Generated by the Advanced Dungeons & Dragons Core Rules CD-ROM 2.0 on 11/01/98 23:52:43 --> Maji
Personal Information
Name: Maji Player: Tropicon'98
Race: Wemic Gender: Male Height: 6'11" Weight: 247 lbs
Class: Fighter Level: 9 Alignment: Chaotic Good
XP: 440,000 Next Level: 500,000
Kit: None
Ability Scores
Str: 19 Stamina: 19 Weight Allowance: 485 lbs Bend Bars/Lift Gates: 50%
Muscle: 19 Attack Adj.: +3 Damage Adj.: +7 Max. Press: 640 lbs Open Doors: 16(8)
Dex: 16 Aim: 16 Missile Adjustment: +1 Pick Pockets: +0% Open Locks: +5%
Balance: 16 Reaction Adjustment: +1 Armor Class: -2 Move Silently: +0% Climb Walls: +0%
Con: 18 Health: 18 System Shock: 99% Poison Save: +0
Fitness: 18 Hit Point Adjustment: +2(+4) Resurrection Chance: 100%
Int: 13 Reason: 13 Max. Spell Level: 6th Max. Spells Per Level: 9 Illusion Immunity: None
Knowledge: 13 Bonus Proficiencies: 3 Chance to Learn New Spell: 55%
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: 13 Leadership: 13 Loyalty Base: +0 Maximum Number of Henchmen: 5
Appearance: 13 Initial Reaction Adjustment: +1
Saving Throws
Paralyzation: 8 Poison: 8 Death Magic: 8 Petrification: 9 Polymorph: 9
Rod: 10 Staff: 10 Wand: 10 Breath Weapon: 9 Spell: 11
Combat
Hit Points: 79
Base THAC0: 12
Melee THAC0: 9
Missile THAC0: 11
Armor
Natural armor class 6
Full armor, improved mail +3 -2
Magic Armor adj. -3
Balance Defensive adj. -2
FINAL: -1
Weapon Proficiencies
Full armor, improved mail
Lances
Spears and Javelins
Sword, two-handed (Specialist)
Swords
Non-Weapon Proficiencies
Blacksmithing 11
Fire-Building 8
Weapons
THAC0 Attacks/ Speed Damage Range (-2) (-5)
Weapon Melee Missile Round Factor Sm-Med Large Type Size Short Medium Long
Sword, two-handed +3 5 2 7 1d10+12 3d6+12 S L
Racial Abilities
Leap - The character's powerful leg muscles enable him to make astoundling leaps, bounding up to 50 feet forward or 10 feet into the air. Leaping to close with an enemy is considered a charge attack, and the character suffers double damage if he lands on a spear or similar weapon set against a charge.

Class Abilities
Fighter
    Defense bonus - +2 AC bonus if unarmored and unencumbered.
    Increased movement - Base movement is 15.
    Multiple specialization - Allows specialization in more than one weapon.
    Spell resistance - +1 bonus to all saves vs. spell.

Traits
Animal Empathy - Sucessful Wisdom/Willpower test allows character to influence animal reactions.
Fast Healer - 1 hit point is regained 2d12 rounds after wound is taken. Character heals 2 hit points per night of rest.
Alertness - +1 bonus to suprise rolls.
Keen Hearing - +1 bonus to suprise rolls when sound may be a factor. Hear Noise checks are granted a +10% bonus.

Disadvantages
Colorblind - Character sees only in shades of grey.

Inventory
  • Items Carried
    • Potion of Extra-healing x3
  • Items Readied
    • Sword, two-handed +3
  • Items Worn
    • Full armor, improved mail +3
    • Ring of Mind Shielding
    • Ring of Regeneration, Vampiric
Psionics
PSPs: 0 MTHAC0: 16 MAC: 10
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 23:52:43