Personal Information
Name: Michelle Player:
Race: Half-elf Gender: Female Height: 5'6" Weight: 137 lbs
Class: Bard Level: 2 Alignment: Neutral Good
XP: 1,250 Next Level: 2,500
Kit: None
Ability Scores
Str: 10 Stamina: 11 Weight Allowance: 40 lbs Bend Bars/Lift Gates: 1%
Muscle: 9 Attack Adj.: +0 Damage Adj.: +0 Max. Press: 90 lbs Open Doors: 5
Dex: 12 Aim: 14 Missile Adjustment: +0 Pick Pockets: +0% Open Locks: +0%
Balance: 10 Reaction Adjustment: +0 Armor Class: +0 Move Silently: -15% Climb Walls: -5%
Con: 9 Health: 11 System Shock: 75% Poison Save: +0
Fitness: 7 Hit Point Adjustment: +0 Resurrection Chance: 60%
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: 6 Intuition: 6 Bonus Clerical Spells: 0, 0, 0, 0, 0, 0, 0 Clerical Spell Failure Chance: 35%
Willpower: 6 Magic Defense Adjustment: -1 Spell Immunity: None
Cha: 19 Leadership: 19 Loyalty Base: +10 Maximum Number of Henchmen: 20
Appearance: 19 Initial Reaction Adjustment: +8
Saving Throws
Paralyzation: 13 Poison: 13 Death Magic: 13 Petrification: 12 Polymorph: 12
Rod: 14 Staff: 14 Wand: 14 Breath Weapon: 16 Spell: 15
Combat
Hit Points: 9
Base THAC0: 20
Melee THAC0: 20
Missile THAC0: 20
Armor
Natural armor class 10
FINAL: 10
Weapon Proficiencies
Crossbow, hand
Dagger
Full armor, plate mail
Short bow
Non-Weapon Proficiencies
Tumbling 7
Tightrope walking 5
Musical Instrument 12
Animal Training 10
Native Languages
Regional
Weapons
THAC0 Attacks/ Speed Damage Range (-2) (-5)
Weapon Melee Missile Round Factor Sm-Med Large Type Size Short Medium Long
Crossbow, hand 20 1 5 None S
Dagger, stiletto 20 20 1 2 1d3 1d2 P S 2 4 6
Rogue Skills
Skill Base Racial Mods Ability Scores Discretionary Points Armor Final
Climb walls 50 +0 -5 +11 +10 66%
Detect noise 20 +0 +0 +8 +0 28%
Pick pockets 10 +10 +0 +8 +5 33%
Read languages 5 +0 +0 +8 +0 13%
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
Bard
    Alter moods - While performing before a non-hostile group, the bard may alter the group's mood. Everyone who hears the bard perform must save vs. paralyzation, with a penalty of one for every three levels of the bard. If the save fails, the group's mood may be shifted one level in the direction wished by the bard.
    Climb walls* 66% - Allows the bard to climb smooth or vertical surfaces.
    Counter effects - Allows the bard to counter song based attacks.
    Detect noise* 28% - May hear faint sounds.
    History 15% - Gives a bard a 5% chance per level to identify a magic item by closely examining the item.
    Pick pockets* 33% - Allows the bard to pilfer small items from another's pocket or purse.
    Rally friends - By spending three rounds, the bard may grant their comrads a +1 bonus on attack rolls, a +1 bonus to saving throws, or a +2 bonus to Morale rolls. The range of the effect is 10 feet, and lasts one round per level of the bard.
    Read languages* 13% - Gives a chance to read languages not familier to the bard.
    Scroll use 10% - Allows the use of magic scrolls at 10th level.
    Wizard spells - Allows the bard to cast wizard spells.
    Schools of Magic - Abjuration, Alteration, Conjuration/Summoning, Enchantment/Charm, Greater Divination, Illusion/Phantasm, Invocation/Evocation, Necromancy

Traits
Obscure Knowledge - Sucessful Intelligence/Knowledge check allows the recollection of a fact pertaining to the current subject.

Disadvantages
Deep Sleeper - Character requires 1d6 to awaken, and will only begin to do so after a very loud noise or physical prodding.

Inventory
  • Animals
    • Falcon, trained
  • Items Carried
    • Backpack
      • Dry rations (1 week)
      • Flint and steel
      • Musical instrument (small)
      • Torch
      • Wineskin
    • Dagger, stiletto
  • Items Readied
    • Crossbow, hand
  • Items Stored
    • Spellbook
      • Read Magic (1)
      • Detect Magic (5)
      • Protection from Vermin (4)
      • Message (4)
      • Hypnotism (4)
      • Fist of Stone (4)
      • Identify (1)
      • Dictation (4)
      • Change Self (2)
  • Items Worn
    • Belt pouch, large
    • Cloak of Elvenkind
    • Good cloth cloak
    • Shirt
  • Spending Money
    • * Gold Pieces x1,100
Spells
Class 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
Bard 1
Spells Memorized
  • Bard
    • 1st Level
      • Identify
Spells Known
Spell Time Range Area of Effect Components
1st Level
Change Self 1 0 The caster V, S, M
Detect Magic 1 0 10 x 60 ft V, S
Dictation 1 10-ft radius Special V, M
Fist of Stone 1 0 The caster's hand V, S
Hypnotism 1 5 yds 30 ft cube V, S
Identify Special 0 1 item/lvl V, S, M
Message 1 0 Special V, S, M
Protection from Vermin 1 Touch Creature touched V, S, M
Read Magic 1 rd 0 Special V, S, M
Psionics
PSPs: 14 MTHAC0: 20 MAC: 10
Power PSPs Range Area of Effect MAC
Wild Talent
Devotions
Soften 3/1 30 yards 1object of 10 lbs. or less. 8

Generated by the Advanced Dungeons & Dragons Core Rules CD-ROM 2.0 on 06/14/00 14:21:15