Personal Information
Name: Lyralt Springwater [DECEASED] Player: Sean
Race: Kender Gender: Male Height: 3'6" Weight: 100 lbs
Class: Cleric Level: 5 Alignment: Neutral Good
XP: 16,822 Next Level: 27,500
Kit: None
Ability Scores
Str: 12 Stamina: 12 Weight Allowance: 45 lbs Bend Bars/Lift Gates: 4%
Muscle: 12 Attack Adj.: +0 Damage Adj.: +0 Max. Press: 140 lbs Open Doors: 7
Dex: 17 Aim: 17 Missile Adjustment: +2 Pick Pockets: +5% Open Locks: +10%
Balance: 17 Reaction Adjustment: +2 Armor Class: -3 Move Silently: +5% Climb Walls: +5%
Con: 13 Health: 13 System Shock: 85% Poison Save: +0
Fitness: 13 Hit Point Adjustment: +0 Resurrection Chance: 90%
Int: 13 Reason: 11 Max. Spell Level: 5th Max. Spells Per Level: 7 Illusion Immunity: None
Knowledge: 15 Bonus Proficiencies: 4 Chance to Learn New Spell: 65%
Wis: 16 Intuition: 16 Bonus Clerical Spells: 2, 2, 0, 0, 0, 0, 0 Clerical Spell Failure Chance: 0%
Willpower: 16 Magic Defense Adjustment: +2 Spell Immunity: None
Cha: 16 Leadership: 16 Loyalty Base: +4 Maximum Number of Henchmen: 8
Appearance: 16 Initial Reaction Adjustment: +5
Saving Throws
Paralyzation: 9 Poison: 6 Death Magic: 9 Petrification: 12 Polymorph: 12
Rod: 10 Staff: 10 Wand: 10 Breath Weapon: 15 Spell: 8
Combat
Hit Points: 32
Base THAC0: 18
Melee THAC0: 18
Missile THAC0: 16
Armor
Natural armor class 10
Full armor, leather -2
Balance Defensive adj. -3
FINAL: 5
Weapon Proficiencies
Full armor, leather
Hoopak (Specialist)
Sling, Hoopak (Specialist)
Non-Weapon Proficiencies
Modern Languages 11
Orienteering 10
Heal 9
Reading/Writing: Common 10
Reading/Writing: Krynnish 10
Religion 9
Fishing 9
Weaponsmithing: Kender 10
Sculpting 9
Native Languages
Common - Faerunian, Common - Krynnish, Kender
Weapons
THAC0 Attacks/ Speed Damage Range (-2) (-5)
Weapon Melee Missile Round Factor Sm-Med Large Type Size Short Medium Long
Hoopak 15 1 2 1d6+6 1d4+6 P/B M
Sling, Hoopak 13 1 2 B M 3 6 12
Sling, Hoopak stone 1d4+3 1d6+3 B S 3 6 12

Racial Abilities
Fearlessness - Kender are immune to both natural and magical fear. Still, kender are not stupid and will recognize danger quickly. Their reaction will tend toward fascination and curiosity, not fear.
Infravision - Kender see 30' in the dark.
Magic/Poison Resistance - All kender gain a +1 bonus to saves vs. rod/staff/wand, spell and poison for every 3 1/2 points of Constitution or Constitution/Health they have. Due to this magic resistance, kender cannot learn wizard spells.
Racial Hoopak Bonus - All kender are natural masters of the hoopak (their racial signature weapon/tool), and receive a +2 to hit and damage over and above any proficiency or specialization taken.
Slings/Thrown Weapons Bonus - Because of natural talent, kender gain a +1 to attack rolls when using slings or thrown weapons.
Surprise - Due to their watchfulness, kender penalize opponent's surprise roll by -4.
Taunting - Kender can taunt others into reckless acts. Their taunting tone is so annoying that enemies may become enraged. If enemies fail a save vs. spell, they act with mindless rage for 1d10 rounds and suffer a penalty of 2 to THAC0, Armor Class, and all action rolls.
Thief Skill: Climb Walls 55% - Even kender who are not handlers have the ability to perform as low-level thieves.
Thief Skill: Detect Noise 25% - Even kender who are not handlers have the ability to perform as low-level thieves.
Thief Skill: Find/Remove Traps 25% - Even kender who are not handlers have the ability to perform as low-level thieves.
Thief Skill: Hide In Shadows 25% - Even kender who are not handlers have the ability to perform as low-level thieves.
Thief Skill: Move Silently 30% - Even kender who are not handlers have the ability to perform as low-level thieves.
Thief Skill: Open Locks 35% - Even kender who are not handlers have the ability to perform as low-level thieves.
Thief Skill: Pick Pockets 30% - Even kender who are not handlers have the ability to operate as low-level thieves.
Thief Skill: Read Languages 10% - Even kender who are not handlers have the ability to operate as low-level thieves.

Class Abilities
Cleric
    Casting reduction - Reduces casting times by 1, to a minimum of 1.
    Detect evil - By doing no other actions, allows a cleric to scan for evil down a 10 foot wide and 60 foot long path. One direction may be checked per round.
    Detect undead - The cleric may check for undead in a 60 foot long and 10 foot wide path by concentrating for one round.
    Expert healer - Grants one extra cure light wounds spell per day.
    Followers - Allows followers after a stronghold is built.
    Hit point bonus - d10 is used as Hit Point die.
    Know alignment - May use the equivilant of the Know Alignment spell once per day.
    Resist energy drain - +1 bonus to saves vs. enegry draining attacks.
    Spell duration increase - Spell duration of non-instantaneous spells increases by 1 round for every two levels of the cleric.
    Turn undead - Allows the cleric to turn undead.
    Minor Spheres of Magic - Combat
    Major Spheres of Magic - All, Astral, Charm, Guardian, Healing, Protection, Sun

Traits
Alertness - +1 bonus to suprise rolls.
Empathy - After observing a crowd for 1d6 rounds, the character is able to determine the crowd's genral feeings.
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.

Disadvantages
Compulsive Honesty - Wisdom/Willpower check must be successful for character to act deceitful, and will only attempt to lie in a life or death situation.
Irritating Personality - A sucessful Wisdom/Willpower check is required in social situations, or the character must roleplay their irritating personality qualities.


Inventory
  • Animals
    • Donkey, mule, or ass
      • Saddle bags, large
      • Saddle, pack
    • Horse, light war
      • Saddle bags, small
      • Saddle, riding
    • Horse, riding
      • Saddle bags, small
      • Saddle, riding
  • Items Carried
    • Backpack
      • Potion of Extra-healing
        • Dose x3
      • Potion of Extra-healing
        • Dose
    • Bag
    • Grappling hook
    • Holy item x12
    • Map or scroll case
    • Map or scroll case
    • Map or scroll case
    • Map or scroll case
    • Map or scroll case
    • Map or scroll case
    • Map or scroll case
    • Map or scroll case
    • Map or scroll case
    • Rope, silk (50 ft) x2
    • Sack, large
      • Alexandrite (100 gp) x3
      • Aquamarine (100 gp) x3
      • Black Opal (100 gp)
      • Carnelian (100 gp) x3
    • Thieves' picks
    • Wineskin
  • Items Readied
    • Hoopak
    • Sling, Hoopak
    • Sling, Hoopak stone
  • Items Stored
    • Bag
      • Nails, 1" Finishing (1 lb/approx. 100 nails)
    • Belt
      • Belt pouch, large
        • Oil, lamp (per flask)
      • Belt pouch, large
        • Oil, lamp (per flask)
      • Belt pouch, small
        • Fishhook x5
      • Belt pouch, small
    • Belt
    • Belt
    • Belt
    • Incense, General (12 sticks)
    • Lantern, bullseye
    • Powder, Thieving (per vial - 15 applications)
    • Rosin cube (100 applications)
    • Ruby (100 gp)
    • Sling, Hoopak stone x18
  • Items Worn
    • Belt
      • Belt pouch, large
        • Oil, lamp (per flask)
      • Belt pouch, large
        • Oil, lamp (per flask)
      • Belt pouch, small
        • Flint and steel
    • Boots, soft
    • Common robe
    • Full armor, leather
    • Good cloth cloak
      • Brooch, Freedom Rider
  • Spending Money
    • * Gold Pieces x24
    • * Silver Pieces x14
  • Transport
    • Cart
      • Belt pouch, small
        • Writing ink (per vial) x3
      • Dagger x12
      • Fishing net (10 ft sq) x3
      • Map or scroll case
        • Papyrus (per sheet) x10
      • Oil, lamp (per flask) x5
      • Pouch
      • Pouch
      • Pouch
      • Rations,iron (1 week) x2
      • Tent, small
      • Wineskin
      • Wineskin
      • Wineskin
      • Wineskin
      • Wineskin
      • Wineskin
      • Writing ink (per vial) x3
Movement and Encumbrance
Encumbrance Unencumbered Light Moderate Heavy Severe
Weight (lbs) 0-45 46-69 70-93 94-117 118-140
Movement 8 5 4 2 1
THAC0 -1 -2 -4
AC +1 +3
Currently carrying 56.60 pounds (Light Encumbrance, 5 Movement)
Turning Undead
Skeleton or 1 HD: T Wight or 5 HD: 10 Mummy or 7 HD: 19 Ghost or 10 HD: -
Zombie: T Ghast: 13 Spectre or 8 HD: 20 Lich or 11+ HD: -
Ghoul or 2 HD: 4 Wraith or 6 HD: 16 Vampire or 9 HD: - Special: -
Shadow or 3-4 HD: 7 # = Roll # or greater on a 1d20 to turn 2d6 undead. T = Automatically turns 2d6 undead.
D = Automatically destroys 2d6 undead. D* = Automatically destroys 2d6+2d4 undead.
Spells
Class 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
Cleric 5 5 1
Cleric Spells Granted
Spell Time Range Area of Effect Components
1st Level
Astral Celerity 4 0 The caster V, S
Aura of Null (Dragon) 2 0 Special V, 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/4 lvls V, S, M
Cause Light Wounds 5 Touch Creature touched V, S, M
Combine 1 rd Touch Circle of priests V, S
Command 1 30 yds 1 creature V
Cure Light Wounds 5 Touch Creature touched V, S, M
Curse 1 rd 60 yds 50-ft cube V, S, M
Darkness 4 120 yds 20-ft radius globe 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
Elhorna's Bowstaff (Elves) 5 rounds 0 One branch V, S, M
Endure Cold/Endure Heat 1 rd Touch Creature touched V, S, M
Light 4 120 yds 20-ft radius globe V, S, M
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, M
Purify Self (Forgotten Realms) 4 0 The Caster V, S, M
Putrefy Food and Drink 1 rd 30 yds 1 cubic ft/lvl, in 10 sq ft V, S, M
Remove Fear 1 10 yds 1 creature/4 lvls V, S, M
Ring of Hands/Ring of Woe* 5 0 Special V, S, M
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, M
Sunscorch 4 40 yds 1 creature V, S
Whisperward (Druid) 4 Touch 1 item V, S, M
2nd Level
Astral Awareness 5 0 The caster V, S
Barkskin 5 Touch 1 creature V, S, M
Call for the Woods (Elves) 2 0 1 mile/level of caster V, M
Chant 2 rds 0 30-ft radius V, S, M
Cure Moderate Wounds 5 Touch Creature touched V, S
Endure Environment (Dryad) 5 Touch 1 creature V, S, M
Enthrall 1 rd 0 90-ft radius V, S, M
Ethereal Barrier 1 turn 120 yds Two 10-ft sqs/lvl V, S, M
Fortifying Stew (Druid) 5 Touch 1 bowl of stew, etc./level V, S, M
Hoard Attunement (Dragons) 1 turn Touch Special V, M
Hold Person 5 120 yds 1d4 persons in 20-ft cube V, S, M
Iron Vigil 1 turn 0 The caster 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, M
Omen (Forgotten Realms) 5 Special Special V, S, M
Resist Acid and Corrosion 5 Touch Creature touched V, S
Resist Fire/Resist Cold 5 Touch 1 creature V, S, M
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, M
Slow Poison 1 Touch 1 creature V, S, M
Spiritual Hammer 5 10 yds/lvl Special V, S, M
Withdraw 5 0 The caster V, S, M
Wyvern Watch 5 30 yds 10-ft radius V, S, M
3rd Level
Astral Window 3 5 yds 10' x 10' area V, S, M
Bestow Curse 6 Touch Special V, S, M
Conceal Item (Drow) 6 Touch One item V, S, M
Continual Darkness 6 120 yds 60-ft radius V, S, M
Continual Light 6 120 yds 60-ft radius 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, M
Dispel Silence (Finder) 6 0 10 ft/lvl radius S, M
Elistraee's Prayer Missiles (Drow) 5 30 yds. + 5 yds./level One or more creatures in a 10' cube V, S, M
Emotion Control 5 10 yds 1 creature/5 lvls of the caster within a 20' cube V, S, M
Ghost Pipes (Finder) 1 rnd Touch 10 ft/lvl radius V, S
Glyph of Warding Special Touch Special V, S, M
Glyph of Warding: Telatha (Forgotten Realms) Special Touch Special V, S, M
Hold Poison 1 Touch Creature touched V, S, M
Line of Protection 1 rd 0 30-yd line V, S, M
Magical Vestment 1 rd 0 The caster V, S, M
Negative Plane Protection 1 rd Touch 1 creature V, S, M
Our Canticle of Loss (Elves) 3 0 30 yards V
Prayer 6 0 60-ft radius V, S, M
Protection From Fire 6 Touch 1 creature V, S, M
Purge of Garyx (Dragons) 3 0 Special V, M
Remove Curse 6 Touch Special V, S, M
Remove Paralysis 6 10 yds/lvl 1d4 creatures in 20-ft cube V, S, M
Repair Injury 1 turn Touch Creature touched V, S
Starshine 6 10 yds/lvl 10-ft sq/lvl V, S, M
Token Leaf (Elves) One hour 0 See below V, S, M
Unearthly Choir* 5 0 Special V
Venom Immunity (Drow) 3 Touch One creature V, S

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