Alec Leafwalker    (Wood Elf Male Cleric/ Ranger)
Character Information   
Name: Alec Leafwalker XP/Next lvl: 2500/2500 / 3000/4500
Class: Cleric/ Ranger HP:curr/max 22 / 22
Alignment: CG AC:reg/rear/no shield 3 / 7 / 4
Race: Wood Elf Level: C-2/R-2
Age: 87 Height: 5'6'
Weight: 130 Gender: Male
Encumbrance: Movement: 12
Languages: Common, Elven, Woodland Mammals, Gnome, Halfling, Goblin, Hobgoblin, Orcish, Gnoll, Treant,
Ability Scores   
STR: 18 ((42)+1 Hit/+3 dam/+1000/1-3/20(+1 Wood elf))
INT: 13 (3 languages(-1 Wood elf))
WIS: 16 (+1/2-1st/2-2nd/0)
DEX: 17 (+2/+2/-3)
CON: 15 (+1/ 91/ 94)
CHR: 6 (2/-15 / -10)

Saving Throws   
Death, Paralysis,
Poison:
Petrification,
Polymorph:
Rod, Staff
or Wand:
Breath: Spell:
10 13 14 16 15

Notes:

Description and Background   
Description:
Alec was born to the village Bowyer/Fletcher. His mother died in child birth so his father and Uncle raised him. He learned to hunt and fish to provide food for the village and keep himself busy. He learned the trades of his Father and Uncle. His Uncle was a Blacksmith who taught him to forge weapons and arrow heads. And then he used them to make arrows. At 40 he left his village to find out how the rest of the world lived.

Background:


Weapons
Weapon Att/Rnd Range Speed Damage sm/l Spec. Dbl. spec. THAC0 Projectiles
Left
Notes
Hand Ax 1 1d6/1d4 n n 18 2 +1 Hit / +3 Dam, THR +3/+3
Composite Long Bow 2 6/12/21 1d6/1d6 n n 17 40 +3 Hit / +0 Dam
Dagger 1 1/2/3 1d4/1d3 n n 18 8 +1 hit / +3 dam, thr +3/+3
Long sword 1 5' 1d8/1d12 n n 17 1 (+2/+3)
Warhammer-Not proficient 1 1/2/3 1d4+1/1d4 n n 19 1 Not Proficient -2 (+1/+3)Thr +3/+3
Morning Star- Not Proficient 1 5' 2d4/1d6+1 n n 19 1 Not Proficient-2 (+1/+3)
Equipment
Qty Item Location
1 Suit Blackened Studded Leather Body
1 Wilderness Harness (L. Sword/8 Daggers) Body
4 Daggers (front) W. Harness
1 Composite Long Bow Back
3 Small belt pouches Belt/Waist
1 Leather Backpack Back
1 Small Shield On Pack
2 Week Iron Rations Pack
2 Water Skin Pack
1 Tinderbox with Flint and Steel Pack
1 Quiver with 20 Arrows Pack side
1 Long Sword W. Harness
2 Hand Axes Belt
1 Warhammer Belt
1 Knap sack with bandages Under Pack
1 Mortal and Pestal Knapsack
1 Silver Holy Symbol (3" Silver arrowhead) Neck
1 Hooded Lantern Pack
1 Hooded Cloak Body
1 Set Large Saddle Bags back
6 Flasks Lamp Oil Pack
2 Large Sacks Pack
10 Tallow Candles Pack
1 Morning Star Pack
1 Wheel of Cheese (5lbs) Pack
2 Loaves of Bread Pack
4 Pounds of Jerked Beef Pack
1 Quiver with 20 Sheaf arrows Back
5 Torches pack


Wealth   Enter negative number to subtract
PP GP EP SP CP
0 2 0 17 0
Magic Items
Qty Item Location
1 Vibrant Purple Ioun Stone of Spell Storing (10 Spell Levels) See Notes for Spells. Belt Pouch


Gems and Jewelry
Qty Item Location
Memorized Spells


Level 1
Cure Light Wounds
Cure Light Wounds
Cure Light Wounds
Cure Light Wounds


Spell Book


Level 1
Bless
Ceremony
Combine
Command
Create Water
Cure Light Wounds
Detect Evil
Detect Magic
Endure Cold / Heat
Invisibility to Undead
Light
Magic Stone
Penetrate Disguise
Portent
Protection from Evil
Purify Food And Drink
Remove Fear
Resist Cold
Sanctuary


Notes
Wood Elves
Wood elves, also known as sylvan elves, have abilities similar to those of high elves, including resistance to sleep and charm, extra bonuses
when wielding sword or bow, infravision, silent movement, and detection of secret and concealed doors. They speak elvish, common, treant, and the tongue of woodland mammals (much as gnomes may communicate with burrowing mammals), but no other languages to start with. They receive a bonus of +1 to the initial dice roll for strength (but the normal
maximum of 18 still applies), and must take a −1 penalty to their initially generated score for intelligence. Wood elves are more reserved than gray elves, and do not mix with the organized societies of other races on a regular or recurring basis. Wood elves have fair complexions, with hair color ranging from copper red to blonde and eyes of light brown,
light green or hazel.

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.

Max Levels
Cleric- 8
Ranger- 8
Ranger Abilities
Rangers are a sub-class of fighter who are adept at woodcraft, tracking, scouting, and
infiltration and spying. All rangers must be of good alignment (q.v.), although they can
be lawful, chaotic, or neutral otherwise. A ranger must have strength of not less than
13, intelligence of not less than 13, wisdom of not less than 14, and a 14 or greater
constitution. If the ranger has ability scores of greater than 15 in strength, intelligence
and wisdom, he or she gains the benefit of adding 10 to experience points awarded
by the referee.

Unlike other fighter-types, rangers have eight-sided hit dice (d8) but at first level they get two, rather than but one, hit dice. It should also be noted that rangers get 11 hit dice rather than the 9 of other fighter-types. In addition to considerable prowess as fighters, rangers have druidic and magical spell capabilities when they attain high level; thus, they are very formidable opponents, for they have other abilities and benefits as well:
1. When fighting humanoid-type creatures of the giant class, listed hereafter, rangers
add 1 hit point for each level of experience they have attained to the points of damage
scored when they hit in melee combat. Giant class creatures are: bugbears, ettins, giants, gnolls, goblins, hobgoblins, kobolds, ogres, ogre magi, orcs, and trolls. Example: a 5th
level ranger hits a bugbear in melee combat, and the damage done to the opponent will be according to the ranger's weapon type, modified by strength, and +5 (for his
or her experience level) because the opponent is a bugbear a giant class humanoid.
2. Rangers surprise (q.v.) opponents 50 of the time (d6, score 1 through 3) and are themselves surprised only 16 2/3 of the time (d6, score 1).
3. Tracking is possible both outdoors and underground in dungeons and like settings:
a. Underground the ranger must have observed the creature to be tracked within 3
turns (30 minutes) of the commencement of tracking, and the ranger must begin
tracking at a place where the creature was observed:
b. Outdoors there is a base 90 chance of a ranger being able to follow a creature,
modified as follows:
4. At 8th level, rangers gain limited druidic spell ability, and additional spells are
added through 17th level.

Tracking
Tracking is principally used in outdoor situations, although there are conditions
underground (indoor) which will enable a ranger to track a creature.
Outdoor tracking: The base chance to successfully track outdoors is 10 per level of the ranger, plus an additional 10 for example, 20 for a 1st-level ranger or 70 for a 6th-level ranger. The base chance can rise as high
as 110 (for a ranger of 10th level or higher), but can never exceed that figure.
Note that, even in such a case, the adjusted chance can drop below 100 if negative modifiers are taken into account. An adjusted chance of greater than 100 is treated as 100; that is, the trail can be followed for as long as the current conditions (terrain, number of creatures being tracked, etc.) apply.
Terrain modifiers:
Soft enough to hold impressions (footprints, pawprints, etc.)of creature being
tracked ............+20
Allows occasional marks or obvious signs of passage (broken twigs, bent grass,
etc.) .............+10
Allows only infrequent signs of passage due to rock, water, wind, other creatures
crossing or overtracking, etc ..0
Prevents all but the minutest traces of passage........................−50
Other modifiers:
For each creature beyond the first in the group being tracked .....................+02
For every 12 hours elapsed since the trail was made ...............+05
For every hour of precipitation that has fallen on the trail between tracker and
quarry ............+25
If intelligent efforts are made to hide the trail, consider the terrain modifier to be of
the next lower category (e.g., down from +20 to +10). If the terrain modifier
was already of the +50 category, then tracking is impossible.
Indoor tracking: Base chance is the same as that for outdoor tracking.
Surface condition modifiers:
Dirt floor, or unused and dusty area ..........................................................+20
Wooden floor, or area which allows some occasional indication of passage ..........0
Stone floor which prevents all but the minutest traces of passage .................+50
Other modifiers:
For each creature beyond the first in the group being tracked .......................+02
For passing over an area where other creatures cross or overtrack trail ..........+50
If intelligent efforts are made to hide the trail, including passing through a secret
door, consider the surface condition modifier to be of the next lower category. If the
surface condition modifier was already of the −50 category, then tracking is
impossible.
Vibrant Purple Ioun Stone (10 Spell Levels)
1) Cure Light Wounds
1) Cure Light Wounds
1) Cure Light Wounds
1) Invisibility to Undead
1) Endure Heat/Cold
1) Bless
1) Create Water
1) Detect Magic
1) Purify Food and Drink
1) Protection from Evil
Turn Undead Table
Undead.....1.....2.....3.....4.....5.....6.....7.....8

Skeleton...10...7.....4.....T.....T.....D.....D....D*
Zombie.....13...10....7.....T.....T.....D.....D....D
Ghoul.......16...13...10....4.....T.....T......D....D
Shadow....1.... 16...13....7.....4.....T.....T.....D
Wight.......20...19...16....10...7.....4.....T.....T
Ghast.......--....2.....19....1....10....7.....4.....T
Wraith......--... --....20....16...13...10....7....4
Mummy....--....--.....--.....20...16...13....10..7
Spectre....--....--....--....--.....20...16....13..10
Vampire...--....--....--....--.....--.....20...16..13
Ghost......--....--....--....--.....--......--....20..16
Lich........--.....--....--....--.....--.....--.....--...19
Special**--.....--....--....--.....-.....--.....--....20
Things to Buy for Caravan
Covered Wagon
Large Draft Horse X2
Large Saddle Bags
Large Wooden Chest with Lock and key
Large 30 Gallon Barrel for water
1 Quiver of 20 Arrows - Chest
1 Week Iron Ration - Chest
15 Days Grain for Horses in 3 Sacks.
15 torches - Chest
3 Flasks Oil - Chest