Trist Flameheart    (Gray Elf Female Ranger / Mage)
Character Information   
Name: Trist Flameheart XP/Next lvl: R7137-M71388 / R9000_M10000
Class: Ranger / Mage HP:curr/max 27 / 27
Alignment: NG AC:reg/rear/no shield 3/ 10 hp armor spel / 6 / 3
Race: Gray Elf Level: 3 / 3
Age: 119 Height: 56'
Weight: 90 lbs Gender: Female
Encumbrance: Movement: 12
Languages: Speak Elf and R/W, Speak Common and R/W
Ability Scores   
STR: 16 (Normal +1 70 195 9 10)
INT: 18 ( 7 9th 85 18 --)
WIS: 14 ( 0 1st 0% --)
DEX: 17 (+2 +2 -3)
CON: 16 (+2 95 96 0 Nil)
CHR: 13 (5 0 +1)

Saving Throws   
Death, Paralysis,
Poison:
Petrification,
Polymorph:
Rod, Staff
or Wand:
Breath: Spell:
12F 12M 10M 14M 11M

Notes: Ring +1 protection, Dex Adj +2, Magic Resistance 24% From Familiar

Description and Background   
Description:
A sultry red headed elf in a robe with a backpack can be seen. You can also see a composite longbow and quiver of arrows. She looks sturdy despite her feminine curves. She looks all business though.

Background:
Trist comes from a noble family of Gray elves where her father was on the elven council as a military advisor and her mother apart of the elven council of magic. Having trained in both areas she was soon sent out into the world learn the skills to survive on her own and one day come back to take her place on the council as well.


Weapons
Weapon Att/Rnd Range Speed Damage sm/l Spec. Dbl. spec. THAC0 Projectiles
Left
Notes
Composite Longbow Sheaf Arrows 2/1 40/80/170 7 1d8/1d8 n n 18 12 Elf +1 to Hit, Dex +3 To Hit
Flight Arrows 2/1 / n n 8
Longsword +1 1 4 1d8+2/1d12+2 n n 18 LS+1, Elf +1 to Hit, Str +1 dmg
Scimitar +1 1 5 1d8+2/1d8+2 n n 18 +1 to hit, +2 to dmg
Short sword 1 3 1d6+1/1d8+1 n n 18 Elf +1 to hit, Str +1 dmg
Morning Star 1 7 2d4+1/1d6+2 n n 18
Equipment
Qty Item Location
1 Robe, Cloak, Gloves, Riding Boots, Belt, Breeches, Tunic, Scabbard Worn
1 Backpack Worn
7 Days of Dry Rations Backpack
1 Spell Book Wizard marked Invisible (Trist) Backpack
1 Small Belt Pouch Right hidden Belt
1 Flint and Steel Backpack
1 Hooded Lantern Backpack
8 Oil Flasks- Lantern Backpack
1 Quiver Worn
2 Large Sacks Backpack
1 Waterskin Backpack
1 Soap Backpack
1 Small Tent Backpack
1 Whetstone Backpack
1 Winter Blanket Backpack
1 Quill for Writing Backpack
1 Boot knife Right Boot
1 Longsword+1 Belt
1 small belt pouch left hidden Belt
1 small belt pouch center hidden Belt
1 Scimitar +1 Belt
1 Composite longbow Lung on back
8 Sheaf Arrows Quiver
8 Fight Arrows Quiver
2 2 Sealing/candle wax (per lb.) 2 gp 2 lbs. Backpack
1 1 Silk rope 50 ft 10 gp Backpack
1 1 Writing ink (per vial) 8 gp and Quill Backpack
5 Chalk 5 cp Backpack
1 Bell 1 gp Backpack
5 Paper (per sheet) 10 gp Backpack
5 Papyrus (per sheet) 4 gp Backpack
5 Parchment (per sheet) 5 gp Backpack
1 Shortsword 10 gp Backpack
1 Morning Star 10 gp Backpack


Wealth   Enter negative number to subtract
PP GP EP SP CP
25 23 31 24 58
Magic Items
Qty Item Location
1 Ring +1 protection Worn
1 Scroll (MM, Lev, Web, Fireball) Backpack
2 Potion of healing Backpack
1 Continual light headband lamp with closable flap Head
1 Potion of Extra healing Backpack
1 Potion of invisibiliy Backpack
1 Potion of gaseous form Backpack
1 Health Elixer Backpack


Gems and Jewelry
Qty Item Location
10 100 gp pearls small belt pouch Center hidden
7 50 gp gems small belt pouch Left hidden
20 50 gp gems small belt pouch Right hidden
Memorized Spells


Level 1
Burning Hands
Magic Missile

Level 2
Invisibility


Spell Book


Level 1
Armor
Burning Hands
Charm Person
Chromatic Orb
Comprehend Languages
Detect Magic
Detect Undead
Enlarge/reduce
Feather Fall
Find Familiar
Gaze Reflection
Grease - Jivet's
Identify
Magic Missile
Message
Metamorphis Liquid
Protection from evil/good
Read Magic
Shield
Sleep
Ventriloquism - Jivet's
Wizard Mark

Level 2
Blur
Continual Light
Detect Invisibility
Invisibility
Knock
Levitate
Mirror Image
Stinking Cloud
Web


Notes
Racial Info
Elves tend to be somewhat shorter and slimmer than normal humans. Their features are finely chiseled and delicate, and they speak in melodic tones. Although they appear fragile and weak, as a race they are quick and strong. Elves often live to be over 1,200 years old, although long before this time they feel compelled to depart the realms of men and mortals. Where they go is uncertain, but it is an undeniable urge of their race.

Elves are often considered frivolous and aloof. In fact, they are not, although humans often find their personalities impossible to fathom. They concern themselves with natural beauty, dancing and frolicking, playing and singing, unless necessity dictates otherwise. They are not fond of ships or mines, but enjoy growing things and gazing at the open sky. Even though elves tend toward haughtiness and arrogance at times, they regard their friends and associates as equals. They do not make friends easily, but a friend (or enemy) is never forgotten. They prefer to distance themselves from humans, have little love for dwarves, and hate the evil denizens of the woods.

Their humor is clever, as are their songs and poetry. Elves are brave but never foolhardy. They eat sparingly; they drink mead and wine, but seldom to excess. While they find well-wrought jewelry a pleasure to behold, they are not overly interested in money or gain. They find magic and swordplay (or any refined combat art) fascinating. If they have a weakness it lies in these interests.

There are five branches of the elven race; aquatic, gray, high, wood, and dark. Elf player characters are always assumed to be of the most common type -- high elves -- although a character can be another type of elf with the DM's permission (but the choice grants no additional powers). To the eye of outsiders, the differences between the groups are mostly cosmetic, but most elves maintain that there are important cultural differences between the various groups. Aquatic elves spend their lives beneath the waves and have adapted to these conditions. Gray elves are considered the most noble and serious-minded of this breed. High elves are the most common. Wood elves are considered to be wild, temperamental, and savage. All others hold that the subterranean dark elves are corrupt and evil, no longer part of the elven community.

A player character elf can be a cleric, fighter, wizard, thief, or ranger. In addition, an elf can choose to be a multi-class fighter/mage, fighter/thief, or ranger. In addition, an elf can choose to be a multi-class fighter/mage, fighter/thief, fighter/mage/thief, or mage/thief. (The rules governing these combinations are explained under 'Multi-Class and Dual-Class Characters' in Chapter 3: Player Character Classes).

Elves have found it useful to learn the languages of several of the forest's children, both the good and the bad. As initial languages, an elf can choose common, elf, gnome, halfling, goblin, hobgoblin, orc, and gnoll. The number of languages an elf can learn is limited by his Intelligence (see Table 4) or the proficiency slots he allots to languages (if that optional system is used).

Elven characters have 90 resistance to sleep and all charm-related spells. (See Chapter 9: Combat for an explanation of magic resistance.) This is in addition to the normal saving throw allowed against a charm spell.

When employing a bow of any sort other than a crossbow, or when using a short or long sword, elves gain a bonus of +1 to their attack rolls.

An elf can gain a bonus to surprise opponents, but only if the elf is not in metal armor. Even then, the elf must either be alone, or with a party comprised only of elves or halflings (also not in metal armor), or 90 feet or more away from his party (the group of characters he is with) to gain this bonus. If he fulfills these conditions, he moves so silently that opponents suffer a -4 penalty to their surprise die rolls. If the elf must open a door or screen to attack, this penalty is reduced to -2.

Elven infravision enables them to see up to 60 feet in darkness.

Secret doors (those constructed so as to be hard to notice) and concealed doors (those hidden from sight by screens, curtains, or the like) are difficult to hide from elves. Merely passing within 10 feet of a concealed door gives an elven character a one-in-six chance (roll a 1 on 1d6) to notice it. If actively searching for such doors, elven characters have a one-in-three chance (roll a 1 or 2 on 1d6) to find a secret door and a one-in-two chance (roll a 1, 2, or 3 on 1d6) to discover a concealed portal.

As stated previously, elven characters add 1 to their initial Dexterity scores. Likewise, as elves are not as sturdy as humans, they deduct 1 from their initial Constitution scores.
WP
Weapon Proficiencies 4 +1 Level 3

Blades/Bludgeon groups (2) + (2)

Composite Longbow (1)


NWP
Non Weapon Proficiencies 4 +7 for Int = 11+1 Level 3

Elf Intelligence 0
R/W Elf (0) Intelligence 0
Common (1) Intelligence 0
R/W Common (1) Intelligence 0
Spellcraft (1) Intelligence -2
Herbalism (2) Intelligence -2
Riding, Land-based(1) Wisdom +3
Blind-fighting (2) NA NA
Ancient History (1) Intelligence -1
Appraising (1) Intelligence 0
Heraldry (1) Intelligence 0
Swimming (1) Strength 0
Tracking (0) Int or Wis

Familiar
Jivet is a descendant of Jivex a famous dragonet.
Jivet is a Magic user. (Roll 62) 65 are M/U

Dragonet, Faerie Dragon
CLIMATE/TERRAIN: Temperate, tropical, and Subtropical forests
FREQUENCY: Very rare
ORGANIZATION: Solitary or clan
ACTIVITY CYCLE: Any
DIET: Herbivore
INTELLIGENCE: Genius (17-18)
TREASURE: S, T, U
ALIGNMENT: Chaotic good
NO. APPEARING: 1-6
ARMOR CLASS: 5 (1 when invisible)
MOVEMENT: 6, Fl 24 (A)
HIT DICE: See below
THAC0: 17
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 1-2
SPECIAL ATTACKS: Breath weapon, spells
SPECIAL DEFENSES: Invisibility
MAGIC RESISTANCE: See below
SIZE: T (1'-1 ½' long)
MORALE: Steady (11)
XP VALUE: 3,000


A chaotic offshoot of the pseudodragon, the faerie dragon lives in peaceful, tangled forests and thrives on pranks, mischief, and practical jokes.
Faerie dragons resemble miniature dragons with thin bodies, long, prehensile tails, gossamer butterfly wings, and huge smiles. Their colors range through the spectrum, changing as they age, from the red of a hatchling to the black of a great wyrm (see chart). The hides of females have a golden tinge that sparkles in the sunlight; males have a silver tinge.
All faerie dragons can communicate telepathically with one another at a distance of up to 2 miles. They speak their own language, along with the language of sprites, pixies, elves, and the birds and animals in their area.

Combat: Faerie dragons can become invisible at will, and can attack, use spells, and employ breath weapons while invisible. They attack as 4-HD monsters, biting for 1-2 points of damage. Most (65) faerie dragons employ wizard spells as a wizard of the level indicated on the accompanying chart; 35 employ priest spells of the following spheres: Animal, Plant, Elemental, and Weather. Almost all spells are chosen for mischief potential. The two most common spells of faerie dragons are water breathing and legend lore; other favorites include ventriloquism, unseen servant, forget, suggestion, distance distortion, limited wish, obscurement, animal growth, and animate rock.
A faerie dragon usually begins its attacks by turning invisible and using its breath weapon, a 2-foot-diameter cloud of euphoria gas. A victim failing a saving throw vs. breath weapon will wander around aimlessly in a state of bliss for the next 3d4 minutes, during which time he is unable to attack and his Armor Class is decreased by 2. Even though he is unable to attack, the victim can keep his mind on the situation if he succeeds on an Intelligence check (by rolling his Intelligence score or less on 1d20) each round; if he fails an Intelligence check, he completely loses interest in the matters at hand for the duration of the breath weapon's effect.
Faerie dragons avoid combat and never intentionally inflict damage unless cornered or defending their lairs. If attacked, however, they engage in spirited defense, ably supported by sprite and pixie friends, until the opponents are driven away.

Habitat/Society: Faerie dragons make their lairs in the hollows of high trees, preferably near a pond or stream, because they are quite fond of swimming and diving. They often live in the company of a group of pixies or sprites.
Faerie dragons take advantage of every opportunity to wreak mischief on passers-by, frequently using forest creatures to help them in their pranks. Though many of these pranks are spontaneous, months of preparation can go into a single, spectacular practical joke. A tell-tale giggle, which sounds like the tinkling of tiny silver bells, often alerts potential victims to the presence of invisible faerie dragons.

Ecology: Faerie dragons eat fruit, vegetables, nuts, roots, honey, and grains. They are especially fond of fruit pastries and have been known to go to great lengths to get a fresh apple pie.


Age Hit Magic Wizard Priest
Category Points Color Resist. Level Level
1 Hatchling 1-2 Red 10 1 1
2 Very Young 3-4 Red-orange 16 2 3
3 Young 5-6 Orange 24 3 4
4 Juvenile 7-8 Orange-yellow 32 4 6
5 Young Adult 9-10 Yellow 40 5 7
6 Adult 11-12 Yellow-green 48 6 8
7 Mature Adult 13-14 Green 56 7 9
8 Old 15-16 Blue-green 64 8 10
9 Very Old 17-18 Blue 72 10 11
10 Venerable 19-20 Blue-violet 80 12 12
11 Wyrm 21-22 Violet 88 14 13
12 Great Wyrm 23-24 Black 96 16 14
Jivet's Spells
Jivet is a Level 3 Wizard

Spells known

Audible Glamer
Detect Magic
Enlarge
Grease
Hypnotism
Read Magic
Sleep
Ventriloquism
Unseen servant
Forget
Suggestion

Spells Memorized
Grease
Ventriloquism

Potential spells The two most common spells of faerie dragons are water breathing and legend lore; other favorites include ventriloquism, unseen servant, forget, suggestion, distance distortion, limited wish, obscurement, animal growth, and animate rock
Familiar Bond benefits
Trist gets Magic Resistance from Jivet a relative of Jivex.

Trists Infravision is doubled to 120 ft.

Trist can link to Jivet and see through her eyes 3/day

Trist gains 1 spell per level from Jivet.

Trist can communicate with Jivet out to 5 miles via telepathy.

Trist's gain HP from Jivet. If Jivet max hp is 2 hp Trist adds 2hp to her total.
Jivet's Breath Attack and Languages
A faerie dragon usually begins its attacks by turning invisible and using its breath weapon, a 2-foot-diameter cloud of euphoria gas. A victim failing a saving throw vs. breath weapon will wander around aimlessly in a state of bliss for the next 3d4 minutes, during which time he is unable to attack and his Armor Class is decreased by 2. Even though he is unable to attack, the victim can keep his mind on the situation if he succeeds on an Intelligence check (by rolling his Intelligence score or less on 1d20) each round; if he fails an Intelligence check, he completely loses interest in the matters at hand for the duration of the breath weapon's effect.

All faerie dragons can communicate telepathically with one another at a distance of up to 2 miles. They speak their own language, along with the language of sprites, pixies, elves, and the birds and animals in their area.
Spell book loot spells
1 Armor
1 Feather fall
2 Continual light
2 Invisibility
2 Protection from Evil
2 Knock
2 Mirror Image
Adventure notes

The Queen's whereabouts info

https://www.unseenservant.us/forum/viewtopic.php?f=598&t=7482&p=562415&hilit=Kavorkian%27s+Journal#p562415
2nd level spells
5+89+25+4+83+60+77+66+44+91+99+24+3+75+18 4+17+76+99+85+82+15+33+16+17+16+46+14+14+53
20+35+71+2+64+95+48+41+40+71+41+11+31+3+7
Party Loot


60 sp, 12 gp, and 6 ep.
Ranger Class notes
The ranger is a hunter and woodsman who lives by not only his sword, but also his wits. Robin Hood, Orion, Jack the giant killer, and the huntresses of Diana are examples of rangers from history and legend. The abilities of the ranger make him particularly good at tracking, woodcraft, and spying.


Table 18:
Ranger Abilities

Ranger Hide in Move Casting Priest Spell Levels
Level Shadows Silently Level 1 2 3
1 10% 15% -- -- -- --
2 15% 21% -- -- -- --
3 20% 27% -- -- -- --
4 25% 33% -- -- -- --
5 31% 40% -- -- -- --
6 37% 47% -- -- -- --
7 43% 55% -- -- -- --
8 49% 62% 1 1 -- --
9 56% 70% 2 2 -- --
10 63% 78% 3 2 1 --
11 70% 86% 4 2 2 --
12 77% 94% 5 2 2 1
13 85% 99%* 6 3 2 1
14 93% 99% 7 3 2 2
15 99%* 99% 8 3 3 2
16 99% 99% 9 3 3** 3

* Maximum percentile score
** Maximum spell ability

The ranger must have scores not less than 13 in Strength, 14 in Constitution, 13 in Dexterity, and 14 in Wisdom. The prime requisites of the ranger are Strength, Dexterity, and Wisdom. Rangers are always good, but they can be lawful, neutral, or chaotic. It is in the ranger's heart to do good, but not always by the rules.
A ranger who has Strength, Dexterity, and Wisdom scores of 16 or more gains a 10% bonus to the experience points he earns.
Although the ranger can use any weapon and wear any armor, several of his special abilities are usable only when he is wearing studded leather or lighter armor.
Although he has the basic skills of a warrior, the ranger also has several advantages. When wearing studded leather or lighter armor, a ranger can fight two-handed with no penalty to his attack rolls (see "Attacking with Two Weapons" in Chapter 9: Combat). Obviously, the ranger cannot use a shield when fighting this way. A ranger can still fight with two weapons while wearing heavier armor than studded leather, but he suffers the standard attack roll penalties.
The ranger is skilled woodsman. Even if the optional proficiency rules are not used, the ranger has tracking proficiency. If the proficiency rules are used in your campaign, the ranger knows tracking without expending any points. Furthermore, this skill improves by +1 for every three levels the ranger has earned (3rd to 5th level, +1; 6th to 8th level, +2, etc.). While wearing studded leather or lighter armor, the ranger can try to move silently and hide in shadows. His chance to succeed in natural surroundings is given on Table 18 (modified by the ranger's race and Dexterity, as given on Tables 27 and 28). When attempting these actions in non-natural surroundings (a musty crypt or city streets) the chance of success is halved. Hiding in shadows and moving silently are not possible in any armor heavier than studded leather--the armor is inflexible and makes too much noise.
In their roles as protector of good, rangers tend to focus their efforts against some particular creature, usually one that marauds their homeland. Before advancing to 2nd level, every ranger must select a species enemy. Typical enemies include giants, orcs, lizard men, trolls, or ghouls; your DM has final approval on the choice. Thereafter, whenever the ranger encounters that enemy, he gains a +4 bonus to his attack rolls. This enmity can be concealed only with great difficulty, so the ranger suffers a -4 penalty on all encounter reactions with creatures of the hated type. Furthermore, the ranger will actively seek out this enemy in combat in preference to all other foes unless someone else presents a much greater danger.
Rangers are adept with both trained and untamed creatures, having a limited degree of animal empathy. If a ranger carefully approaches or tends any natural animal, he can try to modify the animal's reactions. (A natural animal is one that can be found in the real world -- a bear, snake, zebra, etc.)
When dealing with domestic or non-hostile animals, a ranger can approach the animal and befriend it automatically. He can easily discern the qualities of the creature (spotting the best horse in the corral or seeing that the runt of the litter actually has great promise).
When dealing with a wild animal or an animal trained to attack, the animal must roll a saving throw vs. rods to resist the ranger's overtures. (This table is used even though the ranger's power is non-magical.) The ranger imposes a -1 penalty on the die roll for every three experience levels he has earned (-1 at 1st to 3rd, -2 at 4th to 6th, etc.). If the creature fails the saving throw, its reaction can be shifted one category as the ranger chooses. Of course, the ranger must be at the front of the party and must approach the creature fearlessly.
For example, Beornhelm, a 7th-level ranger, is leading his friends through the woods. On entering a clearing, he spots a hungry black bear blocking the path on the other side. Signaling his friends to wait, Beornhelm approaches the beast, whispering soothing words. The DM rolls a saving throw vs. rods for the bear, modified by -3 for Beornhelm's level. The bear's normal reaction is