Personal Information
Name: Arrabella Player:
Race: Elf Gender: Female Height: 5'2" Weight: 100 lbs
Classes: Thief/Mage Levels: 7/7 Alignment: Neutral Good
XP: 66,000/66,000 Next Level: 70,000/90,000
Kit: None
Ability Scores
Str: 11 Stamina: 13 Weight Allowance: 45 lbs Bend Bars/Lift Gates: 1%
Muscle: 9 Attack Adj.: +0 Damage Adj.: +0 Max. Press: 90 lbs Open Doors: 5
Dex: 16 Aim: 17 Missile Adjustment: +2 Pick Pockets: +5% Open Locks: +10%
Balance: 15 Reaction Adjustment: +0 Armor Class: -1 Move Silently: +0% Climb Walls: +0%
Con: 17 Health: 17 System Shock: 97% Poison Save: +0
Fitness: 17 Hit Point Adjustment: +2(+3) Resurrection Chance: 98%
Int: 16 Reason: 16 Max. Spell Level: 8th Max. Spells Per Level: 11 Illusion Immunity: None
Knowledge: 16 Bonus Proficiencies: 5 Chance to Learn New Spell: 70%
Wis: 13 Intuition: 15 Bonus Clerical Spells: 2, 1, 0, 0, 0, 0, 0 Clerical Spell Failure Chance: 0%
Willpower: 11 Magic Defense Adjustment: +0 Spell Immunity: None
Cha: 17 Leadership: 15 Loyalty Base: +3 Maximum Number of Henchmen: 7
Appearance: 19 Initial Reaction Adjustment: +8
Saving Throws
Paralyzation: 12 Poison: 12 Death Magic: 12 Petrification: 11 Polymorph: 11
Rod: 9 Staff: 9 Wand: 9 Breath Weapon: 13 Spell: 10
Combat
Hit Points: 39
Base THAC0: 17
Melee THAC0: 17
Missile THAC0: 15
Armor
Natural armor class 10
Full armor, elven chain of blending +3 -5
Magic Armor adj. -3
Balance Defensive adj. -1
FINAL: 1
Weapon Proficiencies
Dagger
Full armor, chain mail
Full armor, elven chain
Long bow
Shield (medium)
Sword, long (Specialist, Master)
Non-Weapon Proficiencies
Dancing 11
Fire-Building 11
Blind Fighting 8
Herbalism 9
Heal 7
Reading/Writing 12
Common, Elf
Religion 8
Spellcraft 10
Orienteering 10
Mountaineering 7
Tracking 11
Survival 9
Native Languages
Common, Elf
Weapons
THAC0 Attacks/ Speed Damage Range (-2) (-5)
Weapon Melee Missile Round Factor Sm-Med Large Type Size Short Medium Long
Sword, long +3 Frost Brand, Mystphyre 10 2 1d8+6 1d12+6 S M
Long bow +1 14 2/rnd 7 None L
Long bow, sheaf arrow 1d8 1d8 P S 10 20 34
Racial Abilities
Infravision - 60' infravision range.
Less sleep - The elf requires only four hours worth of sleep to be rested. This is especially valuable to spell-casters.
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 - Suprise attack may inflict additional damage based on the thief's level. For every four levels, the damage will be doubled.
    Climb walls* 45% - Able to climb vertical or smooth surfaces.
    Detect magic* 30% - Has a chance to detect magical radiance.
    Detect noise* 30% - May hear faint noises.
    Escaping bonds* 40% - Skill at escaping bonds.
    Find/remove traps* 35% - Skill at finding and disarming traps.
    Hide in shadows* 55% - Grants the ability to hide in shadows.
    Move silently* 60% - May move without making a sound.
    Open locks* 40% - Skill at opening locks with the proper tools.
    Thieves' cant - Knowlege of the secret language of thieves.
    Weapon specialization - May specialize in one weapon.
Mage
    Armored wizard - May cast spells in one type of armor.
    Schools of Magic - Abjuration, Alteration, Conjuration/Summoning, Enchantment/Charm, Greater Divination, Illusion/Phantasm, Invocation/Evocation
    Major Spheres of Magic - Healing

Traits
Animal Empathy - Sucessful Wisdom/Willpower test allows character to influence animal reactions.

Inventory
  • Items Carried
    • Backpack
      • Flint and steel
      • Healer's bag
      • Herbs (per lb)
      • Mirror, small metal
      • Thieves' picks
      • Wax (per lb)
      • Whetstone
    • Belt pouch, small
    • Long bow +1
    • Long bow, sheaf arrow x15
  • Items Readied
    • Sword, long +3 Frost Brand, Mystphyre
  • Items Worn
    • Boots of Elvenkind
    • Cloak of Elvenkind
    • Full armor, elven chain of blending +3
    • Girdle
Spells
Class 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
Mage 4 3 2 1
Spells Memorized
  • Mage
    • 1st Level
      • Cure Light Wounds
      • Detect Magic
      • Magic Missile x2
    • 2nd Level
      • Camouflage
      • Continual Light
      • Web
    • 3rd Level
      • Dispel Magic
      • Lightning Bolt
    • 4th Level
      • Cure Serious Wounds
Rogue Skills
Skill Base Racial Mods Ability Scores Discretionary Points Armor Final
Climb walls 60 +0 +0 +5 -20 45%
Detect magic 5 +10 +0 +15 +0 30%
Detect noise 15 +5 +0 +15 -5 30%
Escaping bonds 10 +0 +0 +35 -5 40%
Find/remove traps 5 +0 +0 +35 -5 35%
Hide in shadows 5 +10 +0 +50 -10 55%
Move silently 10 +5 +0 +55 -10 60%
Open locks 10 -5 +10 +30 -5 40%
Psionics
PSPs: 0 MTHAC0: 17 MAC: 9
Power PSPs Range Area of Effect MAC
Wild Talent

Generated by the Advanced Dungeons & Dragons Core Rules CD-ROM 2.0 on 08/23/98 21:10:55