Personal Information
Name: Corum aus Hochhafen Player: Alex Topalovic
Race: Standard half-elf Gender: Male Height: 14'8" Age: 27
Class: Mage Level: 8 Weight: 164 lbs
XP: 95,180 Alignment: True Neutral
Next Level: 135,000 Kit: Scholar
Ability Scores
Str: 12 Weight Allowance: 45 lbs Bend Bars/Lift Gates: 4%
Attack Adj.: +0 Damage Adj.: +0 Max. Press: 140 lbs Open Doors: 7
Dex: 12 Missile Adjustment: +0 Pick Pockets: +0% Open Locks: +0%
Reaction Adjustment: +0 Armor Class: +0 Move Silently: -5% Climb Walls: +0%
Con: 11 System Shock: 75% Poison Save: +0
Hit Point Adjustment: +0 Resurrection Chance: 80%
Int: 14 Max. Spell Level: 7th Max. Spells Per Level: 9 Illusion Immunity: None
Bonus Proficiencies: 4 Chance to Learn New Spell: 60%
Wis: 8 Bonus Clerical Spells: 0, 0, 0, 0, 0, 0, 0 Clerical Spell Failure Chance: 25%
Magic Defense Adjustment: +0 Spell Immunity: None
Cha: 5 Loyalty Base: -4 Maximum Number of Henchmen: 2
Initial Reaction Adjustment: -3
Saving Throws
Paralyzation: 12 Poison: 12 Death Magic: 12 Petrification: 10 Polymorph: 10
Rod: 8 Staff: 8 Wand: 8 Breath Weapon: 12 Spell: 9
Combat
Hit Points: 26
Base THAC0: 18
Melee THAC0: 18
Missile THAC0: 18
Armor
Natural armor class 10
Bracers of Defense AC 2 -8
Ring of Protection +1 magic adj. -1
FINAL: 1
Weapon Proficiencies
Dagger
Quarterstaff
Non-Weapon Proficiencies
Ancient Languages 14
Animal Handling 8
Blacksmithing 12
Fire-Building 8
Riding, Land 12
Spellcraft 12
Swimming 12
Native Languages
Common, Elf, Elf - aquatic (sea) dialect, Elf - dark (drow) 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, Magical +1 17 1 4 1d6+1 1d6+1 B M
Dagger +1 17 17 1 2 1d4+1 1d3+1 P S 2 4 6
Dagger 18 18 1 2 1d4 1d3 P S 2 4 6
Dagger +2 16 16 1 2 1d4+2 1d3+2 P S 2 4 6
Dagger of throwing +1 17 17 1 2 1d4+1 1d3+1 P S 2 4 6
Dart +2 21 3 0 1d3+2 1d2+2 P S 2 4 8
Knife, throwing 23 23 1 8 2d4 1d6+1 P/S M 2 4 6
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
Mage
    Schools of Magic - Abjuration, Alteration, Conjuration/Summoning, Enchantment/Charm, Greater Divination, Illusion/Phantasm, Invocation/Evocation, Necromancy

Inventory
  • Items Carried
    • Backpack
      • Bracers of Defense AC 7
      • Buch der wesentlichen und wichtigen Zauber
        • Darkness, 15' Radius (4)
      • Dagger +1 x2
      • Dry rations (1 week)
      • Flint and steel
      • Potion of Invisiblity
      • Potion of Water Breathing
      • Torch x3
      • Wineskin
    • Boots of Elvenkind
    • Cloak of Elvenkind
    • Dagger
    • Dagger +2
    • Dagger of throwing +1
    • Dart +2 x17
    • Drink of Extra-healing, once daily x20
    • Green Amulett from Skeleton x6
    • Knife, throwing
    • Potion of Invisibility x2
    • Quarterstaff, Magical +1
    • Ring of Fire Resistance x2
    • Spell Scroll, Wizard
      • Enlarge (1)
      • Feather Fall (1)
      • Shocking Grasp (1)
      • Spider Climb (1)
      • Vampiric Touch (1)
    • Spell Scroll, Wizard
      • Cat's Grace (1)
      • Slow (1)
      • Stinking Cloud (1)
    • Spell Scroll, Wizard
      • Alarm (1)
    • Spell Scroll, Wizard
      • Armor (1)
      • Light (1)
      • Read Magic (1)
    • Spell Scroll, Wizard
      • Melf's Acid Arrow (1)
      • Water Breathing (1)
      • Wraithform (1)
    • Spell Scroll, Wizard
      • Dimension Door (1)
      • Disintegrate (1)
      • Distance Distortion (1)
      • Haste (1)
      • Limited Wish (1)
      • Passwall (1)
      • Permanency (1)
      • Slow (1)
      • Teleport (1)
      • Temporal Stasis (1)
      • Time Stop (1)
    • Spell Scroll, Wizard
      • Clairaudience (1)
      • Comprehend Languages (1)
      • Protection From Evil, 10' Radius (1)
    • Stone of Permanent Light
    • Wand of Lightning x2
    • Wand of Paralyzation
  • Items Readied
    • Quarterstaff, Magical +1
  • Items Worn
    • Belt
    • Boots, riding
    • Bracers of Defense AC 2
    • Breeches
    • Buckle, ornamental
    • Doublet
    • Filigran Brooch, Randall Morn's sigil
    • Ring (magical, unidentified) #2
    • Ring of Protection +1
  • Spending Money
    • * Gold Pieces x5,045
Movement and Encumbrance
Encumbrance: Unencumbered Light Moderate Heavy Severe
Weight (lbs): 0-45 46-69 70-93 94-117 118-140
Movement: 12 8 6 4 1
THAC0: -1 -2 -4
AC: +1 +3
Currently carrying 53.90 pounds (Light Encumbrance, 8 Movement)
Spells
Class 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
Mage 4 3 3 2
Cleric Spell Failure Rate: 25% Maximum Wizard Spells Per Level: 9
Wizard Chance to Learn New Spell: 60% Maximum Wizard Spell Level: 7th
Spell Points
Max. Spell Max. Spells Memorized Regular Specialist
Class Level at Each Level Spell Points Spell Points
Mage 4th 5 95 0
Cleric Spell Failure Rate: 25%
Wizard Chance to Learn New Spell: 60%
Spells Memorized
  • Mage
    • 0th Level
    • 1st Level
      • Burning Hands
      • Magic Missile x3
    • 2nd Level
      • Blindness
      • Melf's Acid Arrow x2
    • 3rd Level
      • Slow x3
Spells Known
Spell Time Range Area of Effect Components
1st Level
Armor 1 rd Touch 1 creature V, S, M
Burning Hands 1 0 The caster V, S
Detect Magic 1 0 10 x 60 ft V, S
Identify Special 0 1 item/lvl V, S, M
Light 1 60 yds 20-ft radius V, M
Magic Missile 1 60 yds + 10 yds/lvl 1-5 targets V, S
Read Magic 1 rd 0 Special V, S, M
Sleep 1 30 yds Special V, S, M
2nd Level
Blindness 2 30 yds + 10 yds/lvl 1 creature V
Darkness, 15' Radius 2 10 yds/lvl 15-ft radius V, S, M
Invisibility 2 Touch Creature touched V, S, M
Melf's Acid Arrow 2 180 yds 1 target V, S, M
Mirror Image 2 0 6-ft radius V, S
Shatter 2 30 yds + 10 yds/lvl 3-ft radius V, S, M
Whispering Wind 2 1 mile/lvl 2-ft radius V, S
3rd Level
Slow 3 90 yds + 10 yds/lvl 40-ft cube, 1 creature/lvl V, S, M
Kit - Scholar
Scholar
    Equipment: Scholars always must be prepared to record some interesting new bit of knowledge. Therefore, all scholars must carry quills, ink, scrolls, and a journal or diary with which to write down any intriguing new facts or theories.
    Benefits: Scholars gain a +1 bonus either to Intelligence or Wisdom checks (player's choice)-including proficiency checks based on Intelligence or Wisdom.
    Hindrances: Since scholars spend so much time reading, theorizing, and studying, they suffer when it comes to physical combat. All scholars suffer a -1 penalty on their initiative rolls when fighting.

Character History

Generated by the Advanced Dungeons & Dragons Core Rules 2.0 Expansion on 11/25/2002 12:58 PM