Personal Information
Name: Shalton Woundwort Player: Nathan Arnold
Race: Standard half-elf Gender: Male Height: 6'1" Weight: 182 lbs
Class: Ranger Level: 18 Alignment: Neutral Good
XP: 3,000,000 Next Level: 3,300,000
Kit: Peasant Hero
Ability Scores
Str: 18/0 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: 15 System Shock: 90% Poison Save: +0
Hit Point Adjustment: +1 Resurrection Chance: 94%
Int: 15 Max. Spell Level: 7th Max. Spells Per Level: 11 Illusion Immunity: None
Bonus Proficiencies: 4 Chance to Learn New Spell: 65%
Wis: 14 Bonus Clerical Spells: 2, 0, 0, 0, 0, 0, 0 Clerical Spell Failure Chance: 0%
Magic Defense Adjustment: +0 Spell Immunity: None
Cha: 16 Loyalty Base: +4 Maximum Number of Henchmen: 8
Initial Reaction Adjustment: +5
Saving Throws
Paralyzation: 3 Poison: 3 Death Magic: 3 Petrification: 4 Polymorph: 4
Rod: 5 Staff: 5 Wand: 5 Breath Weapon: 4 Spell: 6
Combat
Hit Points: 103
Base THAC0: 3
Melee THAC0: 2
Missile THAC0: 1
Armor
Natural armor class 10
Full armor, leather +5 -2
Magic Armor adj. -5
DEX Defensive adj. -4
FINAL: -1
Weapon Proficiencies
Dagger, main-gauche
Dart
Grapple
Hammer
Knife, throwing
Long bow
Sling
Sword, long (Specialist)
Whip
Non-Weapon Proficiencies
Blind Fighting 15
Mountaineering 14
Tracking 24
Direction Sense 15
Riding, Land 17
Leather Working 15
Weaving 14
Weather Knowledge 13
Rope Use 18
Native Languages
Common, Dwarf, Elf, Elf - dark (drow) dialect, Gnome, Goblin, Halfling, Kobold, Ogre, Orc, Undercommon
Weapons
THAC0 Attacks/ Speed Damage Range (-2) (-5)
Weapon Melee Missile Round Factor Sm-Med Large Type Size Short Medium Long
Sword, long Vorpal 1 2 2 1d8+7 1d12+7 S M
Dagger, main-gauche 2 2 2 1d4+2 1d3+2 P/S S
Hammer 2 1 2 4 1d4+2 1d3+2 B 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 99% - May hide in natural settings.
    Move silently 99% - May move silently through natural settings.
    Priest spells - May begin to cast Priest spells at 8th level.
    Special enemy - Familier 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 of Holding, 500 lbs.
    • Boots of Speed
    • Boots, soft
    • Canvas (sq yard) x4
    • Composite short bow, flight arrow +3 x50
    • Crampons
    • Dagger, main-gauche
    • Flint and steel
    • Hammer
    • Map or scroll case
    • Oil, lamp (per flask) x5
    • Portable Hole
    • Signet ring/personal seal
    • Teapot
    • Whetstone
  • Items Readied
    • Sword, long Vorpal
  • Items Stored
    • Cap, hat
    • Fishhook x10
    • Rations,iron (1 week) x2
  • Items Worn
    • Belt
    • Belt
    • Belt pouch, large
    • Boots, riding
    • Buckle, common x2
    • Full armor, leather +5
    • Gloves
    • Good cloth cloak
    • Pouch
    • Pouch
    • Pouch
    • Ring of Fire Resistance
    • Ring of Sustenance
    • Shirt
  • Spending Money
    • * Copper Pieces x39
    • * Electrum Pieces x63
    • * Gold Pieces x75
    • * Platinum Pieces x19
    • * Silver Pieces x11
Movement and Encumbrance
Encumbrance Unencumbered Light Moderate Heavy Severe
Weight (lbs) 0-110 111-149 150-188 189-227 228-255
Movement 12 8 6 4 1
THAC0 -1 -2 -4
AC +1 +3
Currently carrying 57.40 pounds (None Encumbrance, 12 Movement)
Kit - Peasant Hero
Peasant Hero
    Benefits: The disadvantaged often make it through the rough times by helping each other. Therefore, in his homeland, a peasant hero always will be given shelter and any other help his fellows can give. They will hide him and his friends from an evil ruler's troops, heal his wounds, and feed and clothe him. Of course, this is conditional-if the peasant hero has given up his down-to-earth ways or mistreats his former friends, he'll find all doors in the village closed to him.
    Hindrances: As he is viewed as something of a hero, a peasant hero will find the people of his homeland coming to him for assistance. If livestock are disappearing from the pens, or the village elder has been jailed for speaking against the nobles, or if another peasant is accused of crime he didn't commit, the peasant hero will be called upon to help.


Spells
Class 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
Ranger 3 3 3
Spells Memorized
  • Ranger
    • 1st Level
      • Animal Friendship
      • Calm Animals
      • Pass Without Trace
    • 2nd Level
      • Charm Person or Mammal
      • Speak With Animals
      • Streighten Wood
    • 3rd Level
      • Control Animal
      • Plant Growth
      • Snare
Ranger Spells Granted
Spell Time Range Area of Effect Components
1st Level
Animal Friendship 1 hr 10 yds 1 animal V, S, M
Calm Animals 4 60 yds Special V, S
Entangle 4 80 yds 40-ft cube V, S, M
Invisibility to Animals 4 Touch 1 creature/lvl S, M
Locate Animals or Plants 1 rd 100 yds + 20 yds/lvl 20 yds/lvl x 20 ft V, S, M
Log of Everburning 1 Touch Special V, S, M
Pass Without Trace 1 rd Touch 1 creature V, S, M
Shillelagh 2 Touch 1 oak club V, S, M
2nd Level
Badberry 1 rd Touch 2d4 fresh berries V, S, M
Barkskin 5 Touch 1 creature V, S, M
Charm Person or Mammal 5 80 yds 1 person or mammal V, S, M
Goodberry 1 rd Touch 2d4 fresh berries V, S, M
Messenger 1 rd 20 yds/lvl 1 creature V, S, M
Snake Charm 1 30 yds 30-ft cube V, S, M
Speak With Animals 5 0 1 animal within 30 ft V, S, M
Streighten Wood 5 10 yds/lvl Special V, S, M
Trip 5 Touch 1 object up to 10 ft long V, S, M
Warp Wood 5 10 yds/lvl Special V, S, M
3rd Level
Control Animal 6 60 yds + 10 yds/lvl 1 animal V, S
Hold Animal 6 80 yds 1-4 animals in 40-ft cube V, S, M
Plant Growth 1 rd 160 yds Special V, S, M
Slow Rot 1 rd Touch Special V, S, M
Snare 3 rds Touch 2-ft diameter + 2 inches/lvl V, S, M
Spike Growth 6 60 yds 10-ft sq/lvl V, S, M
Summon Insects 1 rd 30 yds 1 creature V, S, M
Tree 6 0 The caster V, S, M

Character History
Shalton and his two siblings were orphaned at a very early age. They took to the forest near Waterdeep and a kind old Ranger tok them in and taught them right from wrong. Shalton learned everything he could from the Ranger and became a Ranger himself.

Shalton has been on many adventures and has a special ring that was given to him by a mysterious Ranger named Falling Feather. The ring allows Shalton to "hop the planes" To do so Shalton has had to been to the plane he is traveling to and rot a random plane. There is a 3% chance of a miss direction in travel.

He fell in love with a young maiden who was the daughter of a powerful wizard of Thay and her father rejected the dowery that was offered for her hand. Shalton tried in vain to get her father to condone the proposed marriage, but to no avail. The bride to be threw herself off of the top of her fathers tower as her father watched her kiss Shalton. Shalton then in a fit of anger ran the wizard through with his long sword and burned the tower to the ground.

Generated by the Advanced Dungeons & Dragons Core Rules CD-ROM 2.0 on 04/17/99 02:37:54