Robert Ashton / Calminaion    (Half-Elf Male Druid)
Character Information   
Name: Robert Ashton / Calminaion XP/Next lvl: 23152 / 35001
Class: Druid HP:curr/max 20 / 34
Alignment: Neutral AC:reg/rear/no shield 6 / 9 / 7
Race: Half-Elf Level: 6
Age: 45 Height: 5'10''
Weight: 145 Gender: Male
Encumbrance: 25 Movement: 12
Languages: Neutral, Common, Elvish, Orcish, Gnollish, Drudish, Hill Giant, Green Dragon, Gnome, Pixie, Dryad
Ability Scores   
STR: 11 (Open Doors 1-2, Bend Bars 2)
INT: 13 (3 Additional Language)
WIS: 17 (+2 Magic Saving Throw, 2/2/1 additional spells)
DEX: 9 ()
CON: 10 (70 System Shock, 75 Resurrection Survival)
CHR: 17 (Max Henchmen 10, +30 Reaction, +30 Loyalty)

Saving Throws   
Death, Paralysis,
Poison:
Petrification,
Polymorph:
Rod, Staff
or Wand:
Breath: Spell:
9/8 Ring/6 Fire or Elec 12/11 Ring 13/12 Ring/10 Fire or Elec 15/14 Ring/12 Fire or Elec 14/13 Ring/11 Fire or Elec

Notes: +2 to resist fire/electricty, Ring of Protection +1

Description and Background   
Description:
Of average height, blonde hair and bluish/greenish eyes, He wears the symbol of Brenna: God of Nature and the Forest. AD&D 1e

Background:
The offspring of two adventurers, Robert was raised by elves but never really fit in. Instead, he found confort in the forest around him and decided to dedicate his life to protecting it. Both of “Robert’s” parents were adventurers in the Order of the Silver Dagger, a small group that primarily helped out small communities against humanoid threats for little financial gain (usually what they could plunder from the humanoids). They occasionally took on higher risks but not often. Roberts’s parents didn’t know each other before they formed the group, slowly grew to appreciate each other and fall in love. Robert’s mother, the elf maiden Ellethwen was a magic-user and always tried to use her gifts for the benefit of others. Robert’s father was Robert Ashlion, a ranger who took up defending the weak. However, their love was not to last. During the Silver Dagger’s last outing, they tried to defend a small village from a savage green dragon. Though successful in taking down the dragon at the village (though not without great loss to the village) the party felt it best to also clear out its lair to prevent the local humanoid tribes from getting all that wealth and magical items. The party was gathering up the items when the dragon’s new mate arrived, just discovering the body of her mate in the village. She had finished destroying the village and proceeded to attack the party. Already weakened, the party put up the best defense they could. In the end, the party was successful, though not without great loss. Out of six party members, only Ellethwen and a thief, Reginald, remained. Robert had sacrificed his life when he noticed the dragon was going to breathe its noxious gas upon Ellethwen and pushed her out of the way. The two gathered up what they could in items and wealth, and brought back their comrades to the village, only to discover it too was destroyed. Burying their dead and the dead of the village, the two parted ways. Little did Ellentwen realize that she was pregnant at the time. Sh


Weapons
Weapon Att/Rnd Range Speed Damage sm/l Spec. Dbl. spec. THAC0 Projectiles
Left
Notes
Strahd Treasure Scimitar +2 1 2 4 1d8+2/1d8+2 n n 16
Quarterstaff 1 3 4 1d6/1d6 n n 18
Sling w/stones 1 4/8/16 1 1d4/1d4 n n 18
Sling w/bullets 1 5/10/20 1 1d4+1/1d6+1 n n 18
Club 1 1-3 4 1d6/1d3 n n 18
Equipment
Qty Item Location
1 Leather Backpack Back 2
1 Leather Armor Worn 15
3 Torches Bag of holding 1x5/0
1 Tinderbox Backpack
2 Mistletoe Sm pouch #1
1 Leather Scroll Case Bag of Holding .5/0
1 Sm. Metal Mirror Belt
4 Flasks of Oil Bag of Holding 1x4/0
2 Large Belt Pouches Belt 1x2
2 Small Belt Pouches Belt .5x2
2 Large Sacks Bag of Holding .5x2/0
2 Small Sacks Bag of Holding 0/0
3 Wineskins Bag of holding 1x3/0
1 Wooden Shield Worn 5
1 Enc 33 max 35


Wealth   Enter negative number to subtract
PP GP EP SP CP
25 75 0 25 0
Magic Items
Qty Item Location
1 Potion of Levitation Bag of Holding 1/0
1 Bag of Holding Belt
1 Strahd Treasure Scimitar +2 Belt 5
1 Ring of Protection +1 Finger
1 Potion of Clairvoyance Bag of Holding 1/0
1 Gypsy Potion Bag of Holding 1/0


Gems and Jewelry
Qty Item Location
Memorized Spells


Level 1
6
Animal Friendship
Detect Magic
Detect Magic
Faerie Fire
Faerie Fire
Purify Water

Level 2
5
Barkskin
Cure Light Would
Cure Light Would
Cure Light Would
Produce Flame

Level 3
3
Cure Disease
Neutralise Poison
Summon Insects

Level 4
1
Cure Serious Wound


Spell Book


Level 1
Animal Friendship
Ceremony
Detect Balance
Detect Magic
Detect Pits and Snares
Detect Poison
Entangle
Faerie Fire
Invisibility to animals
locate animals
Log of everburning
Pass Without Trace
Precipitation
Predict Weather
Purify Water
Shillelagh
Speak with Animals

Level 2
Barkskin
Charm person or mammal
Create Water
Cure Light Would
Feign Death
Fire Trap
Flameblade
Goodberry
Heat Metal
Locate Plant
Obscurement
Produce Flame
Reflecting Pool
Slow Poison
Trip
Warp wood

Level 3
Call Lightning
Cloudburst
Cure Disease
Hold Animal
Know Alignment
Neutralise Poison
Plant Growth
Protection from fire
Pyrotechnics
Snare
Spike Growth
Starshine
Stone Shape
Summon Insects
Tree
Water Breathing

Level 4
Animal Summoning J
Call Woodland Beings
Control Temperature 100 Ft R
Cure Serious Wound
Dispel Magic
Hallucinatory Forest
Hold Plant
Plant Door
Produce Fire
Protection from Lightning
Repel Insects
Speak with Plants


Notes
Druid Abilities
Druid Class Abilities

druids’ cant: All druids speak a secret language called the
druids’ cant. The druidic cant cannot be learned by non-druids
(unless otherwise noted, such as in the case of higher-level
assassins).

Saving throw Bonus: All druids gain a saving throw bonus of
+2 against fi re and lightning attacks of all kinds.
Spell casting: Druids may memorise and cast druidic spells
in accordance with the tables provided below.

Advanced Abilities
druid’s Knowledge (3rd): At third level and higher, a druid
can identify plant and animal types, and can determine when
water is pure and safe to drink.

Wilderness movement (3rd): At third level and higher, a druid
can move through any natural undergrowth leaving no trace
of his or her passage, and may do so with no reduction in his
or her normal movement speed.

Immunity to fey charm (7th): At seventh level and higher,
the druid becomes immune to charms and other such mental
enchantments cast by fey creatures such as dryads, pixies,
brownies, etc.

Shapeshift (7th): Druids of 7th level or higher may change
their forms up to three times per day. The form assumed must
be a natural animal, no smaller than a mouse, and no larger
than double the druid’s normal weight; in the process of
shapeshifting, the druid recovers 1d6 x 10 percent of any hit
points he or she might have sustained as damage.
Half-Elf Abilities

Summary of half-elven racial abilities:
• 30 resistance to sleep and charm spells

Secret doors: When searching, a half-elf character can detect
secret doors on a 2 in 6 and concealed doors on a 3 in 6. When
passing within 10ft of a concealed door, a half-elf will notice
it on a 1 in 6.

Infravision: 60 ft
movement Rate: 120 ft
Spells
1st Level - 4 Bonus +2
2nd Level - 3 Bonus +2
3rd Level - 2 Bonus +1
4th Level - 1

Spells 6/5/3/1
Weapon Proficiences
Scimitar
Sling
Club
New Spells once Rested
Level 1:
Animal Friendship
Detect Magicx1
Farie Firex2
Log of Everburning
Purify water

Level 2:
Barkskin
Cure Light Woundsx2
Goodberry
Produce Flame

Level 3:
Cure Disease
Neutralize Poison
Summon Insects

Level 4:
Cure Serious Wounds
Bag of Holding Contents
Robert takes the following. Already in the bag of holding wt = 2 large sacks (1ea=2), 2 small sacks (.5 ea=1), leather scroll case (.5), 3 torches (1 ea. =3), 4 pints of lamp oil (1 Ea. = 4), 3 wineskins (3 pints each =9), 3 potions (1 ea. = 3) Total wt = 22.5

880 PP = 88 lbs, 8600 GP = 860 lbs with total = 948 + 22.5 = 970.5

If the Mace +3 is unclaimed he adds it into the bag of holding if it won't tear the bag.