Personal Information
Name: Lir'thith'nnoth 7 Player: DRJ
Race: Dark (drow) elf Gender: Male Height: 5'4" Age: 118
Class: Ranger Level: 7 Weight: 104 lbs
XP: 87,910 Alignment: Lawful Good
Next Level: 150,000 Kit: None
Ability Scores
Str: 18/93 Stamina: 17 Weight Allowance: 85 lbs Bend Bars/Lift Gates: 50%
Muscle: 19 Attack Adj.: +3 Damage Adj.: +7 Max. Press: 640 lbs Open Doors: 16(8)
Dex: 20 Aim: 20 Missile Adjustment: +3 Pick Pockets: +20% Open Locks: +20%
Balance: 20 Reaction Adjustment: +3 Armor Class: -4 Move Silently: +15% Climb Walls: +20%
Con: 17 Health: 17 System Shock: 97% Poison Save: +0
Fitness: 17 Hit Point Adjustment: +2(+3) Resurrection Chance: 98%
Int: 19 Reason: 19 Max. Spell Level: 9th Max. Spells Per Level: All Illusion Immunity: 7th Level
Knowledge: 19 Bonus Proficiencies: 20 Chance to Learn New Spell: 100%
Wis: 18 Intuition: 18 Bonus Clerical Spells: 2, 2, 1, 1, 0, 0, 0 Clerical Spell Failure Chance: 0%
Willpower: 18 Magic Defense Adjustment: +4 Spell Immunity: None
Cha: 11 Leadership: 14 Loyalty Base: +1 Maximum Number of Henchmen: 6
Appearance: 12 Initial Reaction Adjustment: +0
Saving Throws
Paralyzation: 10 Poison: 10 Death Magic: 10 Petrification: 11 Polymorph: 11
Rod: 12 Staff: 12 Wand: 12 Breath Weapon: 12 Spell: 13
Combat
Hit Points: 75
Base THAC0: 14
Melee THAC0: 11
Missile THAC0: 11
Armor
Natural armor class 10
Full armor, elven chain +3 -5
Magic Armor adj. -3
Shield, buckler adj. -1
Balance Defensive adj. -4
FINAL: -3
Weapon Proficiencies
Sword, long (Expert, Chosen Weapon)
Swords
Fighting Style:
Two Weapon
Non-Weapon Proficiencies
Animal Lore 12
Animal Training 10
Blind Fighting 10
Bowyer/Fletcher 11
Riding, Land 13
Running 9
Tracking 21
Native Languages
Bugbear, Duergar, Dwarf - gray (duergar) dialect, Elf, Elf - dark (drow) dialect, Illithid, Kuo-toa, Orc, Undercommon
Weapons
THAC0 Attacks/ Speed Damage Range (-2) (-5) (-10)
Weapon Melee Missile Round Factor Sm-Med Large Type Size PB / S / M / L / EX
Lir's Longsword +2 8 2 3 1d8+9 1d12+9 S M
Sword, short 11 3/2 3 1d6+7 1d8+7 P S
Caltrop 13 3/2 0 8 1d2+7 P S
Long bow 13 2 7 P L
Long bow, flight arrow 1d6 1d6 P S 14 28 42
Long bow, sheaf arrow 1d8 1d8 P S 10 20 34
Sword, long 10 2 5 1d8+7 1d12+7 S M
Racial Abilities
Infravision [Dark Elf] - 120' 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.
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.

Class Abilities
Ranger
    Empathy with animals - May befriend animals.
    Hide in shadows 43% - May hide in natural settings.
    Move silently 55% - May move silently through natural settings.
    Priest spells - May begin to cast Priest spells at 8th level.
    Special enemy - Familiar with one type of creature; granted a +4 to attack rolls and a -4 penalty to reaction rolls when encountering this creature.
    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.
    Weapon specialization - May specialize in one weapon.
    Major Spheres of Magic - Animal, Plant

Traits
Ambidexterity - reduces two weapon fighting penalty by 2.
Fast Healer - 1 hit point is regained 2d12 rounds after wound is taken. Character heals 2 hit points per night of rest.

Disadvantages
Phobia: Crowds - Each time the character is presented with their phobia, they must make a Wisdom/Willpower check every 2d6 rounds they are exposed to it. If failed, the character must flee the source of the phobia for 1d6 rounds, and must make another check. All checks are made at half ability score if the phobia is severe.

Inventory
  • Items Carried
    • Backpack
      • Dry rations (1 week)
      • Flint and steel
      • Torch x3
      • Wineskin
    • Belt pouch, large
    • Caltrop x3
    • Flint and steel
    • Long bow
    • Long bow, flight arrow x10
    • Long bow, sheaf arrow x20
    • Oil, Greek fire (flask)
    • Quiver
    • Rope, silk (50 ft)
    • Sack, small
    • Sealing/candle wax
    • Signal whistle
    • Signet ring/personal seal
    • Soap
    • Sword, long
    • Sword, short
    • Weaponblack
    • Whetstone
    • Wineskin
  • Items Readied
    • Lir's Longsword +2
    • Sword, short
  • Items Stored
    • Alexandrite (10000 gp) x3
    • Coral (10 gp) x3
    • Coral (100 gp) x2
    • Coral (1000 gp) x2
    • Diamond (10 gp)
    • Diamond (4000 gp)
    • Full armor, chain mail
    • Ruby (500 gp) x2
    • Salt (per lb)
    • Vial
  • Items Worn
    • Full armor, elven chain +3
    • Knife sheath
    • Pin
    • Shield, buckler
  • Spending Money
    • * Copper Pieces x87
    • * Gold Pieces x132
    • * Platinum Pieces x50
    • * Silver Pieces x92
Movement and Encumbrance
Encumbrance: Unencumbered Light Moderate Heavy Severe
Weight (lbs): 0-85 86-121 122-157 158-193 194-220
Movement: 16 12 8 4 1
THAC0: -1 -2 -4
AC: +1 +3
Currently carrying 46.40 pounds (None Encumbrance, 16 Movement)

Spells
Class 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
Ranger
Cleric Spell Failure Rate: 0% Maximum Wizard Spells Per Level: All
Wizard Chance to Learn New Spell: 100% Maximum Wizard Spell Level: 9th
Spells Memorized

Generated by the Advanced Dungeons & Dragons Core Rules 2.0 Expansion on 10/03/2009 11:51 PM