Personal Information
Name: Tergoz Player: Bruno
Race: Dwarf Gender: Male Height: 4'1" Age: 101
Classes: Fighter/Alaghar Levels: 7/7 Weight: 150 lbs
XP: 80,849/84,349 Alignment: Lawful Good
Next Level: 125,000/142,000 Kit: Vindicator
Ability Scores
Str: 18/38 Stamina: 16 Weight Allowance: 70 lbs Bend Bars/Lift Gates: 70%
Muscle: 21 Attack Adj.: +4 Damage Adj.: +9 Max. Press: 810 lbs Open Doors: 17(12)
Dex: 13 Aim: 11 Missile Adjustment: +0 Pick Pockets: -5% Open Locks: +0%
Balance: 15 Reaction Adjustment: +0 Armor Class: -1 Move Silently: +0% Climb Walls: +0%
Con: 14 Health: 12 System Shock: 80% Poison Save: +0
Fitness: 16 Hit Point Adjustment: +2 Resurrection Chance: 96%
Int: 9 Reason: 9 Max. Spell Level: 4th Max. Spells Per Level: 6 Illusion Immunity: None
Knowledge: 9 Bonus Proficiencies: 2 Chance to Learn New Spell: 35%
Wis: 18 Intuition: 20 Bonus Clerical Spells: 3, 3, 2, 2, 0, 0, 0 Clerical Spell Failure Chance: 0%
Willpower: 16 Magic Defense Adjustment: +2 Spell Immunity: None
Cha: 9 Leadership: 9 Loyalty Base: +0 Maximum Number of Henchmen: 4
Appearance: 9 Initial Reaction Adjustment: +0
Saving Throws
Paralyzation: 7 Poison: 7 Death Magic: 7 Petrification: 10 Polymorph: 10
Rod: 11 Staff: 11 Wand: 11 Breath Weapon: 12 Spell: 12
Combat
Hit Points: 60
Base THAC0: 14
Melee THAC0: 10
Missile THAC0: 14
Armor
Natural armor class 10
FINAL: 7
Weapon Proficiencies
Axe, two-handed (Chosen Weapon, Specialist, Master)
Axes, Picks, and Hammers
Shield (medium)
Fighting Style:
Two Weapon (+2)
Two-handed Weapon
Weapon and Shield
Non-Weapon Proficiencies
Appraising 13
Armorer 11
Blind Fighting 8
Dancing 8
Dwarf Runes 5
Endurance 6
Heal 11
Herbalism 12
Intimidation 12
Navigation Underground 7
Orienteering 12
Religion 11
Scriba 7
Singing 5
Sound Analysis 12
Weaponsmithing 5
Native Languages
Common, Dwarf, Gnoll, Gnome, Goblin
Reading/Writing 8
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
Axe, two-handed 6 2 6 1d10+12 2d8+12 S L
Axe, hand/throwing +1 9 13 3/2 3 1d6+10 1d4+10 S M 2 4 6
Mace, footman's +1 9 3/2 6 1d6+11 1d6+10 B M
Racial Abilities
Hit point bonus - +1 hit point bonus on all hit point rolls for a new level.
Infravision - Dwarves have infravision to 60 feet - the ability to see heat patterns given off by living warm-blooded creatures in the dark.
Mining detection abilities - A character with this skill is familiar with mining, tunnelling and stonework. By concentrating for one round the character can:
Determine the approximate depth underground, 1-3 on 1d6.
Detect any sliding or shifting walls or rooms, 1-4 on 1d6.
Detect any grade or slope in the passage they are passing through, 1-5 on 1d6.
Detect stonework traps, pits, and deadfalls, 1-3 on 1d6
Detect new construction in stonework, 1-5 on 1d6.
More muscles - +1 bonus to muscle subability.

Class Abilities
Fighter
    Multiple specialization - Allows specialization in more than one weapon.
Alaghar
    Weapon allowance - Allowed one bladed weapon.
    Minor Spheres of Magic - Charm, Creation, Divination, Elemental, Earth, Healing, Necromantic, Travelers, Wards
    Major Spheres of Magic - All, Combat, Guardian, Law, Protection, Sun, War
    Free Spell - At level 1, Alaghars are able to cast Command 2 times a day
    Free Spell - At level 3, Alaghars are able to cast Rockburst or Spiritual Hammer once a day
    Free Spell - At level 5, Alaghars are able to cast Strength as the Wizard Spell or Strength of One once a day
    Free Spell - At level 7, Alaghars are able to cast Axe Storm of Clangeddin or Defensive Harmony once a day
    Free Spell - At level 10, Alaghars are able to cast Detect Magic as the Wizard Spell at will
    Free Spell - At level 15, Alaghars are able to cast Blade Barrier once a day

Traits
Ambidexterity - reduces two weapon fighting penalty by 2.

Disadvantages
Bad Tempered - Character must make a Wisdom/Willpower check when insulted. If check fails, the chracter will insult the person back.


Inventory
  • Items Carried
    • Bag of Holding, 500 lbs.
      • Axe, hand/throwing +1
      • Backpack
        • Dry rations (1 week)
        • Flint and steel
        • Healer's bag
        • Holy item
        • Torch x3
        • Whetstone
        • Wineskin
      • Belt pouch, large
        • * Copper Pieces x7
        • * Gold Pieces x390
        • * Silver Pieces x8
      • Full armor, dwarven plate
      • Mace, footman's +1
      • Shield, medium
  • Items Readied
    • Axe, two-handed
  • Items Stored
    • Chest, large
      • * Copper Pieces x5
      • * Gold Pieces x4,500
      • Emerald (500 gp)
      • Ruby (50 gp)
      • Sapphire (100 gp)
      • Sapphire (50 gp)
    • Chest, large
      • * Gold Pieces x5,000
    • Chest, large
      • * Gold Pieces x1,949
      • * Platinum Pieces x2,395
      • Pouch
        • * Copper Pieces x5
        • * Gold Pieces x231
        • * Silver Pieces x9
    • Chest, large
      • * Gold Pieces x498
      • * Platinum Pieces x448
  • Items Worn
    • Boots, soft
    • Full armor, dwarven chain mail (silver)
    • Helmet, open-faced (AC 4)
    • Pantaloons
    • Shirt
    • Tabard
Movement and Encumbrance
Encumbrance: Unencumbered Light Moderate Heavy Severe
Weight (lbs): 0-70 71-100 101-130 131-160 161-195
Movement: 6 4 3 1 1
THAC0: -1 -2 -4
AC: +1 +3
Currently carrying 70.00 pounds (None Encumbrance, 6 Movement)

Spells Memorized
  • Alaghar
    • 0th Level
    • 1st Level
      • Cure Light Wounds x4
      • Sunscorch
    • 2nd Level
      • Cure Moderate Wounds
    • 3rd Level
      • Dispel Magic
      • Protection From Fire
      • Strength of One
    • 4th Level
      • Adamantite Mace
      • Circle of Privacy

Alaghar 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
Anti-Vermin Barrier 1 30 yds 10-ft cube/lvl V, S, M
Bless 1 rd 60 yds 50-ft cube V, S, M
Blessed Watchfulness 4 Touch Creature touched V, S
Cause Fear 1 10 yds 1 creature V, S
Cause Light Wounds 5 Touch Creature touched V, S
Combine* 1 rd Touch Circle of priests V, S
Command 1 30 yds 1 creature V
Courage 1 turn 240 yds 1 unit up to 200 individuals V, S, M
Cure Light Wounds 5 Touch Creature touched V, S
Curse 1 rd 60 yds 50-ft cube V, S, M
Darkness 4 120 yds 20-ft radius globe V, S
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
Dispel Fatigue 4 30 yds 1 creature V, S, M
Endure Cold/Endure Heat 1 rd Touch Creature touched V, S
Invisibility to Undead 4 Touch 1 creature V, S, M
Know Direction 1 0 Special V, S, M
Light 4 120 yds 20-ft radius globe V, S
Locate Animals or Plants 1 rd 100 yds + 20 yds/lvl 20 yds/lvl x 20 ft V, S, M
Magical Stone 4 Touch 3 pebbles V, S, M
Morale Special Special 1 unit up to 200 individuals V, S, M
Orison 4 10 yds Varies V, S
Protection From Evil 4 Touch 1 creature V, S, M
Protection From Good 4 Touch 1 creature V, S, M
Protection from Chaos 4 Touch 1 creature V, S, M
Purify Food & Drink 1 rd 30 yds 1 cubic ft/lvl, in 10 sq ft V, S
Putrefy Food and Drink 1 rd 30 yds 1 cubic ft/lvl, in 10 sq ft V, S
Remove Fear 1 10 yds 1 creature/4 lvls V, S
Ring of Hands* 5 0 Special V, S
Ring of Woe* 5 0 Special V, S
Sacred Guardian 1 Touch Creature touched V, S, M
Sanctuary 4 Touch 1 creature V, S, M
Shillelagh 2 Touch 1 oak club V, S, M
Silverbeard 4 0 Caster V, S, M
Strength of Stone 4 Touch 1 creature V, S, M
Sunscorch 4 40 yds 1 creature V, S
Weighty Chest 1 Touch 5-ft cube V, S, M
2nd Level
Aid 5 Touch 1 creature V, S, M
Augury 2 rds 0 Special V, S, M
Aura of Comfort 2 Touch Creature touched V, S
Barkskin 5 Touch 1 creature V, S, M
Calm Chaos 1 20 yds 1d6 creatures/lvl V, S
Cause Moderate Wounds 5 Touch Creature touched V, S
Chant 2 rds 0 30-ft radius V, S
Create Holy Symbol 2 0 The caster V
Cure Moderate Wounds 5 Touch Creature touched V, S
Detect Charm 1 rd 30 yds 1 creature/rd V, S
Emotion Perception 1 turn 300 yds 1 unit/5 lvls V, S, M
Enthrall 1 rd 0 90-ft radius V, S
Ethereal Barrier 1 turn 120 yds Two 10-ft sqs/lvl V, S, M
Find Traps 5 0 10 ft x 30 yds V, S
Frisky Chest 2 Touch 10-ft cube V, S, M
Hold Person 5 120 yds 1d4 persons in 20-ft cube V, S, M
Iron Vigil 1 turn 0 The caster V, S
Know Alignment 1 rd 10 yds 1 creature or object V, S
Lighten Load 2 30 yds 10-ft cube V, S, M
Music of the Spheres 4 50 yds 20-ft diameter circle V, S, M
Mystic Transfer* 1 rd 0 The caster V, S
Obscure Alignment 1 rd 10 yds 1 creature or object V, S
Rally 1 turn 240 yds 1 unit of up to 300 individuals V, S, M
Resist Acid and Corrosion 5 Touch Creature touched V, S
Resist Fire/Resist Cold 5 Touch 1 creature V, S, M
Restore Strength 5 Touch Creature touched V, S
Rockburst 5 10 yards/lvl 1 cubic foot/lvl V, S
Sanctify* 1 turn 10 yds 10 yd x 10 yd sq/priest V, S, M
Silence, 15-foot Radius 5 120 yds 15-ft radius V, S
Slow Poison 1 Touch 1 creature V, S, M
Soften Earth and Stone 5 10 yds/lvl 10-ft sq/lvl V, S, M
Speak With Animals 5 0 1 animal within 30 ft V, S
Spiritual Hammer 5 10 yds/lvl Special V, S, M
Undetectable Charm 1 rd 30 yds 1 creature/rd V, S
Withdraw 5 0 The caster V, S
Wyvern Watch 5 30 yds 10-ft radius V, S, M
Zone of Truth 2 30 yds 5-ft sq/lvl V, S, M
3rd Level
Adaptation Special Special 1 unit of up to 200 individuals V, S, M
Animate Dead 1 rd 10 yds Special V, S, M
Bestow Curse 6 Touch Special V, S
Break Camp 3 0 50-ft radius V, S, M
Caltrops 1 turn 20 yds/lvl Special V, S, M
Cause Blindness or Deafness 1 rd Touch 1 creature V, S
Cause Disease 1 rd Touch 1 creature V, S
Continual Darkness 6 120 yds 60-ft radius V, S
Continual Light 6 120 yds 60-ft radius V, S
Create Campsite 3 0 50-ft radius V, S, M
Create Food & Water 1 turn 10 yds 1 cubic ft/lvl V, S
Cure Blindness or Deafness 1 rd Touch 1 creature V, S
Cure Disease 1 rd Touch 1 creature V, S
Detect Spirits 6 0 10 x 60 ft path V, S, M
Dictate 6 30 yds Up to 6 creatures in a 20-ft cube V
Dispel Magic 6 60 yds 30-ft cube or 1 item V, S
Efficacious Monster Ward 3 30 yds 10-ft cube/lvl V, S, M
Emotion Control 5 10 yds 1 creature/5 lvls of the caster within a 20' cube V, S, M
Extradimensional Detection 3 0 One 10'-wide path, 60 ft long V, S
Feign Death 1/2 Touch Person touched V
Fortify 1 rd 60 yds 10 ft cube/2 lvls V, S, M
Glyph of Warding Special Touch Special V, S, M
Helping Hand 1 rd Special Special V, S, M
Hold Poison 1 Touch Creature touched V, S, M
Invisibility Purge 1 turn 30 yds 10-ft sq/priest V, S, M
Know Customs 3 Special The caster V, S
Line of Destruction* 1 rd 0 30-yd line V, S, M
Line of Protection* 1 rd 0 30-yd line V, S, M
Locate Object 1 turn 60 yds + 10 yds/lvl 1 object V, S, M
Magical Vestment 1 rd 0 The caster V, S, M
Meld Into Stone 6 0 The caster V, S, M
Negative Plane Protection 1 rd Touch 1 creature V, S
Obscure Object 1 turn 60 yds + 10 yds/lvl 1 object V, S, M
Prayer 6 0 60-ft radius V, S, M
Protection From Fire 6 Touch 1 creature V, S, M
Remove Curse 6 Touch Special V, S
Remove Paralysis 6 10 yds/lvl 1d4 creatures in 20-ft cube V, S
Repair Injury 1 turn Touch Creature touched V, S
Rigid Thinking 1 turn 60 yds 1 creature V, S
Speak With Dead 1 turn 1 1 creature V, S, M
Squeaking Floors 3 30 yds 10-ft sq/lvl V, S, M
Starshine 6 10 yds/lvl 10-ft sq/lvl V, S, M
Stone Shape 1 rd Touch 9 cubic ft + 1 cubic ft/lvl V, S, M
Strength of One 3 10 yds 1 creature + 1 creature/2 lvls V, S
Thief's Lament 3 10 yds/lvl 5-ft cube/lvl V, S, M
Unearthly Choir* 5 0 Special V
Zone of Sweet Air 3 10 yds/lvl 10-ft cube/lvl V, S, M
4th Level
Axe Storm of Clangeddin 7 0 40 ft cb, 1 dwrf/2 lvl V, S, M
Blessed Warmth 4 Touch Special V, S
Compulsive Order 5 10 yds 1 creature V, S, M
Defensive Harmony 1 5 yds 1 creature/2 lvls V, S
Dimensional Anchor 1 10 yds/lvl 1 creature V, S
Doubt Special Special 1 creature V, S, M
Entrench 3 rds 60 yds 10-ft cube/2 lvls V, S, M
Focus* 1 day 10 ft Special V, S, M
Leadership Special Special 1 creature V, S, M
Protection From Evil, 10' Radius 7 Touch 10-ft radius V, S, M
Protection From Good, 10' Radius 7 Touch 10-ft radius V, S, M
Protection From Lightning 7 Touch 1 creature V, S, M
Recitation 7 0 60-ft radius V, S, M
Repel Insects 1 rd 0 10-ft radius V, S, M
Selective Passage 2 turns 240 yds 100 sq yds/lvl V, S, M
Spell Immunity 1 rd Touch 1 creature V, S, M
Tanglefoot 2 turns 240 yds 100 sq yds/lvl V, S, M
Uplift* 12 hrs 0 One priest V, M
Spell Points
Max. Spell Max. Spells Memorized Regular Specialist
Class Level at Each Level Spell Points Spell Points
Fighter 0th 0 0 0
Alaghar 4th 6 115 0
Cleric Spell Failure Rate: 0%
Wizard Chance to Learn New Spell: 35%

Generated by the Advanced Dungeons & Dragons Core Rules 2.0 Expansion on 06/19/2000 06:53 AM 1