Lars
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Personal Information
Name: Lars Player: Michael Rees
Race: Human Gender: Male Height: 5'6" Age: 19
Class: Fire Elementalist Level: 6 Weight: 172 lbs
XP: 48,256 Alignment: Neutral Good
Next Level: 60,000 Kit: None
Ability Scores
Str: 9 Stamina: 9 Weight Allowance: 35 lbs Bend Bars/Lift Gates: 1%
Muscle: 9 Attack Adj.: +0 Damage Adj.: +0 Max. Press: 90 lbs Open Doors: 5
Dex: 14 Aim: 12 Missile Adjustment: +0 Pick Pockets: +0% Open Locks: +0%
Balance: 16 Reaction Adjustment: +1 Armor Class: -2 Move Silently: +0% Climb Walls: +0%
Con: 16 Health: 16 System Shock: 95% Poison Save: +0
Fitness: 16 Hit Point Adjustment: +2 Resurrection Chance: 96%
Int: 17 Reason: 17 Max. Spell Level: 8th Max. Spells Per Level: 14 Illusion Immunity: None
Knowledge: 17 Bonus Proficiencies: 6 Chance to Learn New Spell: 75%
Wis: 12 Intuition: 10 Bonus Clerical Spells: 0, 0, 0, 0, 0, 0, 0 Clerical Spell Failure Chance: 15%
Willpower: 14 Magic Defense Adjustment: +0 Spell Immunity: None
Cha: 8 Leadership: 8 Loyalty Base: -1 Maximum Number of Henchmen: 3
Appearance: 8 Initial Reaction Adjustment: +0
Saving Throws
Paralyzation: 12 Poison: 12 Death Magic: 12 Petrification: 10 Polymorph: 10
Rod: 8 Staff: 8 Wand: 8 Breath Weapon: 12 Spell: 9
Combat
Hit Points: 31
Base THAC0: 19
Melee THAC0: 19
Missile THAC0: 19
Armor
Natural armor class 10
Ioun Stone, dusty rose prism magic adj. -1
Balance Defensive adj. -2
FINAL: 7
Weapon Proficiencies
Quarterstaff
Non-Weapon Proficiencies
Carpentry 12
Fire-Building 15
Religion 6
Research 11
Riding, Land 11
Spellcraft 16
Modern Languages 13
Elf
Native Languages
Common, Human - Regional dialect
Reading/Writing 13
Common, Elf
Weapons
THAC0 Attacks/ Speed Damage Range (-2) (-5) (-10)
Weapon Melee Missile Round Factor* Sm-Med Large Type Size PB / S / M / L / EX
Quarterstaff 19 1 Fa 1d6 1d6 B L
*Fa (4 or less), Av (5 - 8), Sl (9 - 13), VS (14 or greater)
Racial Abilities
Experience bonus - +5% experence point bonus.

Class Abilities
Fire Elementalist
    Automatic spells - Gains one free spell every time the mage gains a new level of spells. Elementalists do not recieve one free spell every level, but may add 1d4 effective levels once a day to a spell
they cast.
    Bonus spells - Memorize one free spell for each spell level. This spell must be chosen from their area of speciality.
    Intense magic - -1 penalty to all saving throws on spells cast from the chosen school. Elementalists enjoy a
-2 penalty to all saving throws on spells cast from their chosen element. Wild mages do not recieve a modifyer to their spells.
    Learning bonus - +15% bonus to learning any spell in the chosen school. Elementalists recieve a +25% bonus to their chosen element, and +15% to other elemental spells, but are unable to learn opposing elemental spells. Wild mages recieve a +10% bonus to learning wild magic spells.
    Learning penalty - -15% penalty to learning rolls on spells outside the chosen school. Elementalists are unable to learn opposing elemental spells, and suffer a -25% penalty to learn nonelemental spells. Wild mages recieve a -5% penalty to learn standard schools of magic.
    Research bonus - When researching spells in the chosen school, treat the spell as one level lower.
    Saving throw bonus - +1 bonus on saves against spells in their chosen school. Elementalists recieve a +2 bonus
to their saving throws versus spells in their chosen element. Wild mages do not recieve a bonus to their saving throws.
    Schools of Magic - Abjuration, Alchemy, Alteration, Artifice, Conjuration/Summoning, Dimension, Elemental Air, Elemental Earth, Elemental Fire, Enchantment/Charm, Force, Geometry, Greater Divination, Illusion/Phantasm, Invocation/Evocation, Lesser Divination, Mentalist, Necromancy, Shadow, Song


Inventory
  • Items Carried
    • Backpack
      • Dry rations (1 week)
      • Flint and steel
      • Map or scroll case
        • Paper (per sheet)
      • Sack, large
      • Spellbook
        • Read Magic (5)
        • Burning Hands (6)
        • Dancing Lights (2)
        • Spider Climb (2)
        • Affect Normal Fires (3)
        • Identify (4)
        • Detect Magic (3)
        • Flaming Sphere (7)
        • Fireball (5)
        • Invisibility (4)
        • Improved Invisibility (7)
        • Phantasmal Killer (6)
      • Torch x3
      • Wineskin
      • Winter blanket
      • Writing ink (per vial)
  • Items Readied
    • Quarterstaff
  • Items Worn
    • Belt
      • Belt pouch, large
    • Boots, riding
    • Common robe
    • Gloves
    • Ioun Stone, dusty rose prism
    • Pantaloons
    • Ring of Warmth
    • Shirt
  • Spending Money
    • * Copper Pieces x7
    • * Gold Pieces x8
    • * Silver Pieces x3
Movement and Encumbrance
Encumbrance: Unencumbered Light Moderate Heavy Severe
Weight (lbs): 0-40 41-50 51-65 66-80 81-90
Movement: 13 9 6 3 1
THAC0: -1 -2 -4
AC: +1 +3
Currently carrying 39.01 pounds (None Encumbrance, 13 Movement)

Spells
Class 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
Fire Elementalist 5 3 3
Cleric Spell Failure Rate: 15% Maximum Wizard Spells Per Level: 14
Wizard Chance to Learn New Spell: 75% Maximum Wizard Spell Level: 8th
Spells Memorized
  • Fire Elementalist
    • 0th Level
    • 1st Level
      • Burning Hands x3
      • Dancing Lights
      • Spider Climb
    • 2nd Level
      • Flaming Sphere x2
      • Invisibility
    • 3rd Level
      • Fireball x3

Spells Known
Spell Time Range Area of Effect Components
1st Level
Affect Normal Fires 1 5 yds/lvl 10 ft radius V, S, M
Burning Hands 1 0 The caster V, S
Dancing Lights 1 40 yds + 10 yds/lvl Special V, S, M
Detect Magic 1 0 10 x 60 ft V, S
Identify Special 0 1 item/lvl V, S, M
Read Magic 1 rd 0 Special V, S, M
Spider Climb 1 Touch Creature touched V, S, M
2nd Level
Flaming Sphere 2 10 yds 3-ft radius V, S, M
Invisibility 2 Touch Creature touched V, S, M
3rd Level
Fireball 3 10 yds + 10 yds/lvl 20-ft radius V, S, M

Generated by the Advanced Dungeons & Dragons Core Rules 2.0 Expansion on 04/25/2002 08:44 PM