Personal Information
Name: Silvestrae Player: Ric boreland
Race: Standard half-elf Gender: Male Height: 5'5" Age: 21
Class: Wild Mage Level: 1 Weight: 154 lbs
XP: 0 Alignment: Neutral Good
Next Level: 2,500 Kit: None
Ability Scores
Str: 10 Stamina: 10 Weight Allowance: 40 lbs Bend Bars/Lift Gates: 2%
Muscle: 10 Attack Adj.: +0 Damage Adj.: +0 Max. Press: 115 lbs Open Doors: 6
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: 16 Health: 16 System Shock: 95% Poison Save: +0
Fitness: 16 Hit Point Adjustment: +2 Resurrection Chance: 96%
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: 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: 10 Loyalty Base: +0 Maximum Number of Henchmen: 4
Appearance: 10 Initial Reaction Adjustment: +0
Saving Throws
Paralyzation: 14 Poison: 14 Death Magic: 14 Petrification: 13 Polymorph: 13
Rod: 11 Staff: 11 Wand: 11 Breath Weapon: 15 Spell: 12
Combat
Hit Points: 6
Base THAC0: 20
Melee THAC0: 20
Missile THAC0: 18
Armour
Natural armor class 10
Balance Defensive adj. -3
FINAL: 7
Weapon Proficiencies
Quarterstaff
Non-Weapon Proficiencies
Ancient Languages 10
Spellcraft 12
Native Languages
Common, Elf, Gnoll, Gnome, Goblin, Halfling, Hobgoblin, Human - Regional dialect, Orc
Reading/Writing 13
Common
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 21 1 Fa 1d6 1d6 B L
*Fa (4 or less), Av (5 - 8), Sl (9 - 13), VS (14 or greater)
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'.
Less sleep - The half-elf requires only four hours worth of sleep to be rested. This is especially valuable to spellcasters.
Resistance - 30% resistance to sleep and charm spells.

Class Abilities
Wild Mage
    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.
    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.
    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, Elemental Water, Enchantment/Charm, Force, Geometry, Greater Divination, Illusion/Phantasm, Invocation/Evocation, Lesser Divination, Mentalist, Necromancy, Shadow, Song, Wild Magic

Traits
Fast Healer - 1 hit point is regained 2d12 rounds after wound is taken. Character heals 2 hit points per night of rest.


Inventory
  • Items Carried
    • Backpack
      • Boot hose
      • Flint and steel
      • Paper (per sheet)
      • Rations,iron (1 week)
      • Rations,standard (1 week)
      • Spellbook
        • Detect Magic (6)
        • Burning Hands (1)
        • Nahal's Reckless Dweomer (5)
        • Read Magic (3)
        • Spook (5)
      • Wineskin
      • Winter blanket
      • Writing ink (per vial)
  • Items Readied
    • Quarterstaff
  • Items Worn
    • Belt
      • Belt pouch, large
    • Boot hose
    • Boots, riding
    • Pantaloons
    • Shirt
  • Spending Money
    • * Copper Pieces x223
    • * Gold Pieces x311
    • * Platinum Pieces x40
    • * Silver Pieces x206
Movement and Encumbrance
Encumbrance: Unencumbered Light Moderate Heavy Severe
Weight (lbs): 0-40 41-58 59-76 77-96 97-110
Movement: 14 10 7 3 1
THAC0: -1 -2 -4
AC: +1 +3
Currently carrying 64.01 pounds (Moderate Encumbrance, 7 Movement)

Spells
Class 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
Wild Mage 2
Cleric Spell Failure Rate: 0% Maximum Wizard Spells Per Level: 18
Wizard Chance to Learn New Spell: 85% Maximum Wizard Spell Level: 9th
Spells Memorized
  • Wild Mage
    • 0th Level
    • 1st Level
      • Burning Hands
      • Nahal's Reckless Dweomer

Spells Known
Spell Time Range Area of Effect Components
1st Level
Burning Hands 1 0 The caster V, S
Detect Magic 1 0 10 x 60 ft V, S
Nahal's Reckless Dweomer 5 Special Special V, S
Read Magic 1 rd 0 Special V, S, M
Spook 1 30 ft 1 creature V, S

Generated by the Advanced Dungeons & Dragons Core Rules 2.0 Expansion on 03/28/2004 06:49 PM