Personal Information
Name: Shodan Player: Markus März
Race: Hill dwarf Gender: Male Height: 4'1" Age: 52
Class: Cleric Level: 7 Weight: 147 lbs
XP: 76,908 Alignment: Chaotic Neutral
Next Level: 110,000 Kit: Outlaw
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: 11 Missile Adjustment: +0 Pick Pockets: -5% Open Locks: +0%
Reaction Adjustment: +0 Armor Class: +0 Move Silently: -10% Climb Walls: +0%
Con: 16 System Shock: 95% Poison Save: +0
Hit Point Adjustment: +2 Resurrection Chance: 96%
Int: 9 Max. Spell Level: 4th Max. Spells Per Level: 6 Illusion Immunity: None
Bonus Proficiencies: 2 Chance to Learn New Spell: 35%
Wis: 12 Bonus Clerical Spells: 0, 0, 0, 0, 0, 0, 0 Clerical Spell Failure Chance: 5%
Magic Defense Adjustment: +0 Spell Immunity: None
Cha: 5 Loyalty Base: -4 Maximum Number of Henchmen: 2
Initial Reaction Adjustment: -3
Saving Throws
Paralyzation: 7 Poison: 3 Death Magic: 7 Petrification: 10 Polymorph: 10
Rod: 7 Staff: 7 Wand: 7 Breath Weapon: 13 Spell: 8
Combat
Hit Points: 51
Base THAC0: 16
Melee THAC0: 16
Missile THAC0: 16
Armor
Natural armor class 10
Full armor, chain mail +1 -5
Magic Armor adj. -1
Shield, small +3 magic adj. -3
Shield, small +3 adj. -1
FINAL: 0
Weapon Proficiencies
Flail, footman's
Mace, footman's
Sling
Non-Weapon Proficiencies
Heal 10
Mining 9
Oratory (CRE) 5
Reading/Writing 10
Religion 12
Riding, Land 14
Swimming 12
Native Languages
Common, Dwarf, Dwarf - hill 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
Mace, footman's +3 14 1 4 1d6+4 1d6+3 B M
Sling 17 1 6 B S
Sling, sling bullet 1d4+1 1d6+1 B S 10 20 40
Staff of Withering 19 1 4 1d4+1 1d4+1 B M
Racial Abilities
Infravision - Dwarves have infravision to 60 feet - the ability to see heat patterns given off by living warm-blooded creatures in the dark.
Melee combat - Dwarves have a +1 bonus to their attack rolls vs. orcs, half-orcs, goblins, and hobgoblins. Further, when ogres, half-ogres, ogre magi, trolls, giants, or titans fight dwarves, these aggressors suffer a -4 penalty on all attack rolls. Dwarves are small and have defensive tactics against these large foes.
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.
Saving throw bonuses - Bonus to saving throws vs. poison, rods, wands, and spells based on their Constitution/Health subability score.

Class Abilities
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

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. D = Automatically destroys 2d6 undead.
T = Automatically turns 2d6 undead. D* = Automatically destroys 2d6+2d4 undead.

Inventory
  • Items Carried
    • Backpack
      • Dry Rations (1 day) x3
      • Dry rations (1 week) x6
      • Flint and steel
      • Holy item
      • Potion of Climbing
      • Potion of Extra-healing x2
      • Potion of Healing
      • Potion of Sweet Water
      • Ring of Illusion Enforcement
      • Torch x3
      • Wineskin
    • Drink of Extra-healing, once daily x20
    • Rope, hemp (20m)
    • Sling
    • Staff of Withering
  • Items Readied
    • Mace, footman's +3
  • Items Worn
    • Boots of Elvenkind
    • Cloak of Elvenkind
    • Filigran Brooch, Randall Morn's sigil
    • Full armor, chain mail +1
    • Good cloth cloak
    • Helmet, leather (AC 8)
    • Pouch
      • Sling, sling bullet x10
    • Ring of Fire Resistance
    • Ring of Teleportation
    • Shield, small +3
  • Spending Money
    • * Gold Pieces x17,782
    • * Platinum Pieces x30
Movement and Encumbrance
Encumbrance: Unencumbered Light Moderate Heavy Severe
Weight (lbs): 0-45 46-69 70-93 94-117 118-140
Movement: 6 4 3 2 1
THAC0: -1 -2 -4
AC: +1 +3
Currently carrying 74.90 pounds (Moderate Encumbrance, 3 Movement)

Spells
Class 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
Cleric 3 3 2 1
Cleric Spell Failure Rate: 5% Maximum Wizard Spells Per Level: 6
Wizard Chance to Learn New Spell: 35% Maximum Wizard Spell Level: 4th
Spells Memorized
  • Cleric
    • 0th Level
    • 1st Level
      • Cure Light Wounds x2
      • Sunscorch
    • 2nd Level
      • Cure Moderate Wounds
      • Heat Metal
      • Watery Fist
    • 3rd Level
      • Summon Animal Spirits

Cleric 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
Astral Celerity 4 0 The caster V, S
Bless 1 rd 60 yds 50-ft cube V, S, M
Blessed Watchfulness 4 Touch Creature touched V, S
Call Upon Faith 1 0 The caster V, S, M
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
Create Water 1 rd 30 yds Up to 27 cubic ft 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
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
Dispel Fatigue 4 30 yds 1 creature V, S, M
Endure Cold/Endure Heat 1 rd Touch Creature touched V, S
Firelight 4 Touch 1 object V, S, M
Invisibility to Undead 4 Touch 1 creature 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
Log of Everburning 1 Touch Special V, S
Magical Stone 4 Touch 3 pebbles 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
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
Speak With Astral Traveler 1 rd Touch 1 creature V, S
Strength of Stone 4 Touch 1 creature V, S, M
Sunscorch 4 40 yds 1 creature V, S
Wind Column 1 0 The caster S
2nd Level
Aid 5 Touch 1 creature V, S, M
Astral Awareness 5 0 The caster V, S
Augury 2 rds 0 Special V, S, M
Barkskin 5 Touch 1 creature V, S, M
Cause Moderate Wounds 5 Touch Creature touched V, S
Chant 2 rds 0 30-ft radius V, S
Chill Metal 5 40 yds Special V, S, M
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
Draw Upon Holy Might 2 0 The caster V, S, M
Dust Devil 2 rds 30 yds 5 x 4 ft cone V, S
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
Fire Trap 1 turn Touch Object touched V, S, M
Flame Blade 4 0 3-ft long blade V, S, M
Heat Metal 5 40 yds Special 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
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
Produce Flame 5 0 Special V, S
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
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
Watery Fist 5 60 yds Special V, S, M
Withdraw 5 0 The caster V, S
Wyvern Watch 5 30 yds 10-ft radius V, S, M
3rd Level
Air Breathing 6 Touch 1 creature V, S
Animate Dead 1 rd 10 yds Special V, S, M
Astral Window 3 5 yds 10' x 10' area V, S
Bestow Curse 6 Touch Special V, S
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 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
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
Flame Walk 5 Touch Creature(s) touched V, S, M
Glyph of Warding Special Touch Special V, S, M
Hold Poison 1 Touch Creature touched V, S, M
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
Pyrotechnics 6 160 yds 10 or 100 x fire 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
Speak With Dead 1 turn 1 1 creature 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
Summon Animal Spirits 6 10 yds/lvl Special V, S, M
Unearthly Choir* 5 0 Special V
Water Breathing 6 Touch 1 creature V, S
Water Walk 6 Touch Special V, S, M
Wind Servant 6 20 yds/lvl Special V, S
4th Level
Abjure 1 rd 10 yds 1 creature V, S, M
Addition 1 rd 30 yds Special V, S, M
Animal Summoning I 7 1 mile radius Special V, S
Babble 7 0 Caster V, S
Blessed Warmth 4 Touch Special V, S
Call Woodland Beings Special 100 yds/lvl Special V, S, M
Cause Serious Wounds 7 Touch 1 creature V, S
Cloak of Bravery 6 Touch 1 creature V, S, M
Cloak of Fear 6 Touch 1 creature V, S, M
Cure Serious Wounds 7 Touch 1 creature V, S
Detect Lie 7 30 yds 1 creature V, S, M
Dimensional Anchor 1 10 yds/lvl 1 creature V, S
Divination 1 turn 0 Special V, S, M
Focus* 1 day 10 ft Special V, S, M
Fortify* 6 0 Creature touched V, S, M
Free Action 7 Touch 1 creature V, S, M
Imbue With Spell Ability 1 turn Touch Person touched V, S, M
Join With Astral Traveler 1 turn 0 The caster V, S
Neutralize Poison 7 Touch 1 creature or 1 cubic ft of substance/2 lvls V, S
Omniscient Eye 7 0 The caster V, S, M
Poison 7 Touch 1 creature or 1 cubic ft of substance/2 lvls V, S
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
Reflecting Pool 2 hrs 10 yds Special V, S, M
Repel Insects 1 rd 0 10-ft radius V, S, M
Spell Immunity 1 rd Touch 1 creature V, S, M
Suspend Animation 4 Touch Creature touched V, S, M
Tongues 7 0 The caster V, S
Undetectable Lie 7 30 yds 1 creature V, S, M
Unfailing Endurance 1 rd Touch 1 creature/lvl V, S
Uplift* 12 hrs 0 One priest V, M

Kit - Outlaw
Outlaw
    Benefits: Outlaws have a designated hideaway, a place where they can feel safe. Possible locations include a grove in the local forest, a hidden valley, the city's sewer system, or a nearby dungeon. The DM and player should work out the specifics.
    Hindrances: Outlaws always have someone out to get them-usually the collective force of the campaign's law enforcers. They might have some player characters after them, too, if the bounty on their head becomes tempting enough.

Character History
Worships Lathander.

Generated by the Advanced Dungeons & Dragons Core Rules 2.0 Expansion on 11/25/2002 01:10 PM