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Avela Aranath Annal

 

Avela -

Personal Information

Name: Avela Aranath Annal

 

Race: Human

Gender: Female

Height: 5'7"

Age: 16

Class: Sword Dancer

Level: 6

Weight: 123 lbs

XP: 53,516

Alignment: Lawful Good

Next Level: 55,000

Character Points: 10

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:

16

Aim:

16

Missile Adjustment: +1

Pick Pockets: +0%

Open Locks: +5%

 

 

Balance:

17

Reaction Adjustment: +2

Armor Class: -3

Move Silently: +5%

Climb Walls: +5%

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:

17

Intuition:

17

Bonus Clerical Spells: 2, 2, 1, 0, 0, 0, 0

Clerical Spell Failure Chance: 0%

 

 

Willpower:

17

Magic Defense Adjustment: +3

Spell Immunity: None

Cha:

13

Leadership:

13

Loyalty Base: +0

Maximum Number of Henchmen: 5

 

 

Appearance:

13

Initial Reaction Adjustment: +1

Saving Throws

Paralyzation: 9

Poison: 9

Death Magic: 9

Petrification: 12

Polymorph: 12

Rod: 13

Staff: 13

Wand: 13

Breath Weapon: 15

Spell: 14

Combat

Armor

Weapon Proficiencies

Non-Weapon Proficiencies

Hit Points:

34

Base THAC0:

18

Melee THAC0:

18

Missile THAC0:

17

Natural armor class

10

Shield, buckler adj.

-1

Balance Defensive adj.

-3

FINAL:

6

Lasso

Sword, scimitar (Chosen Weapon)

Ancient History

10

Dancing

10

Heal

9

Hunting

11

Jewelry Making

13

Religion, Eilistraee

10

Riding, Land

12

Rope Use

12

Singing

5

Swimming

9

Native Languages

 

 

Common, Elf - dark (drow) dialect, Human - regional dialect

Reading/Writing

10

 

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

Sword, scimitar

17

 

1

5

1d8

1d8

S

M

 

 

 

 

 

Lasso

 

17

1/2

10

 

 

B

L

 

2

4

6

 

Racial Abilities

Experience bonus - +5% experence point bonus

Class Abilities

Sword Dancer
    Followers - Allows followers after building a stronghold and becoming name level.
    Turn undead - Allows the cleric to turn undead.
    Enchant bladed weapon - At 7th level, sword dancers can cast enchanted weapon (as the wizard spell) three times per day by touch on any bladed weapons. Blades so enchanted glow with a silvery radiance and exhibit a +2 attack and damage bonus for 7 rounds, regardless of how many attacks they land or how many dispel magic spells are launched against them.
    Enchanted weapon magic - At 5th level, sword dancers can cast magic missile (as the 1st level wizard spell, four missiles per level), or they can temporarily enchant an edged slashing weapon to ignite with a fiery blue-white glow visible to all and strike with a +3 attack bonus (but not a damage bonus) in the next round, in addition to any other bonuses the weapon has. They can either cast magic missile twice in 1 day, enchant a weapon twice in one day, or use each ability once in one day.
    Special armor restriction - Sword dancers may only wear magical armour, or normal armor of drow design. (currently there's no CRE function that allows for allowing only magical armour, thus it has to be listed here.)
    Sword dancing ability - Sword dancers can use a sword of dancing to great effect. On any round in which the blade's bonuse isn't a 1 (for example, round 2, 3, 4, 6, 7, 8, etc.), a sword dancer can release the sword of dancing. At 5th level, sword dancers can release the weapon on any round after the first round, the sword of dancing fights on its own for a number of rounds equal to the priest's level before returning for 1 round. (the cycle of pluses continues unaffected by when the priest actually grasps the blades.)
    Minor Spheres of Magic - Healing, Summoning, Travelers, Weather
    Major Spheres of Magic - All, Combat, Eilistraee*, Guardian, Protection,
    Free Spell - At level 15, Sword Dancers are able to cast Plane Shift or Stone Tell once a day
    Free Spell - At level 13, Sword Dancers are able to cast Commune or True Seeing once a day
    Free Spell - At level 10, Sword Dancers are able to cast Spell Turning as the Wizard Spell once a day
    Free Spell - At level 1, Sword Dancers are able to cast Eilstraee's Moonfire 1 per day/level

Turning Undead

Skeleton or 1 HD:

D

Wight or 5 HD:

7

Mummy or 7 HD: 16 Ghost or 10 HD: -

Zombie:

T

Ghast:

10

Spectre or 8 HD: 19 Lich or 11+ HD: -

Ghoul or 2 HD:

T

Wraith or 6 HD:

13

Vampire or 9 HD: 20 Special: -

Shadow or 3-4 HD:

4

# = 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.

Traits

Lucky - A successful Wisdom/Intuition check allows the character to have a stroke of luck.

Advantages

Contacts, Religious, 5-point - This trait graces a character with an individual or individuals that she can make touch with in order to gain information. When this trait is first chosen, the type of contact must be specified. The various contacts and the type of information they can provide is shown below. A character may only choose one class of contact, though they make take this trait numerous times to gain other kinds. Contacts provide information only and will never render aid in any form beyond a simple call for help unless contracted to do otherwise.

At the 5-point level, the character has single individual that he or she may call upon. This individual is located in a specific locale and must be contacted in person or by messenger in order to draw upon his services.

Disadvantages

Fanaticism - The character will follow some code of belief, no matter what the current situation.

Inventory

 

  • Items Carried
    • Backpack
      • Dry rations (1 week)
      • Flint and steel
      • Paper (per sheet)
      • Torch x3
      • Wineskin
      • Writing ink (per vial)
    • Lasso
  • Items Readied
    • Sword, scimitar
  • Items Worn
    • Shield, buckler
  • Spending Money
    • * Copper Pieces x7
    • * Gold Pieces x61
    • * Silver Pieces

Spells


Class

1st

2nd

3rd

4th

5th

6th

7th

8th

9th

Sword Dancer

5

5

3

 

 

 

 

 

 

Cleric Spell Failure Rate: 0%

Maximum Wizard Spells Per Level: 11

Wizard Chance to Learn New Spell: 65%

Maximum Wizard Spell Level: 7th

Movement and Encumbrance

Encumbrance:

Unencumbered

Light

Moderate

Heavy

Severe

Weight (lbs):

0-70

71-100

101-130

131-160

161-195

Movement:

14

10

7

3

1

THAC0:

 

 

-1

-2

-4

AC:

 

 

 

+1

+3

Currently carrying 20.60 pounds (None Encumbrance, 14 Movement)

 
 
 
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