Personal Information
Name: Liollaelliosiathinil Player: James Eischen
Race: High elf Gender: Male Height: 4'9" Weight: 109 lbs
Class: Ranger Level: 3 Alignment: Lawful Good
XP: 6,178 Next Level: 9,000
Kit: Ranger - Wilderness Protector
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: 19 Aim: 19 Missile Adjustment: +3 Pick Pockets: +15% Open Locks: +20%
Balance: 19 Reaction Adjustment: +3 Armor Class: -4 Move Silently: +15% Climb Walls: +15%
Con: 13 Health: 13 System Shock: 85% Poison Save: +0
Fitness: 13 Hit Point Adjustment: +0 Resurrection Chance: 90%
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: 14 Intuition: 14 Bonus Clerical Spells: 2, 0, 0, 0, 0, 0, 0 Clerical Spell Failure Chance: 0%
Willpower: 14 Magic Defense Adjustment: +0 Spell Immunity: None
Cha: 10 Leadership: 8 Loyalty Base: -1 Maximum Number of Henchmen: 3
Appearance: 12 Initial Reaction Adjustment: +0
Saving Throws
Paralyzation: 13 Poison: 13 Death Magic: 13 Petrification: 14 Polymorph: 14
Rod: 15 Staff: 15 Wand: 15 Breath Weapon: 16 Spell: 16
Hit Points: 25
Base THAC0: 18
Melee THAC0: 18
Missile THAC0: 15
Natural armor class 10
Full armor, studded leather -3
Medium shield proficiency bonus -3
Shield, medium adj. -1
Balance Defensive adj. -4
Weapon Proficiencies
Composite armor, mail and plate
Full armor, studded leather
Helm of Thought Protection - Dr233
Shield (medium)
Short bow (Expert, Chosen Weapon, Specialist)
Sword, broad (Specialist)
Sword, long
Non-Weapon Proficiencies
Alertness. 9
Animal Handling 9
Boat Piloting 9
Navigation 9
Observation 10
Riding, Land 14
Swimming 12
Running 8
Tracking 11
Tumbling 12
Reading Lips 10
Disguise 6
Blind Fighting 11
Distance Sense 7
Endurance 3
Animal Lore 11
Fire-Building 11
Herbalism 9
Native Languages
Common, Elf, Elf - high dialect, Gnome, Halfling, Hobgoblin
THAC0 Attacks/ Speed Damage Range (-2) (-5)
Weapon Melee Missile Round Factor Sm-Med Large Type Size Short Medium Long
Sword, long +2 15 1 3 1d8+3 1d12+3 S M
Crossbow, light 17 1 7 None M
Crossbow, light quarrel +1 1d6+2 1d8+2 P S 12 24 36
Sword, broad +1 16 1 4 2d4+4 1d6+5 S M
Sword, short +1 18 1 2 1d6+2 1d8+2 P S
Composite long bow +1 14 2 7 P L
Composite long bow, sheaf arrow 1d8+1 1d8+1 P S 8 16 34
Dagger, parrying 20 1 2 1d3+1 1d3+1 P S
Knife 20 17 1 2 1d3+1 1d2+1 P/S S 2 4 6
Racial Abilities
Bow bonus - +1 bonus to attack rolls with long or short bows.
Infravision - 60' infravision range.
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.
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
    Bow bonus - +1 bonus to attack rolls with any type of bow.
    Climbing 39% - May climb natural objects.
    Detect noise 41% - May hear faint noises.
    Hide in shadows 20% - May hide in natural settings.
    Move silently 27% - May move silently through natural settings.
    Pass without trace - Does not leave any evidence of passage through wilderness settings.
    Speak with animals - May speak with animals as the spell, once per day.
    Tracking proficiency - Given the tracking proficiency, and will improve by 1 for every three levels.
    Two-weapon style - May fight with two weapons with no penalty if wearing studded leather armor or lighter.

Black Sheep of the Family - The character is an outlaw to his house, and has been disowned by his family. The player and the DM should work out the reasons why this occurred and whether it is possible for the character to earn his way back into the fold (i.e., pay off the disadvantage). As a result, he cannot inherit anything from his family, and he cannot call on them for help or support. Earning forgiveness, if possible, is difficult and could take years of hard work. For 5 points, the character committed relatively minor offenses and should be able to make amends. The character may have lost a minor heirloom, married the wrong person, or failed to follow in the proper profession. If the character wants to increase the severity of this disadvantage, he should select Powerful Enemy (10 points) and indicate the enemy is his former family, who seek to punish the character in full for his misdeeds.

Colorblind - Character sees only in shades of grey.
Greed - The character will either be overcome with want for money or power. In either case, the character will stop at nothing to gain it.
Bad Reputation - The character has a reputation that frightens or angers people. The mere mention of the character's name might inspire fear, hatred, or disgust in others, depending on the specific reputation. The character might have the reputation of being unlucky, petty, cruel, or anything that the player and DM agree on. The reputation may or may not be accurate, but word of the character's reputation always travels faster than the character. In game terms, the character with the bad reputation suffers a +2 penalty to all reaction rolls for first encounters. If the the reaction result is "cautious" or worse (see the DMG), the NPCs react in a way that is appropriate to the character's reputation (e.g., fear, anger, etc.). A bad reputation often includes both the name and a description of the character, which might require the character to assume a false name and a disguise when traveling.

Fool With Money - The character is an adventurer at heart and alternates between being disgustingly wealthy and totally broke. This is a classic disadvantage among adventurers, who seem to alternate between the two states of finance with amazing frequency. When the character comes across money, he spends most of it quickly, fulfilling any whims of the moment. He spends his money on frivolous and extravagant things, and then the money is gone. In game terms, whenever the character acquires any amount of wealth over 100 gp, he must spend it as soon as possible. (If he is adventuring in the ruins of a castle, he must wait until he returns to town for his spending spree.) The character may not put the money in savings, and he may not give the money to his fellow adventwrs or friends (he can, however, buy them gifts). He can give to charity, buy things for himself and friends (not all of his purchases should be utilitarian or useful), gamble, or do anything else that spends money creatively.

For example, Rolf the Mighty has just come back from the ruins with almost a thousand gold pieces of treasure. After paying taxes and fees, he has 900 gold left. He takes the party to their favorite posh tavem where he spends 75 gp buying a round for the house and a bottle of special Aelfain wine for the party. He then orders the seven course dinner for himself (another 5 gp). That night, he sleeps in the best room in the establishment, relishing room service and a soft bed (another 5 gp). The next morning, Rolf goes on a shopping spree: he buys his girlfriend a silver necklace (100 gp). Next, he buys a handsome new pair of leather boots (10 gp) and picks up a fancy walking staff with a carved wolf's head (just because he likes how it looks, a mere 20 gp). He also buys a pouch of his favorite tobacco (an expensive brand, imported, a paltry 15 gp). He decides his old chainmail armor is too worn out and instead of simply repairing it opts for a whole new suit. He has it tailor-made by the best dwarven armorer in Highwall city. By the end of the week, RoIf has only 56 gp to his name. He promptly moves back to his favorite cheap inn (back to sleeping in the common room). He must now drink the watered ale and eat the plain meals served there. After Rolf's next burst of wealth, he will do it all over again!

The character can buy things he needs and can spend some of his wealth on equipment -- but not all of it. It is best if the player adheres to the spirit of the disadvantage, not the letter, to make things entertaining. If the player is not following the spirit of the disadvantage, the DM may intervene to encourage the character to spend like an idiot for a while.

Jealous Lover - This is similar to Powerful Enemy, but with less deadly connotations. The character has left behind a jilted lover or former spouse. The old flame is now seeking the character -- either to win him/her back or gain revenge. The lover is unusually persistent and exceptionally talented at pursuing the character and should have an annoying habit of turning up at the worst times in the worst places.

  • Animals
    • Horse, light war
      • Quiver
        • Short bow, flight arrow x46
      • Rations,standard (1 week) x2
      • Saddle bags, large
        • * Gold Pieces x2,000
        • * Silver Pieces x478
        • Axe, battle
        • Sword, long
        • Torch x2
      • Saddle bags, small
        • * Copper Pieces x35
        • Rations,iron (1 week)
      • Saddle blanket
      • Saddle, pack
        • * Electrum Pieces x2
        • * Gold Pieces x100
        • Wineskin
      • Saddle, riding
    • Horse, medium war
      • Composite short bow
      • Quiver
        • Short bow, stone arrow x30
      • Saddle bags, small
        • Potion of Extra-healing x4
        • Potion of Healing x2
      • Saddle blanket
      • Saddle, riding
      • Sword, long +1
    • Songbird
    • Spear
    • Sword, broad x2
  • Items Carried
    • Backpack
      • Crossbow, light
      • Dry rations (1 week)
      • Grappling hook
      • Oil, Greek fire (flask)
      • Potion of Healing x3
      • Rope, hemp (50 ft)
      • Sack, small
        • * Gold Pieces x200
        • Chime of Opening
      • Sword, broad +1
      • Sword, short +1
      • Torch x2
      • Wineskin
    • Composite long bow +1
    • Composite long bow, sheaf arrow x20
    • Crossbow, light quarrel +1 x20
    • Potion of Extra-healing
  • Items Readied
    • Shield, medium
    • Sword, long +2
  • Items Worn
    • Belt
    • Belt pouch, small
      • Dagger, parrying
      • Flint and steel
      • Whetstone
    • Boots, riding
    • Breeches, Elven sized, linen - AWRC
    • Full armor, studded leather
    • Gloves
    • Knife sheath
      • Knife
    • Quiver
      • Composite short bow, flight arrow x17
      • Long bow, flight arrow of direction x2
      • Short bow, flight arrow +1 x13
      • Short bow, flight arrow of direction x2
      • Short bow, flight arrow of slaying x2
    • Shield, medium
    • Shirt
    • Vest
  • Spending Money
    • * Copper Pieces x38
    • * Gold Pieces x257
    • * Platinum Pieces x22
    • * Silver Pieces x32
Class 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
PSPs: 16 MTHAC0: 19 MAC: 9
Power PSPs Range Area of Effect MAC
Wild Talent
Conceal Thoughts 4/2 0 3 yards 10
Character History
As a youth in the town of Cormyr I was betrothed to the daughter of a powerful ally of my family. As a youth I attend the best schools my family could provide. Growing up minerva and I got along well. There was a small difference between my betrothed and I of my path in life. This difference over time grew. I was befriended by a forest Ranger in the realms known as Ishton Horbin. Ishton and I spent many weekends in the forest as he taught me the ways of a woodsman. Minerva my betrothed wished me to pursue a future in politics of our clan. This was not the way I felt about things and over time the differences between minerva and I grew more and more. As we matured our date of union was fast approaching. I tried to join in the activities of our political leaders and this one night I learned that a tragic evil has been perpetrated by the father of my betrothed. I tried to tell her of this wrong doing and she would not believe me.

It seems that the father of my betrothed Dran pories had participated with an organization known as the Iron thrown. This agreement allowed the Iron Thrown to brutally murder a powerful Paladin Duke Eltan. (20th level paladin) Upon one of my visits to Minervas residence I found the evidence of a meeting with the Iron Throne by the Pories family, the murder of Duke Eltan as he would be exploring of the caverns under the city of Candle keep. The mission seemed to be one of investigating a thieves guild operating in the sewers of Candle keep. Duke Eltan was sent to investigate a lead for what was supposed to be a very reputable source. This source was The Pories family. Duke Eltan being the brave warier he was refused support of a guard group and adventured in to the sewers on his own. This investigation was in reality a trap designed to kill The Duke. The documents indicate he was to be murdered and his equipment stolen being sold to the highest bidder. This bidder it turns out was to be Minervas father. Upon my discovery of the plot I tried to inform my betrothed of the events transpiring and she refused to believe me, implying that I made it all up to slander her family. My accusations got back to the father who had me physically removed form my residence late one night and warning me that my accusations would seal my fate. With that I was assaulted and beaten by a group from the Iron Thorn whom said this was just a friendly warning and if I ever told others of my accusations there would be retribution to pay.
This was my first look into the world of deceit my betrothed hoped to bring me into. Evidence was planted in my dwelling connecting me to the death of Duke Eltan. I managed to conceal this connection and took it up one day to leave the town and the family's I had been a part of for many years. I told my betrothed that I had to go to the forest one nigh to think things through and with this I departed and have never returned to my home land.

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