Generated by the Advanced Dungeons & Dragons Core Rules CD-ROM 2.0 on 11/01/98 23:53:13 --> Ni'Sylvan
Personal Information
Name: Ni'Sylvan Player: Tropicon'98
Race: Dark (drow) elf Gender: Male Height: 5'5" Weight: 107 lbs
Classes: Fighter/Mage Levels: 9/10 Alignment: Lawful Good
XP: 275,000/275,000 Next Level: 500,000/375,000
Kit: None
Ability Scores
Str: 16 Stamina: 16 Weight Allowance: 70 lbs Bend Bars/Lift Gates: 10%
Muscle: 16 Attack Adj.: +0 Damage Adj.: +1 Max. Press: 195 lbs Open Doors: 9
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: 16 Health: 16 System Shock: 95% Poison Save: +0
Fitness: 16 Hit Point Adjustment: +2 Resurrection Chance: 96%
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: 11 Intuition: 11 Bonus Clerical Spells: 0, 0, 0, 0, 0, 0, 0 Clerical Spell Failure Chance: 10%
Willpower: 11 Magic Defense Adjustment: +0 Spell Immunity: None
Cha: 14 Leadership: 14 Loyalty Base: +1 Maximum Number of Henchmen: 6
Appearance: 14 Initial Reaction Adjustment: +2
Saving Throws
Paralyzation: 8 Poison: 8 Death Magic: 8 Petrification: 9 Polymorph: 9
Rod: 9 Staff: 9 Wand: 9 Breath Weapon: 9 Spell: 10
Combat
Hit Points: 62
Base THAC0: 12
Melee THAC0: 12
Missile THAC0: 10
Armor
Natural armor class 10
Full armor, drow chain +3 -6
Magic Armor adj. -3
Balance Defensive adj. -4
FINAL: -3
Weapon Proficiencies
Clubs, Maces, and Flails: Maces
Composite long bow
Crossbow, hand
Full armor, elven chain
Shield (buckler)
Shield (small)
Sword, bastard (Chosen Weapon)
Swords
Non-Weapon Proficiencies
Etiquette 9
Mining 8
Blind Fighting 11
Bowyer/Fletcher 11
Endurance 6
Survival 9
Reading/Writing 11
Ancient Languages 8
Ancient History 9
Spellcraft 10
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 8 3/2 2 1d8+4 1d12+4 S M
Composite long bow +1 9 2 7 P L
Composite long bow, sheaf arrow +3 1d8+4 1d8+4 P S 8 16 34
Dagger +1 11 9 3/2 1 1d4+2 1d3+2 P S 2 4 6
Racial Abilities
Infravision [Dark Elf] - 120' infravision range.
Less sleep - The elf requires only four hours worth of sleep to be rested. This is especially valuable to spell-casters.
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.
Spell abilities - Once a day the elf can cast faerie fire, dancing lights, and darkness as a priest or wizard of the same level. When the character reaches 4th level, he can add levitate, detect magic, and know alignment.
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
Fighter
    Multiple specialization - Allows specialization in more than one weapon.
Mage
    Armored wizard - May cast spells in one type of armor.
    Schools of Magic - Abjuration, Alteration, Conjuration/Summoning, Enchantment/Charm, Greater Divination, Invocation/Evocation, Necromancy

Traits
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.
Keen Hearing - +1 bonus to suprise rolls when sound may be a factor. Hear Noise checks are granted a +10% bonus.
Light Sleeper - With a sucessful Wisdom/Intuition check, will awaken from any reasonable amount of noise.

Disadvantages
Fanaticism - The character will follow some code of belief, no matter what the current situation.
Powerful Enemy - Agents of the powerful enemy will always be after the character.

Inventory
  • Items Carried
    • Composite long bow +1
    • Composite long bow, sheaf arrow +3 x20
    • Dagger +1
    • Ioun Stone, pearly white spindle
    • Potion of Extra-healing x3
    • Wand of Frost
  • Items Readied
    • Sword, long +3 Frost Brand
  • Items Worn
    • Full armor, drow chain +3
    • Helm of Opposite Alignment
    • Ring of Mind Shielding
    • Ring of Spell Turning
Spells
Class 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
Mage 4 4 3 2 2
Spells Known
Spell Time Range Area of Effect Components
1st Level
Alarm 1 rd 10 yds Up to 20 ft cube V, S, M
Armor 1 rd Touch 1 creature V, S, M
Burning Hands 1 0 The caster V, S, M
Chill Touch 1 0 The caster V, S
Conjure Spell Component 1 1 mile/lvl 3 components/lvl V, S
Copy 1 rnd Special One object
Detect Magic 1 0 10 x 60 ft V, S
Detect Undead 1 rd 0 60 ft + 10 ft/lvl V, S, M
Find Familiar 2d12 hrs 1 mile/lvl 1 familiar V, S, M
Fire Burst 1 5 yds/lvl 1 10' radius circle V, S
Gaze Reflection 1 0 Special V, S
Identify Special 0 1 item/lvl 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
Metamorphose Liquids 1 rd Touch 1'-cube/lvl V, S, M
Protection From Evil 1 Touch Creature touched V, S, M
Read Magic 1 rd 0 Special V, S, M
Shield 1 0 Special V, S, M
Shocking Grasp 1 Touch Creature V, S
Spider Climb 1 Touch Creature touched V, S, M
2nd Level
Continual Darkness 2 60 yds. 60-ft. radius V, S
Continual Light 2 60 yds 60-ft radius V, S
Detect Invisibility 2 0 10 yds/lvl V, S, M
Flaming Sphere 2 10 yds 3-ft radius V, S, M
Forget 2 30 yds 1-4 creatures in a 20 ft cube V, S
Glitterdust 2 10 yds/lvl 20 ft cube V, S, M
Knock 1 60 yds 10 sq ft/lvl V
Melf's Acid Arrow 2 180 yds 1 target V, S, M
Protection From Paralysis 2 Touch One creature V, S, M
Protection from Poison 2 Touch Creature touched V, S
Pyrotechnics 2 120 yds 1 fire source V, S, M
Spectral Hand 2 30 yds + 5 yds/lvl 1 opponent V, S
Stinking Cloud 2 30 yds 20-ft cube V, S, M
Web 2 5 yds/lvl 8,000 cubic ft V, S, M
3rd Level
Blink 1 0 The caster V, S
Dispel Magic 3 120 yds 30-ft cube V, S
Fireball 3 10 yds + 10 yds/lvl 20-ft radius V, S, M
Flame Arrow 3 30 yds + 10 yds/lvl Special V, S, M
Haste 3 60 yds 40-ft cube, 1 creature/lvl V, S, M
Lightning Bolt 3 40 yds + 10 yds/lvl Special V, S, M
Melf's Minute Meteors 3 70 yds + 10 yds/lvl 1 target/meteor V, S, M
Phantom Steed 1 turn Touch Special V, S
Vampiric Touch 3 0 The caster V, S
4th Level
Confusion 4 120 yds Up to 60-ft cube V, S, M
Enervation 4 10 yds/lvl 1 creature V, S
Fire Shield 4 0 The caster V, S, M
Fumble 4 10 yds/lvl 30-ft cube V, S, M
Ice Storm 4 10 yds/lvl 20 or 40 ft radius V, S, M
Minor Globe of Invulnerability 4 0 5-ft radius 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
Wall of Fire 4 60 yds Special V, S, M
Wall of Ice 4 10 yds/lvl Special V, S, M
5th Level
Cone of Cold 5 0 Special V, S, M
Improved Blink 1 0 The caster V, S
Lower Resistance 5 60 yds One creature V, S, M
Magic Staff Special Touch The wizard's staff V, S, M
Safeguarding 5 0 15-ft-radius sphere V, S, M
Teleport 2 Touch Special V
Wall of Force 5 30 yds 10-ft sq/lvl V, S, M
Wall of Stone 5 Evocation Special V, S, M
6th Level
Chain Lightning 5 40 yds + 5 yds/lvl Special V, S, M
Otiluke's Freezing Sphere 6 Special Special V, S, M
Trollish Fortitude 6 0 The caster V, S, M
Psionics
PSPs: 0 MTHAC0: 16 MAC: 9
Power PSPs Range Area of Effect MAC
Wild Talent

Generated by the Advanced Dungeons & Dragons Core Rules CD-ROM 2.0 on 11/01/98 23:53:14