Personal Information
Name: Lilith Na'warii Player: Cory R. Babstock
Race: Standard half-elf Gender: Female Height: 5'2" Weight: 104 lbs
Classes: Fighter/Druid Levels: 2/2 Alignment: True Neutral
XP: 2,000/2,000 Next Level: 4,000/4,000
Kit: Amazon
Ability Scores
Str: 16 Stamina: 14 Weight Allowance: 55 lbs Bend Bars/Lift Gates: 16%
Muscle: 18/0 Attack Adj.: +1 Damage Adj.: +2 Max. Press: 255 lbs Open Doors: 11
Dex: 7 Aim: 9 Missile Adjustment: +0 Pick Pockets: -15% Open Locks: -10%
Balance: 5 Reaction Adjustment: -1 Armor Class: +2 Move Silently: -30% Climb Walls: -20%
Con: 9 Health: 11 System Shock: 75% Poison Save: +0
Fitness: 7 Hit Point Adjustment: +0 Resurrection Chance: 60%
Int: 16 Reason: 14 Max. Spell Level: 7th Max. Spells Per Level: 9 Illusion Immunity: None
Knowledge: 18 Bonus Proficiencies: 7 Chance to Learn New Spell: 85%
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: 15 Leadership: 13 Loyalty Base: +0 Maximum Number of Henchmen: 5
Appearance: 17 Initial Reaction Adjustment: +6
Saving Throws
Paralyzation: 10 Poison: 10 Death Magic: 10 Petrification: 13 Polymorph: 13
Rod: 14 Staff: 14 Wand: 14 Breath Weapon: 16 Spell: 15
Combat
Hit Points: 11
Base THAC0: 19
Melee THAC0: 18
Missile THAC0: 19
Armor
Natural armor class 10
Full armor, hide -4
Shield, buckler adj. -1
Balance Defensive adj. 2
FINAL: 7
Weapon Proficiencies
Crossbow, hand
Sword, drusus (Expert)
Fighting Style:
Two-handed Weapon
Non-Weapon Proficiencies
Religion 6
Spellcraft 8
Herbalism 11
Swimming 10
Weapons
THAC0 Attacks/ Speed Damage Range (-2) (-5)
Weapon Melee Missile Round Factor Sm-Med Large Type Size Short Medium Long
Sword, drusus 18 3/2 3 1d6+3 1d8+3 S M
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.
Sword bonus - +1 bonus to attack rolls with long or short swords.

Class Abilities
Fighter
    Followers - Attracts followers after a strongold is built and 9th level is reached.
    Weapon specialization - Allows specialization in one weapon.
Druid
    Communicate with creatures - Aquire one woodland creature language per level.
    Fire/electrical resistance - +2 bonus to saves vs. all fire or electrical attacks.
    Identify - May correctly identify plants, animals, and clean water at 3rd level.
    Immunity to charm - Granted immunity to charm based attacks at 7th level.
    Pass without trace - The druid does not leave any evidence of their passage through natural settings.
    Shapechange - May shapechange at 7th level.
    Minor Spheres of Magic - Divination
    Major Spheres of Magic - All, Animal, Elemental, All, Healing, Plant, Weather

Traits
Precise Memory - With a minimal amount of studying, any object may be memorized perfectly. If the reading/writing proficiency is possessed, written material may also be memorized.
Ambidexterity - reduces two weapon fighting penalty by 2.
Keen Eyesight - +1 bonus on to hit rolls for missle weapons when attacking at long range. The character acts as if they were one sight catagory closer with respect to information gained.
Lucky - A sucessful Wisdom/Intuition check allows the chracter to have a stroke of luck.
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.
Phobia: Enclosed spaces - 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
  • Items Readied
    • Sword, drusus
  • Items Worn
    • Full armor, hide
    • Shield, buckler
  • Spending Money
    • * Copper Pieces x7
    • * Gold Pieces x10
    • * Silver Pieces x6
Movement and Encumbrance
Encumbrance Unencumbered Light Moderate Heavy Severe
Weight (lbs) 0-55 56-85 86-115 116-145 146-170
Movement 12 8 6 4 1
THAC0 -1 -2 -4
AC +1 +3
Currently carrying 44.60 pounds (None Encumbrance, 12 Movement)

Spells
Class 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
Druid 2

Druid Spells Granted
Spell Time Range Area of Effect Components
1st Level
Analyze Balance 1 rd 80 yds 1 creature, object, or 10' sq V, S, M
Animal Friendship 1 hr 10 yds 1 animal V, S, M
Bless 1 rd 60 yds 50-ft cube V, S, M
Calm Animals 4 60 yds Special V, S
Cause Light Wounds 5 Touch Creature touched V, S, M
Combine 1 rd Touch Circle of priests V, S
Create Water 1 rd 30 yds Up to 27 cubic ft V, S, M
Cure Light Wounds 5 Touch Creature touched V, S, M
Curse 1 rd 60 yds 50-ft cube V, S, M
Destroy Water 1 rd 30 yds Up to 27 cubic ft V, S, M
Detect Evil 1 rd 0 10 ft x 120 yds V, S, M
Detect Good 1 rd 0 10 ft x 120 yds V, S, M
Detect Magic 1 rd 0 10 ft x 30 yds V, S, M
Detect Poison 4 0 Special V, S, M
Detect Snares & Pits 4 0 10 x 40 ft V, S, M
Entangle 4 80 yds 40-ft cube V, S, M
Faerie Fire 4 80 yds 10 sq ft/lvl within a 40-ft radius V, M
Firelight 4 Touch 1 object V, S, M
Invisibility to Animals 4 Touch 1 creature/lvl S, M
Locate Animals or Plants 1 rd 100 yds + 20 yds/lvl 20 yds/lvl x 20 ft V, S, M
Log of Everburning 1 Touch Special V, S, M
Orison 4 10 yds Varies V, S
Pass Without Trace 1 rd Touch 1 creature V, S, M
Purify Food & Drink 1 rd 30 yds 1 cubic ft/lvl, in 10 sq ft V, S, M
Putrefy Food and Drink 1 rd 30 yds 1 cubic ft/lvl, in 10 sq ft V, S, M
Shillelagh 2 Touch 1 oak club V, S, M
Strength of Stone 4 Touch 1 creature V, S, M
Wind Column 1 o The caster S

Psionics
PSPs: 19 MTHAC0: 19 MAC: 10
Attacks: None
Defenses: None
Power PSPs Range Area of Effect MAC
Wild Talent
Devotions
Astral Projection 3/1 Not applicable Personal 8

Kit - Amazon
Amazons
    Benefits: Amazons are fierce, eager competitors. Many male opponents underestimate them. As a result, in any melee combat where an Amazon is fighting a male opponent, the Amazon gains a +2 bonus to her first attack and damage roll. Thereafter combat is run normally.
    Hindrances: Amazons suffer a -2 reaction roll penalty from NPCs of male-dominated societies. Over time, this penalty should be reduced or eliminated if the NPCs become accustomed to the strong-willed ways of the Amazon.

Generated by the Advanced Dungeons & Dragons Core Rules CD-ROM 2.0 on 05/07/00 18:34:24


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