Personal Information
Name: Bevin Flannery Player: Becca
Race: Human Gender: Female Height: 5'7" Age: 16
Class: Bard Level: 1 Weight: 120 lbs
XP: 275 Alignment: Chaotic Neutral
Next Level: 1,250 Kit: True Bard (CRE)
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: 18 Reaction Adjustment: +2 Armor Class: -4 Move Silently: +10% Climb Walls: +10%
Con: 12 Health: 12 System Shock: 80% Poison Save: +0
Fitness: 12 Hit Point Adjustment: +0 Resurrection Chance: 85%
Int: 15 Reason: 15 Max. Spell Level: 7th Max. Spells Per Level: 11 Illusion Immunity: None
Knowledge: 15 Bonus Proficiencies: 4 Chance to Learn New Spell: 65%
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: 16 Leadership: 16 Loyalty Base: +4 Maximum Number of Henchmen: 8
Appearance: 16 Initial Reaction Adjustment: +5
Saving Throws
Paralyzation: 13 Poison: 13 Death Magic: 13 Petrification: 12 Polymorph: 12
Rod: 14 Staff: 14 Wand: 14 Breath Weapon: 16 Spell: 15
Combat
Hit Points: 6
Base THAC0: 20
Melee THAC0: 20
Missile THAC0: 18
Armor
Natural armor class 10
Full armor, leather -2
Balance Defensive adj. -4
FINAL: 4
Weapon Proficiencies
Dagger
Quarterstaff
Fighting Style:
Two-handed Weapon
Non-Weapon Proficiencies
Ancient Languages 9
Dancing 11
Etiquette 11
Forgery 9
Local History 12
Musical Instrument 13
Reading/Writing 11
Religion 7
Singing 10
Ventriloquism 9
Native Languages
Common, Elf, Human - Regional dialect
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 20 1 1 1d6 1d6 B L
Dagger 20 18 1 2 1d4 1d3 P S 2 4 6
Racial Abilities
Balance bonus - +1 bonus to the Balance subability.
 
Class Abilities
Bard
    Alter moods - While performing before a non-hostile group, the bard may alter the group's mood. Everyone who hears the bard perform must save vs. paralyzation, with a penalty of one for every three levels of the bard. If the save fails, the group's mood may be shifted one level in the direction wished by the bard.
    Climb walls* 60% - Allows the bard to climb smooth or vertical surfaces.
    Detect noise* 25% - May hear faint sounds.
    History 5% - Gives a bard a 5% chance per level to identify a magic item by closely examining the item.
    Read languages* 20% - Gives a chance to read languages not familier to the bard.
    Scroll use 10% - Allows the use of magic scrolls.
    Wizard spells - Allows the bard to cast wizard spells.
    Schools of Magic - Abjuration, Alteration, Enchantment/Charm, Greater Divination, Illusion/Phantasm, Invocation/Evocation
 
Traits
Allure - May affect Reaction roll by 3 when dealing with romantic situations, and will attract one more
henchman than normal.
Glibness - A sucessful Wisdom/Intuition check allows the character to talk an NPC out of an action.
Music/Instrument - Skill with a specific musical instrument.
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.
Impersonation - The character recieves a +2 bonus to their disguise checks.
Music/Singing - +2 bonus to singing proficiency checks.
 
Disadvantages
Phobia: Water, severe - 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.
 
Rogue Skills
Skill Base Racial Mods Ability Scores Discretionary Points Armor Final
Climb walls 50 +0 +10 +0 +0 60%
Detect noise 20 +0 +0 +5 +0 25%
Read languages 5 +0 +0 +15 +0 20%
Inventory
  • Items Carried 
    • Backpack 
      • Dagger x2 
      • Dry rations (1 week) 
      • Flint and steel 
      • Musical instrument (small) 
      • Musical insturment (average) 
      • Torch x3 
      • Wineskin 
  • Items Readied 
    • Quarterstaff 
  • Items Worn 
    • Full armor, leather 
  • Spending Money 
    • * Copper Pieces x7 
    • * Gold Pieces x32 
    • * Silver Pieces x6 
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 33.10 pounds (None Encumbrance, 14 Movement)
Spells
Class 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
Bard
Cleric Spell Failure Rate: 0% Maximum Wizard Spells Per Level: 11
Wizard Chance to Learn New Spell: 65% Maximum Wizard Spell Level: 7th
Spells Memorized

Generated by the Advanced Dungeons & Dragons Core Rules 2.0 Expansion on 08/23/2000 08:42 PM

 To Kingdom of Caermor
 Home 1