Personal Information
Name: Lady Aseret Player:
Race: Standard half-elf Gender: Female Height: 5'7" Weight: 138 lbs
Classes: Fighter/Cleric/Mage Levels: 5/7/6 Alignment: Chaotic Good
XP: 16,000/55,000/40,000 Next Level: 32,000/110,000/60,000
Kit: None
Ability Scores
Str: 18/62 Weight Allowance: 160 lbs Bend Bars/Lift Gates: 25%
Attack Adj.: +2 Damage Adj.: +3 Max. Press: 305 lbs Open Doors: 13
Dex: 16 Missile Adjustment: +1 Pick Pockets: +0% Open Locks: +5%
Reaction Adjustment: +1 Armor Class: -2 Move Silently: +0% Climb Walls: +0%
Con: 16 System Shock: 95% Poison Save: +0
Hit Point Adjustment: +2 Resurrection Chance: 96%
Int: 15 Max. Spell Level: 7th Max. Spells Per Level: 11 Illusion Immunity: None
Bonus Proficiencies: 4 Chance to Learn New Spell: 65%
Wis: 17 Bonus Clerical Spells: 2, 2, 1, 0, 0, 0, 0 Clerical Spell Failure Chance: 0%
Magic Defense Adjustment: +3 Spell Immunity: None
Cha: 12 Loyalty Base: +0 Maximum Number of Henchmen: 5
Initial Reaction Adjustment: +0
Saving Throws
Paralyzation: 7 Poison: 7 Death Magic: 7 Petrification: 10 Polymorph: 10
Rod: 9 Staff: 9 Wand: 9 Breath Weapon: 13 Spell: 10
Combat
Hit Points: 36
Base THAC0: 16
Melee THAC0: 14
Missile THAC0: 15
Armor
Natural armor class 10
Full armor, elven chain +2 -5
Magic Armor adj. -2
Shield, buckler +1 magic adj. -1
Shield, buckler +1 adj. -1
DEX Defensive adj. -2
FINAL: -1
Weapon Proficiencies
*Ambidexterity
Broad Group, Swords (3 Points)
Composite long bow
Mace, footman's
Two Weapon Style
Non-Weapon Proficiencies
Religion 17
Reading/Writing 16
Spellcraft 13
Blind Fighting 17
Endurance 16
Heal 15
Modern Languages 15
Native Languages
Common, Elf, Goblin, Halfling
Weapons
THAC0 Attacks/ Speed Damage Range (-2) (-5)
Weapon Melee Missile Round Factor Sm-Med Large Type Size Short Medium Long
Sword, long 16 1 5 1d8+3 1d12+3 S M
Sword, short 16 1 3 1d6+3 1d8+3 P S
Mace, footman's +1 13 1 6 1d6+5 1d6+4 B M
Composite long bow 15 2 7 P L
Composite long bow, sheaf arrow 1d8 1d8 P S 8 16 34

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'.
Resistance - 30% resistance to sleep and charm spells.

Class Abilities
Fighter
Followers - Attracts followers after a strongold is built and 9th level is reached.
Weapon specialization - Allows specialization in one weapon.
Cleric
Followers - Allows followers after building a stronghold and becoming name level.
Turn undead - Allows the cleric to turn undead.
Minor Spheres of Magic - Elemental, All
Major Spheres of Magic - All, Astral, Charm, Combat, Creation, Divination, Guardian, Healing, Necromantic, Protection, Summoning, Sun
Mage
Schools of Magic - Abjuration, Alteration, Conjuration/Summoning, Enchantment/Charm, Greater Divination, Illusion/Phantasm, Invocation/Evocation, Necromancy

Turning Undead
Skeleton or 1 HD: D Wight or 5 HD: 4 Mummy or 7 HD: 13 Ghost or 10 HD: 20
Zombie: D Ghast: 7 Spectre or 8 HD: 16 Lich or 11+ HD: -
Ghoul or 2 HD: T Wraith or 6 HD: 10 Vampire or 9 HD: 19 Special: -
Shadow or 3-4 HD: T # = Roll # or greater on a 1d20 to turn 2d6 undead. T = Automatically turns 2d6 undead.
D = Automatically destroys 2d6 undead. D* = Automatically destroys 2d6+2d4 undead.
Inventory
  • Items Carried
    • Mace, footman's +1
  • Items Readied
    • Sword, long
    • Sword, short
  • Items Stored
    • Equipment Frame
      • Backpack, Adventurers'
        • Bag of Holding, 250 lbs.
          • Bedroll, plain wool
          • Equipment Frame (Waterproof Cover)
          • Poncho, waxed canvas
          • Sack, large
            • Boots of Levitation
            • Camoflauge Kit
            • Candy, Rock Sugar (1/4 lb)
            • Charcloth Tin
            • Crampons
            • Field Glass
            • Healer's bag
              • Insect Repellant
              • Sunburn Ointment
            • Polisher rag
              • Wax (per lb)
              • Weaponblack
              • Whetstone
            • Raisins (per lb)
            • Salt (per lb)
            • Salt pork (per lb)
            • Survival Kit
            • Wineskin
            • Winter blanket
              • Tabard
              • Tunic
          • Sack, large
            • Arm Sling
            • Badge, Novelty
            • Chisel, small
            • Clamp x2
            • Clamp and Pulley x2
            • Clawed gloves
            • Clawed shoes
            • File, very small x3
            • Glass Cutter
            • Grappling hook
            • Housebreaker harness
            • Jeweler's hammer/chisel
            • Knee Pads, devotional
            • Lantern, hooded
              • Oil, lamp (per flask) x3
            • Magnifying glass
            • Miniblade, plain
            • Miniblade, sharp coin
            • Oil, massage (almond)
            • Perfume (per vial)
            • Razor Ring, iron
            • Ribbons, armor quieting
            • Saw, small hacksaw
            • Saw, small hacksaw blades x3
            • Slippers, Nurse
            • Suction Cups (by pair)
            • Tabi
            • Telescoping Rod and Tips
            • Thieves' picks x2
            • Wax Pad
            • Wire Cutters
          • Sack, large
            • Bell
            • Bottle x3
            • Brazier (stone)
              • Charcoal
            • Common robe
            • Hourglass
            • Magnifying glass
            • Map or scroll case
              • Paper (per sheet) x5
              • Parchment (per sheet) x5
              • Quill x3
              • Sealing/candle wax
              • Signet ring/personal seal
              • Writing ink (per vial) x2
            • Merchant's scale
            • Mortar and Pestal, small
            • Oil, lamp (per flask)
            • Sack, small x4
            • Spellbook, Travelling
            • Vial x5
          • Sack, small
            • Candle x5
            • Torch x3
          • Sack, small
            • Handkerchief, plain cotton
              • Comb, finished wooden
              • Hair Brush, plain wooden
              • Soap
            • Sewing Kit, small
            • Socks, wool
            • Spare clothing, Common
          • Sack, small
            • Canteen
            • Chow Kit, Adventurers'
            • Nuts (per lb)
            • Rations,iron (1 week)
          • Spellbook
          • Tent, small
  • Items Worn
    • Belt, Adventurers'
      • Belt pouch, large
        • Diamond (100 gp) x12
        • Diamond (500 gp)
        • Fishhook x3
        • Map or scroll case
          • Chalk x3
        • Oriental Emerald (500 gp)
        • Oriental Topaz (500 gp)
        • Pearl (500 gp) x2
        • Twine, fine silk
      • Belt pouch, small
        • Knife, Folding (Pocket)
        • Mirror, small metal
        • Tinderbox, plain
          • Flint and steel
      • Buckle, common
    • Boots, soft
      • Socks, wool
    • Cloak, plain wool
      • Hood
    • Drawers
    • Full armor, elven chain +2
    • Gloves
    • Quiver of Ehlonna
      • Composite long bow
      • Composite long bow, sheaf arrow x24
    • Shield, buckler +1
    • Shirt
    • Trousers
  • Spending Money
    • * Gold Pieces x100
    • * Platinum Pieces x81
Movement and Encumbrance
Encumbrance Unencumbered Light Moderate Heavy Severe
Weight (lbs) 0-160 161-199 200-238 239-277 278-305
Movement 12 8 6 4 1
THAC0 -1 -2 -4
AC +1 +3
Currently carrying 37.83 pounds (None Encumbrance, 12 Movement)
Spells
Class 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
Cleric 5 5 3 1
Mage 4 2 2
Spells Memorized
  • Cleric
    • 1st Level
      • Bless
      • Cure Light Wounds x3
      • Detect Magic
    • 2nd Level
      • Cure Moderate Wounds x3
      • Hold Person
      • Wyvern Watch
    • 3rd Level
      • Create Food and Water
      • Dispel Magic
      • Remove Curse
    • 4th Level
      • Cure Serious Wounds
  • Mage
    • 1st Level
      • Detect Magic
      • Identify
      • Magic Missile x2
    • 2nd Level
      • Continual Light
      • Flaming Sphere
    • 3rd Level
      • Dispel Magic
      • Fireball
Spells Known
Spell Time Range Area of Effect Components
1st Level
Color Spray 1 0 5 x 20 x 20 ft wedge V, S, M
Comprehend Languages 1 rd Touch 1 speaking creature or written text V, S, M
Conjure Spell Component 1 1 mile/lvl 3 components/lvl V, S
Detect Magic 1 0 10 x 60 ft V, S
Feather Fall 1 10 yds/lvl Special V, S, M
Find Familiar 2d12 hrs 1 mile/lvl 1 familiar V, S, M
Gemfire 1 20 yards Special V
Identify Special 0 1 item/lvl V, S, M
Magic Missile 1 60 yds + 10 yds/lvl 1-5 targets V, S
Mount 1 turn 10 yds 1 mount V, S, M
Phantasmal Force 1 60 yds + 10 yds/lvl 400 sq ft + 100 sq ft/lvl V, S, M
2nd Level
Continual Light 2 60 yds 60-ft radius V, S
Deeppockets 1 turn Touch 1 garment V, S, M
Detect Good 2 0 10 x 180 ft. V, S
Flaming Sphere 2 10 yds 3-ft radius V, S, M
Improved Find Familiar - GNSB 1 up to 24 hours 1 mile per level One creature V, S, M
Improved Identify - GNSB Special 0 One item per level V, S, M
Levitate 2 20 yds/lvl 1 creature or object V, S, M
Shatter 2 30 yds + 10 yds/lvl 3-ft radius V, S, M
3rd Level
Dispel Magic 3 120 yds 30-ft cube V, S
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
Hold Person 3 120 yds 1-4 persons, 20-ft cube V, S, M
Lightning Bolt 3 40 yds + 10 yds/lvl Special V, S, M
Melf's Minute Meteors 3 70 yds + 10 yds/lvl 1 target/meteor V, S, M
Phantom Steed 1 turn Touch Special V, S
Sepia Snake Sigil 3 5 yds 1 sigil V, S, M
Vampiric Touch 3 0 The caster V, S

Generated by the Advanced Dungeons & Dragons Core Rules CD-ROM 2.0 on 07/30/99 10:14:02

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