Generated by the Advanced Dungeons & Dragons Core Rules CD-ROM 2.0 on 11/01/98 23:53:22 --> Rollo La'shar
Personal Information
Name: Rollo La'shar Player: Tropicon98
Race: Standard half-elf Gender: Male Height: 5'7" Weight: 128 lbs
Class: Mage Level: 11 Alignment: Neutral Good
XP: 375,000 Next Level: 750,000
Kit: None
Ability Scores
Str: 13 Stamina: 13 Weight Allowance: 45 lbs Bend Bars/Lift Gates: 4%
Muscle: 13 Attack Adj.: +0 Damage Adj.: +0 Max. Press: 140 lbs Open Doors: 7
Dex: 17 Aim: 17 Missile Adjustment: +2 Pick Pockets: +5% Open Locks: +10%
Balance: 17 Reaction Adjustment: +2 Armor Class: -3 Move Silently: +5% Climb Walls: +5%
Con: 12 Health: 12 System Shock: 80% Poison Save: +0
Fitness: 12 Hit Point Adjustment: +0 Resurrection Chance: 85%
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: 12 Intuition: 12 Bonus Clerical Spells: 0, 0, 0, 0, 0, 0, 0 Clerical Spell Failure Chance: 5%
Willpower: 12 Magic Defense Adjustment: +0 Spell Immunity: None
Cha: 11 Leadership: 11 Loyalty Base: +0 Maximum Number of Henchmen: 4
Appearance: 11 Initial Reaction Adjustment: +0
Saving Throws
Paralyzation: 11 Poison: 11 Death Magic: 11 Petrification: 9 Polymorph: 9
Rod: 7 Staff: 7 Wand: 7 Breath Weapon: 11 Spell: 8
Combat
Hit Points: 34
Base THAC0: 17
Melee THAC0: 17
Missile THAC0: 15
Armor
Natural armor class 10
Bracers of Defense AC 4 -6
Helm of Brilliance magic adj. -2
Robe of the Archmagi (Good) -5
Balance Defensive adj. -3
FINAL: -6
Weapon Proficiencies
Dagger (Expert, Chosen Weapon)
Dart
Elven bow
Non-Weapon Proficiencies
Spellcraft 12
Reading/Writing 13
Ancient History 11
Brewing 13
Herbalism 11
Heal 5
Weapons
THAC0 Attacks/ Speed Damage Range (-2) (-5)
Weapon Melee Missile Round Factor Sm-Med Large Type Size Short Medium Long
Staff of Power 20 1 4 1d6+2 1d6+2 B M
Dagger +2, +3 vs. larger than man-sized creatures 13 11 3/2 2 1d4+4 1d3+4 P S 2 4 6
Elven bow 15 2 6 P M
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.
Heat resistance - +1 bonus on saving throws vs. heat- and fire-based attacks, as the elf's body is less susceptible to extreme temperatures.
Infravision - Infravision with a range of 60'.
Resistance - 30% resistance to sleep and charm spells.

Class Abilities
Mage
    Automatic spells - One free spell every time a new level of spells is gained.
    Schools of Magic - Conjuration/Summoning, Elemental Fire, Invocation/Evocation

Traits
Inherent Immunity/Heat - +1 bonus to saves vs. heat based attacks.
Light Sleeper - With a sucessful Wisdom/Intuition check, will awaken from any reasonable amount of noise.
Wild Talents - Allows automatic aquisition of a Wild Psionic Talent.
Internal Compass - +1 bonus to Navigation proficiency checks, and the chance for being lost is reduced by 5%.

Inventory
  • Items Carried
    • Dagger +2, +3 vs. larger than man-sized creatures
    • Dagger +2, +3 vs. larger than man-sized creatures
    • Elven bow
    • Potion of Extra-healing x3
    • Potion of Fire Breath x3
    • Spellbook
  • Items Readied
    • Staff of Power
  • Items Worn
    • Bracers of Defense AC 4
    • Helm of Brilliance
    • Ring of Mind Shielding
    • Robe of the Archmagi (Good)
Spells
Class 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
Mage 4 4 4 3 3
Spells Known
Spell Time Range Area of Effect Components
1st Level
Affect Normal Fires 1 5 yds/lvl 10 ft radius V, S, M
Armor 1 rd Touch 1 creature V, S, M
Conjure Spell Component 1 1 mile/lvl 3 components/lvl V, S
Dancing Lights 1 40 yds + 10 yds/lvl Special 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
Grease 1 10 yds 10 x 10 ft V, S, M
Magic Missile 1 60 yds + 10 yds/lvl 1-5 targets V, S
Shield 1 0 Special V, S, M
2nd Level
Flaming Sphere 2 10 yds 3-ft radius V, S, M
Glitterdust 2 10 yds/lvl 20 ft cube V, S, M
Melf's Acid Arrow 2 180 yds 1 target V, S, M
Pyrotechnics 2 120 yds 1 fire source V, S, M
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
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
Lance of Disruption 3 0 5 ft x 60 ft V, S
Lightning Bolt 3 40 yds + 10 yds/lvl Special V, S, M
Phantom Steed 1 turn Touch Special V, S
4th Level
Conjure Elemental-Kin 1 turn 60 yds Special V, S, M
Fire Charm 4 10 yds 15-ft radius V, S, M
Fire Shield 4 0 The caster V, S, M
Fire Trap 1 turn Touch Object touched V, S, M
Thunder Staff 4 0 20' x 40' cone V, S, M
Wall of Fire 4 60 yds Special V, S, M
5th Level
Conjure Fire Elemental 1 turn 60 yds Special V, S, M
Monster Summoning III 5 Special 50-yd radius V, S, M
Proofing vs Combustion 1 turn Touch Special V, S, M
Wall of Force 5 30 yds 10-ft sq/lvl V, S, M
Wall of Iron 5 5 yds/lvl 15 sq ft/lvl or special V, S, M
6th Level
Contingency 1 turn 0 The caster V, S, M
Forest's Fiery Constrictor 6 10 yds/lvl One source of fire V, S, M
Monster Summoning IV 6 Special 60-yd radius V, S, M
7th Level
Prismatic Spray 7 0 70 x 15 ft spray V, S
Psionics
PSPs: 30 MTHAC0: 15 MAC: 8
Power PSPs Range Area of Effect MAC
Wild Talent
Sciences
Energy Containment 9/3 0 personal 6
Character History
Rollo is a fire mage plain and simple.
He is known for the developement of 2
new fire based spells.
Flame Web(2)
Variable or Advanced Fireball(4)

Rollo is known throughout the kingdom, for
his adventurous reputation, and because he's
the son of princess Astra.
His father is unknown and since Astra's death
11 years ago that story will never be known

Generated by the Advanced Dungeons & Dragons Core Rules CD-ROM 2.0 on 11/01/98 23:53:22