Hold Undead 5 60 ft 1d3 undead V, S, M
Infravision 1 rd Touch Creature touched V, S, M
Invisibility, 10' Radius 3 Touch 10-ft radius V, S, M
Lightning Bolt 3 40 yds + 10 yds/lvl Special V, S, M
Protection From Good, 10' Radius 3 Touch 10-ft radius ard creature touched V, S, M
Protection From Normal Missiles 3 Touch Creature touched V, S, M
Slow 3 90 yds + 10 yds/lvl 40-ft cube, 1 creature/lvl V, S, M
Tongues 3 0 30-ft radius V, M
Wizard Sight 3 0 The caster V, S
4th Level
Charm Monster 4 60 yds 1 or more creatures in 20-ft radius V, S
Detect Scrying 3 0 120-ft radius V, S, M
Dimension Door 1 0 The caster V
Enchanted Weapon 1 turn Touch Weapon(s) touched V, S, M
Fear 4 0 60-ft cone, 30-ft diameter at end, 5 ft at base V, S, M
Hallucinatory Terrain 1 turn 20 yds/lvl 10 yds/lvl cube V, S, M
Improved Invisibility 4 Touch Creature touched V, S
Improved Strength 4 Touch Creature touched V, S, M
Massmorph 4 10 yds/lvl 10 ft cube/lvl V, S, M
Minor Spell Turning 4 0 The caster V, S, M
Polymorph Other 4 5 yds/lvl 1 creature V, S, M
Polymorph Self 4 0 The caster V
Remove Curse 4 Touch Special V, S
Stoneskin 1 Touch 1 creature V, S, M
Thunder Staff 4 0 20' x 40' cone V, S, M
Turn Boulder to Pebble 4 Touch Special V, S, M
Turn Pebble to Boulder 4 Touch Special V, S, M
Wizard Eye 1 turn 0 Special V, S, M
5th Level
Airy Water 1 turn 0 10-ft radius sphere or 15-ft radius hemisphere V, S, M
Attraction 5 10 yds Up to 3-ft cube V, S, M
Bigby's Interposing Hand 5 10 yds/lvl Special V, S, M
Cloudkill 5 10 yds 40 x 20 x 20 ft cloud V, S
Dismissal 1 rd 10 yds 1 creature V, S, M
Feeblemind 5 10 yds/lvl 1 creature V, S, M
Hold Monster 5 5 yds/lvl 1-4 creatures in a 40-ft cube V, S, M
Improved Blink 1 0 The caster V, S
Invunlerability to Normal Weapons 2 0 5-ft rad. V, M
Magic Staff Special Touch The wizard's staff V, S, M
Nightmare 1 turn Touch 1 creature V, S
Passwall 5 30 yds 5 x 8 x 10 ft V, S, M
Rusting Grasp 5 0 The caster V, S, M
Safeguarding 5 0 15-ft-radius sphere V, S, M
Shadow Door 2 10 yds Special S
Telekinesis 5 10 yds/lvl 10 yds/lvl V, S
Teleport 2 Touch Special V
Wall of Force 5 30 yds 10-ft sq/lvl V, S, M
6th Level
Arrow of Bone 6 0 1 missile V, S, M
Bigby's Forceful Hand 6 10 yds/lvl Special V, S, M
Chain Lightning 5 40 yds + 5 yds/lvl Special V, S, M
Claws of the Umber Hulk 1 rd Touch One creature V, S, M
Death Spell 6 10 yds/lvl 30-ft cube/lvl V, S, M
Dimensional Blade 3 0 1 object V, S
Disintegrate 6 5 yds/lvl 1 creature or 10 x 10 x 10 ft cube V, S, M
Enchant an Item Special Touch 1 item V, S, M
Eyebite 6 20 yds 1 creature V, S
Improved Create Water 5 60 yds 10-ft cube/lvl V, S, M
Invulnerability to Magical Weapons 3 0 5-ft rad V, M
Lower Water 1 turn 80 yds 10-ft/lvl sq V, S, M
Mass Suggestion 6 30 yds 1 creature/lvl V, M
Monster Summoning IV 6 Special 60-yd radius V, S, M
Mordenkainen's Lucubration 1 0 The caster V, S
Raise Water 1 turn 80 yds 10-ft/lvl sq V, S, M
Stone to Flesh 6 10 yds/lvl 1 creature V, S, M
Wildstrike 6 30 yds One creature V, S, M
7th Level
Acid Storm 7 10 yds/lvl 40-ft-diameter circle V, S, M
Bigby's Grasping Hand 7 10 yds/lvl Special V, S, M
Charm Plants 1 turn 30 yds 10 x 30 ft V, S, M
Control Undead 1 rd 60 ft 1d6 undead V, S, M
Delayed Blast Fireball 7 100 yds + 10 yds/lvl 20-ft radius V, S, M
Finger of Death 5 60 yds 1 creature V, S
Limited Wish Special Unlimited Special V
Mass Invisibility 7 10 yds/lvl 60 x 60 yds V, S, M
Monster Summoning V 6 Special 70-yd radius V, S, M
Neutralize Gas 1 60 yds One 10-ft cube/lvl V, S, M
Power Word, Stun 1 5 yds/lvl 1 creature V
Reverse Gravity 7 5 yds/lvl 30 ft x 30 ft V, S, M
Shadow Walk 1 Touch Special V, S
Spell Turning 7 0 The caster V, S, M
Steal Enchantment 1 hr Touch One item V, S, M
Suffocate 7 30 yds 10-ft-radius circle V, S, M
Vanish 2 Touch 1 object V
Vision 7 0 The caster V, S, M
8th Level
Airboat 1 rd 1 mile Special V, S
Bigby's Clenched Fist 8 5 yds/lvl Special V, S, M
Binding Special 10 yds 1 creature V, S, M
Clone 1 turn Touch 1 clone V, S, M
Homunculus Shield 3 0 The caster V, S, M
Incendiary Cloud 2 30 yds Special V, S, M
Iron Body 8 0 The caster V, S, M
Mass Charm 8 5 yds/lvl 30-ft cube V
Mind Blank 1 30 yds 1 creature V, S
Monster Summoning VI 8 Special 80-yd radius V, S, M
Otto's Irresistible Dance 5 Touch Creature touched V
Permanency 2 rds Special Special V, S
Polymorph Any Object 1 rd 5 yds/lvl Special V, S, M
Power Word, Blind 1 5 yds/lvl 15-ft radius V
Prismatic Wall 7 10 yds 4 ft/lvl wide x 2 ft/lvl high V, S
Serten's Spell Immunity 1 rd/recipent Touch Creature(s) touched V, S, M
Trap the Soul Special + 1 10 yds 1 creature V, S, M
Wildzone 1d6 rds 0 300' x 300' sq V, S, M
9th Level
Bigby's Crushing Hand 9 5 yds/lvl Special V, S, M
Elemental Aura 1 rd 0 The caster V
Energy Drain 3 Touch 1 creature V, S, M
Freedom 9 Touch 1 creature V, S
Gate 9 30 yds Special V, S
Glorious Transmutation 1 turn Touch Special V, S, M
Imprisonment 9 Touch 1 creature V, S
Monster Summoning VII 9 Special 90-yd radius V, S, M
Power Word, Kill 1 5 yds/2 lvls 10-ft radius V
Programmed Amnesia Special 20 yds 1 creature V, S
Shape Change 9 0 The caster V, S, M
Sphere of Ultimate Destruction 9 5 yds/lvl Creates a sphere V, S, M
Temporal Stasis 9 10 yds 1 creature V, S, M
Time Stop 9 0 15-ft radius V
Weird 9 30 yds 20-ft radius V, S
Wildfire 1 0 Variable V
Wildwind 8 100 yds Special V, S
Wish Special Unlimited Special V
Character History
Ozgood is a half-High Elf and a half Drow. He has no Drow abalities, but looks full Drow. His mother was raped by a Drow warrior during a raiding party and she gave birth to him. She was outcast from her Clan.

She died very soon after her banishment and Ozgood was taken in by an old wizard named Heimdal Mussleman. Heimdal gave Ozgood his first name, yet did not grant him his last name. Heimdal scryed to find out the family name he was born of and when Ozgood was at the young age of 35 he was told his Birth family name and was taught about the dark elves. Ozgood hated the Drow and al they represented and made a new house symbol of a spider being impaled by twin daggers. Ozgood stayed with the old wizard and heimdal taught him well in the arts of magic. Heimdal also had close friends who were thieves and they instructed Ozgod in the ways of a rouge.

Thru the years Ozgood grew and learned from everyone he could, but his dark side could not be changed. He is still evil and tries to stay on the path of law, yet he is too strong willed as his true nature is something he can not control. He is civil and is loyal to friends. He is kind to animals and childeren.

He has a star shaped scar on his left cheek from when he was caught as a youth freelancing in a town. The Flaming Star Guild branded him as a rouge thief and left him to fend for himself. Years later after he grew he went back to the guild and in a general assembly asked to be instated into the Guild. The Guild Master laughed at him and Ozgood asked all to grant him leadership. With a word Ozgood slew the Guild Master before everyone and offered every member more of the share of the take they brought in and less rules. The Assistant Guild Master would run day t day operations.

Ozgood is now on a quest to find his true family so that he may slaughter each and every member of his ornigal house.

Generated by the Advanced Dungeons & Dragons Core Rules CD-ROM 2.0 on 04/22/99 21:17:40