Generated by the Advanced Dungeons & Dragons Core Rules CD-ROM 2.0 on 11/01/98 23:52:50 --> Malr Ki'Rath
Personal Information
Name: Malr Ki'Rath Player: Tropicon'98
Race: Standard half-elf Gender: Male Height: 5'6" Weight: 127 lbs
Classes: Cleric/Ranger Levels: 9/9 Alignment: Neutral Good
XP: 375,000/375,000 Next Level: 450,000/600,000
Kit: None
Ability Scores
Str: 17 Weight Allowance: 85 lbs Bend Bars/Lift Gates: 13%
Attack Adj.: +1 Damage Adj.: +1 Max. Press: 220 lbs Open Doors: 10
Dex: 16 Missile Adjustment: +1 Pick Pockets: +0% Open Locks: +5%
Reaction Adjustment: +1 Armor Class: -2 Move Silently: +0% Climb Walls: +0%
Con: 17 System Shock: 97% Poison Save: +0
Hit Point Adjustment: +2(+3) Resurrection Chance: 98%
Int: 15 Max. Spell Level: 7th Max. Spells Per Level: 11 Illusion Immunity: None
Bonus Proficiencies: 4 Chance to Learn New Spell: 65%
Wis: 18 Bonus Clerical Spells: 2, 2, 1, 1, 0, 0, 0 Clerical Spell Failure Chance: 0%
Magic Defense Adjustment: +4 Spell Immunity: None
Cha: 13 Loyalty Base: +0 Maximum Number of Henchmen: 5
Initial Reaction Adjustment: +1
Saving Throws
Paralyzation: 7 Poison: 7 Death Magic: 7 Petrification: 9 Polymorph: 9
Rod: 10 Staff: 10 Wand: 10 Breath Weapon: 9 Spell: 11
Combat
Hit Points: 50
Base THAC0: 12
Melee THAC0: 11
Missile THAC0: 11
Armor
Natural armor class 10
Full armor, elven chain +4 -5
Magic Armor adj. -4
DEX Defensive adj. -2
FINAL: -1
Weapon Proficiencies
Dagger
Lance, light
Mace, footman's
Mace, horseman's
Quarterstaff
Sword, bastard
Sword, short
Non-Weapon Proficiencies
Tracking 21
Animal Lore 15
Blacksmithing 17
Direction Sense 19
Ancient Languages 15
Reading/Writing 16
Religion 18
Riding, Land 21
Blind Fighting 18
Endurance 17
Weapons
THAC0 Attacks/ Speed Damage Range (-2) (-5)
Weapon Melee Missile Round Factor Sm-Med Large Type Size Short Medium Long
Sword, bastard +3 Frost Brand 8 3/2 3 1d8+4 1d12+4 S M
Mace, footman's +2 9 3/2 5 1d6+4 1d6+3 B M
Rod of Resurrection 11 3/2 4 1d6+1 1d6+1 B L
Turning Undead
Skeleton or 1 HD: D* Wight or 5 HD: T Mummy or 7 HD: 7 Ghost or 10 HD: 16
Zombie: D* Ghast: T Spectre or 8 HD: 10 Lich or 11+ HD: 19
Ghoul or 2 HD: D Wraith or 6 HD: 4 Vampire or 9 HD: 13 Special: 20
Shadow or 3-4 HD: D # = Roll less than # on a 1d20 to turn 2d6 undead. T = Automatically turns 2d6 undead.
D = Automatically destroys 2d6 undead. D* = Automatically destroys 2d6+2d4 undead.
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.

Inventory
  • Items Carried
    • Keoghtom's Ointment
    • Mace, footman's +2
    • Potion of Extra-healing
    • Potion of Extra-healing
    • Potion of Extra-healing
    • Rod of Resurrection
  • Items Readied
    • Sword, bastard +3 Frost Brand
  • Items Worn
    • Full armor, elven chain +4
    • Ring of Mind Shielding
Spells
Class 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
Cleric 6 6 4 3 1
Ranger 2
Psionics
PSPs: 0 MTHAC0: 16 MAC: 7
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 23:52:51