Personal Information
Name: Blaineal Lyre Woundwort Player: Nathan S. Arnold
Race: Standard half-elf Gender: Female Height: 5'5" Weight: 94 lbs
Classes: Ranger/Druid Levels: 14/9 Alignment: Chaotic Good
XP: 1,800,000/90,000 Next Level: 2,100,000/125,000
Kit: Explorer
Ability Scores
Str: 14 Stamina: 14 Weight Allowance: 55 lbs Bend Bars/Lift Gates: 7%
Muscle: 14 Attack Adj.: +0 Damage Adj.: +0 Max. Press: 170 lbs Open Doors: 8
Dex: 18 Aim: 18 Missile Adjustment: +2 Pick Pockets: +10% Open Locks: +15%
Balance: 18 Reaction Adjustment: +2 Armor Class: -4 Move Silently: +10% Climb Walls: +10%
Con: 14 Health: 14 System Shock: 88% Poison Save: +0
Fitness: 14 Hit Point Adjustment: +0 Resurrection Chance: 92%
Int: 18 Reason: 18 Max. Spell Level: 9th Max. Spells Per Level: 18 Illusion Immunity: None
Knowledge: 18 Bonus Proficiencies: 7 Chance to Learn New Spell: 85%
Wis: 17 Intuition: 17 Bonus Clerical Spells: 2, 2, 1, 0, 0, 0, 0 Clerical Spell Failure Chance: 0%
Willpower: 17 Magic Defense Adjustment: +3 Spell Immunity: None
Cha: 18 Leadership: 18 Loyalty Base: +8 Maximum Number of Henchmen: 15
Appearance: 18 Initial Reaction Adjustment: +7
Saving Throws
Paralyzation: 5 Poison: 5 Death Magic: 5 Petrification: 6 Polymorph: 6
Rod: 7 Staff: 7 Wand: 7 Breath Weapon: 5 Spell: 8
Combat
Hit Points: 46
Base THAC0: 7
Melee THAC0: 7
Missile THAC0: 5
Armor
Natural armor class 10
Full armor, hide -4
Shield, buckler adj. -1
Balance Defensive adj. -4
FINAL: 1
Weapon Proficiencies
Dagger
Sling
Sword, long
Fighting Style:
Two Weapon (+2)
Thrown Weapon/Sling
Non-Weapon Proficiencies
Spellcraft 12
Herbalism 11
Tracking 17
Animal Handling 13
Reading/Writing 14
Common, Elf - sylvan (wood) dialect
Heal 11
Ancient Languages 10
Illithid
Weapons
THAC0 Attacks/ Speed Damage Range (-2) (-5)
Weapon Melee Missile Round Factor Sm-Med Large Type Size Short Medium Long
Dagger 7 5 2 2 1d4 1d3 P S 2 4 6
Racial Abilities
Bow bonus - +1 bonus to attack rolls when using with any bow. (a crossbow is not a bow)
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 93% - 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
Druid
    Communicate with creatures - Aquire one woodland creature language per level.
    Identify - May correctly identify plants, animals, and clean water at 3rd level.
    Immunity to charm - Granted immunity to charm based attacks at 7th level.
    Pass without trace - The druid does not leave any evidence of their passage through natural settings.
    Secret language - Knowlege of the secret Druidic tounge.
    Shapechange - May shapechange at 7th level.
    Minor Spheres of Magic - Divination
    Major Spheres of Magic - All, Animal, Elemental, All, Healing, Plant, Weather

Traits
Empathy - After observing a crowd for 1d6 rounds, the character is able to determine the crowd's genral feeings.
Wild Talents - Allows automatic aquisition of a Wild Psionic Talent.
Light Sleeper - With a sucessful Wisdom/Intuition check, will awaken from any reasonable amount of noise.
Keen Taste - A sucessful Wisdom/Intuition check with a +3 bonus will reveal any alterations to food or drink.
Keen Smell - +1 bonus to suprise rolls when smell may be a factor. +2 bonus to all hunting proficiency checks.
Keen Hearing - +1 bonus to suprise rolls when sound may be a factor. Hear Noise checks are granted a +10% bonus.
Keen Eyesight - +1 bonus on to hit rolls for missle weapons when attacking at long range. The character acts as if they were one sight catagory closer with respect to information gained.
Inherent Immunity/Disease - +3 bonus to restances vs. natural diseases.
Animal Empathy - Sucessful Wisdom/Willpower test allows character to influence animal reactions.
Allure - May affect Reaction roll by 3 when dealing with romantic situations, and will attract one more
henchman than normal.
Double-jointed - Sucessful Dexterity/Balance check allows character to excape bonds. 1d6 rounds is required for each limb that is bound. Metal bonds require a check at one half the ability score. Halflings recieve a +1 bonus to their check.
Artistic Ability - Items created by chracter will fetch 1-50% over standard sale price.
Alertness - +1 bonus to suprise rolls.

Disadvantages
Compulsive Honesty - Wisdom/Willpower check must be sucessful for character to act deceitful, and will only attempt to lie in a life or death situation.
Phobia: Crowds - Each time the character is presented with their phobia, they must make a Wisdom/Willpower check every 2d6 rounds they are exposed to it. If failed, the character must flee the source of the phobia for 1d6 rounds, and must make another check. All checks are made at half ability score if the phobia is severe.


Inventory
  • Items Carried
    • Backpack
      • Dry rations (1 week)
      • Flint and steel
      • Holy item
      • Torch x3
      • Wineskin
  • Items Readied
    • Dagger
  • Items Worn
    • Full armor, hide
    • Shield, buckler
  • Spending Money
    • * Copper Pieces x7
    • * Gold Pieces x83
    • * Silver Pieces x6
Movement and Encumbrance
Encumbrance Unencumbered Light Moderate Heavy Severe
Weight (lbs) 0-55 56-85 86-115 116-145 146-170
Movement 14 9 7 4 1
THAC0 -1 -2 -4
AC +1 +3
Currently carrying 42.70 pounds (None Encumbrance, 14 Movement)

Spells
Class 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
Ranger 3 2 2
Druid 6 6 4 2 1
Spells Memorized
  • Druid
    • 1st Level
      • Animal Friendship
      • Create Water
      • Detect Evil
      • Detect Magic
      • Detect Snares and Pits
      • Purify Food and Drink
    • 2nd Level
      • Find Traps
      • Heat Metal
      • Know Alignment
      • Slow Poison
      • Soften Earth and Stone
      • Speak With Animals
    • 3rd Level
      • Call Lightning
      • Hold Animal
      • Repair Injury
      • Water Breathing
    • 4th Level
      • Plant Door
      • Repel Insects
    • 5th Level
      • Transmute Rock to Mud

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
Druid Spells Granted
Spell Time Range Area of Effect Components
1st Level
Analyze Balance 1 rd 80 yds 1 creature, object, or 10' sq V, S, M
Animal Friendship 1 hr 10 yds 1 animal V, S, M
Bless 1 rd 60 yds 50-ft cube V, S, M
Calm Animals 4 60 yds Special V, S
Cause Light Wounds 5 Touch Creature touched V, S, M
Combine 1 rd Touch Circle of priests V, S
Create Water 1 rd 30 yds Up to 27 cubic ft V, S, M
Cure Light Wounds 5 Touch Creature touched V, S, M
Curse 1 rd 60 yds 50-ft cube V, S, M
Destroy Water 1 rd 30 yds Up to 27 cubic ft V, S, M
Detect Evil 1 rd 0 10 ft x 120 yds V, S, M
Detect Good 1 rd 0 10 ft x 120 yds V, S, M
Detect Magic 1 rd 0 10 ft x 30 yds V, S, M
Detect Poison 4 0 Special V, S, M
Detect Snares & Pits 4 0 10 x 40 ft V, S, M
Entangle 4 80 yds 40-ft cube V, S, M
Faerie Fire 4 80 yds 10 sq ft/lvl within a 40-ft radius V, M
Firelight 4 Touch 1 object 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
Orison 4 10 yds Varies V, S
Pass Without Trace 1 rd Touch 1 creature V, S, M
Purify Food & Drink 1 rd 30 yds 1 cubic ft/lvl, in 10 sq ft V, S, M
Putrefy Food and Drink 1 rd 30 yds 1 cubic ft/lvl, in 10 sq ft V, S, M
Shillelagh 2 Touch 1 oak club V, S, M
Strength of Stone 4 Touch 1 creature V, S, M
Wind Column 1 o The caster S
2nd Level
Augury 2 rds 0 Special V, S, M
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
Chill Metal 5 40 yds Special V, S, M
Cure Moderate Wounds 5 Touch Creature touched V, S
Detect Charm 1 rd 30 yds 1 creature/rd V, S, M
Dust Devil 2 rds 30 yds 5 x 4 ft cone V, S, M
Find Traps 5 0 10 ft x 30 yds V, S, M
Fire Trap 1 turn Touch Object touched V, S, M
Flame Blade 4 0 3-ft long blade V, S, M
Goodberry 1 rd Touch 2d4 fresh berries V, S, M
Heat Metal 5 40 yds Special V, S, M
Know Alignment 1 rd 10 yds 1 creature or object V, S, M
Messenger 1 rd 20 yds/lvl 1 creature V, S, M
Obscure Alignment 1 rd 10 yds 1 creature or object V, S, M
Obscurement 5 0 (lvl x 10)-ft sq V, S, M
Produce Flame 5 0 Special V, S, M
Sanctify 1 turn 10 yds 10 yd x 10 yd sq/priest V, S, M
Slow Poison 1 Touch 1 creature V, S, M
Snake Charm 1 30 yds 30-ft cube V, S, M
Soften Earth and Stone 5 10 yds/lvl 10-ft sq/lvl 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
Undetectable Charm 1 rd 30 yds 1 creature/rd V, S, M
Warp Wood 5 10 yds/lvl Special V, S, M
Watery Fist 5 60 yds Special V, S, M
3rd Level
Air Breathing 6 Touch 1 creature V, S, M
Call Lightning 1 turn 360 yds 10-ft radius V, S, M
Control Animal 6 60 yds + 10 yds/lvl 1 animal V, S
Detect Spirits 6 0 10 x 60 ft path V, S, M
Extradimensional Detection 3 0 One 10'-wide path, 60 ft long V, S, M
Flame Walk 5 Touch Creature(s) touched V, S, M
Hold Animal 6 80 yds 1-4 animals in 40-ft cube V, S, M
Hold Poison 1 Touch Creature touched V, S, M
Locate Object 1 turn 60 yds + 10 yds/lvl 1 object V, S, M
Meld Into Stone 6 0 The caster V, S, M
Obscure Object 1 turn 60 yds + 10 yds/lvl 1 object V, S, M
Plant Growth 1 rd 160 yds Special V, S, M
Protection From Fire 6 Touch 1 creature V, S, M
Pyrotechnics 6 160 yds 10 or 100 x fire V, S, M
Repair Injury 1 turn Touch Creature touched V, S
Slow Rot 1 rd Touch Special V, S, M
Snare 3 rds Touch 2-ft diameter + 2 inches/lvl V, S, M
Speak With Dead 1 turn 1 1 creature V, S, M
Spike Growth 6 60 yds 10-ft sq/lvl V, S, M
Stone Shape 1 rd Touch 9 cubic ft + 1 cubic ft/lvl V, S, M
Summon Insects 1 rd 30 yds 1 creature V, S, M
Tree 6 0 The caster V, S, M
Water Breathing 6 Touch 1 creature V, S, M
Water Walk 6 Touch Special V, S, M
Weather Prediction 1 rd 0 The caster V, S
Wind Servant 6 20 yds/lvl Special V, S
4th Level
Adamantite Mace 7 Touch Caster's weapon V, S, M
Animal Summoning I 7 1 mile radius Special V, S
Cause Serious Wounds 7 Touch 1 creature V, S
Control Temperature, 10-foot Radius 7 0 10-ft radius V, S, M
Cure Serious Wounds 7 Touch 1 creature V, S
Dispel Hallucinatory Forest 7 80 yds 40-ft sq/lvl V, S
Focus* 1 day 10 ft Special V, S, M
Fortify* 6 0 Creature touched V, S, M
Giant Insect 7 20 yds 1 to 6 insects V, S, M
Hallucinatory Forest 7 80 yds 40-ft sq/lvl V, S
Hold Plant 7 80 yds 1d4 plants in 40-ft sq V, S
Lower Water 1 turn 120 yds Special V, S, M
Neutralize Poison 7 Touch 1 creature or 1 cubic ft of substance/2 lvls V, S
Plant Door 7 Touch Special V, S, M
Poison 7 Touch 1 creature or 1 cubic ft of substance/2 lvls V, S
Produce Fire 7 40 yds 12-ft sq V, S, M
Protection From Lightning 7 Touch 1 creature V, S, M
Quench Fire 7 40 yds 12-ft sq V, S, M
Raise Water 1 turn 120 yds Special V, S, M
Repel Insects 1 rd 0 10-ft radius V, S, M
Shrink Insect 7 20 yds 1 to 6 insects V, S, M
Snakes to Sticks 7 30 yds 1d4 sticks + 1 stick/lvl in a 10-ft cube V, S, M
Speak With Plants 1 turn 0 30-ft radius V, S, M
Sticks to Snakes 7 30 yds 1d4 sticks + 1 stick/lvl in a 10-ft cube V, S, M
Uplift 12 hrs 0 1 priest V, M
Uplift* 12 hrs 0 One priest V, M
Weather Stasis 1 turn 30 yds 10-ft cube/lvl V, S, M
Windborne 7 0 The caster V, S, M
5th Level
Air Walk 8 Touch 1 creature V, S, M
Animal Growth 8 80 yds Up to 8 animals in a 20-ft sq V, S, M
Animal Summoning II 8 60 yds/lvl Special V, S
Animate Flame 8 120 yds 1-ft diameter/lvl V, S
Anti-Plant Shell 8 0 15-ft diameter V, S
Atonement 1 turn Touch 1 person V, S, M
Cause Critical Wounds 8 Touch 1 creature V, S
Cloud of Purification 5 30 yds 20-ft cube V, S
Control Winds 8 0 40-ft/lvl radius V, S
Cure Critical Wounds 8 Touch 1 creature V, S
Elemental Forbiddance 1 turn Special 5'-cube/lvl V, S, M
Pass Plant 8 Touch Special V, S, M
Produce Ice 8 60 yds Cube 1 ft/lvl V, S, M
Rainbow 7 120 yds Special V, S, M
Shrink Animal 8 80 yds Up to 8 animals in a 20-ft sq V, S, M
Spike Stones 6 30 yds 10 ft sq/lvl, 1 spike/sq ft V, S, M
Transmute Mud to Rock 8 160 yds 20-ft cube/lvl V, S, M
Transmute Rock to Mud 8 160 yds 20-ft cube/lvl V, S, M
Wall of Fire 8 80 yds Special V, S, M

Psionics
PSPs: 25 MTHAC0: 12 MAC: 6
Attacks: None
Defenses: Mental Barrier (MB), Intellect Fortress (IF), Mind Blank (MBk)
Power PSPs Range Area of Effect MAC
Wild Talent
Devotions
Body Control 6/2 0 Personal 5
ESP 6+/3+ Unlimited Individual 6

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