Personal Information
Name: Kulzur, Son of Koloth Player: Tal Meta
Race: Klingon Gender: Male Height: 6'6" Age: 24
Classes: Fighter/Invoker Levels: 2/6 Weight: 275 lbs
XP: 3,001/45,450 Alignment: Lawful Neutral
Next Level: 4,000/60,000 Kit: None
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: 16 Missile Adjustment: +1 Pick Pockets: +0% Open Locks: +5%
Reaction Adjustment: +1 Armor Class: -2 Move Silently: +0% Climb Walls: +0%
Con: 16 System Shock: 95% Poison Save: +0
Hit Point Adjustment: +2 Resurrection Chance: 96%
Int: 17 Max. Spell Level: 8th Max. Spells Per Level: 14 Illusion Immunity: None
Bonus Proficiencies: 6 Chance to Learn New Spell: 75%
Wis: 9 Bonus Clerical Spells: 0, 0, 0, 0, 0, 0, 0 Clerical Spell Failure Chance: 20%
Magic Defense Adjustment: +0 Spell Immunity: None
Cha: 4 Loyalty Base: -5 Maximum Number of Henchmen: 1
Initial Reaction Adjustment: -4
Saving Throws
Paralyzation: 13 Poison: 13 Death Magic: 13 Petrification: 11 Polymorph: 11
Rod: 9 Staff: 9 Wand: 9 Breath Weapon: 13 Spell: 10
Combat
Hit Points: 40
Base THAC0: 19
Melee THAC0: 19
Missile THAC0: 18
Armor
Natural armor class 10
DEX Defensive adj. -2
FINAL: 8
Weapon Proficiencies
Dagger
Meklek (Specialist)
Non-Weapon Proficiencies
Artistic Proficiency 9
Direction Sense 10
Reading/Writing 18
Religion 9
Riding, Land 12
Spellcraft 15
Swimming 12
Native Languages
Common, Elf - dark (drow) dialect, Human - regional dialect, Kobold, Orc
Weapons
THAC0 Attacks/ Speed Damage Range (-2) (-5) (-10)
Weapon Melee Missile Round Factor Sm-Med Large Type Size PB / S / M / L / EX
Class Abilities
Fighter
    Followers - Attracts followers after a stronghold is built and 9th level is reached.
    Weapon specialization - Allows specialization in one weapon.
Invoker
    Automatic spells - Gains one free spell every time the mage gains a new level of spells. Elementalists do not recieve one free spell every level, but may add 1d4 effective levels once a day to a spell
they cast.
    Bonus spells - Memorize one free spell for each spell level. This spell must be chosen from their area of speciality.
    Intense magic - -1 penalty to all saving throws on spells cast from the chosen school. Elementalists enjoy a
-2 penalty to all saving throws on spells cast from their chosen element. Wild mages do not recieve a modifyer to their spells.
    Learning bonus - +15% bonus to learning any spell in the chosen school. Elementalists recieve a +25% bonus to their chosen element, and +15% to other elemental spells, but are unable to learn opposing elemental spells. Wild mages recieve a +10% bonus to learning wild magic spells.
    Learning penalty - -15% penalty to learning rolls on spells outside the chosen school. Elementalists are unable to learn opposing elemental spells, and suffer a -25% penalty to learn nonelemental spells. Wild mages recieve a -5% penalty to learn standard schools of magic.
    Research bonus - When researching spells in the chosen school, treat the spell as one level lower.
    Saving throw bonus - +1 bonus on saves against spells in their chosen school. Elementalists recieve a +2 bonus
to their saving throws versus spells in their chosen element. Wild mages do not recieve a bonus to their saving throws.
    Schools of Magic - Abjuration, Alteration, Greater Divination, Illusion/Phantasm, Invocation/Evocation, Necromancy
 
Inventory
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 0.00 pounds (None Encumbrance, 12 Movement)
Spells
Class 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
Invoker 5 3 3
Cleric Spell Failure Rate: 20% Maximum Wizard Spells Per Level: 14
Wizard Chance to Learn New Spell: 75% Maximum Wizard Spell Level: 8th
Spells Memorized

Generated by the Advanced Dungeons & Dragons Core Rules 2.0 Expansion on 10/11/2001 12:11 AM