Fendt (Dead)    (Half-Elf Male Fighter/Magic-user)
Character Information   
Name: Fendt (Dead) XP/Next lvl: 13000/13000 / 18001/22501
Class: Fighter/Magic-user HP:curr/max 7 / 15
Alignment: Chaotic Good AC:reg/rear/no shield 4 / 4 / 4
Race: Half-Elf Level: 4/4
Age: 32 Height: 5' 8
Weight: 135 Gender: Male
Encumbrance: 74 lbs Movement: 9'
Languages: Common, Elvish, Halfling, Gnome, Orcish.
Ability Scores   
STR: 15 (Weight Allow +200|Open Doors 1-2|Bend/Lift 7)
INT: 12 (Additional Lang. 3|Chance to Know 45|Min. No. Spells/lvl 5|Max. No. Spells/lvl 7)
WIS: 10 ()
DEX: 12 ()
CON: 12 (Sys. Shock 80|Ress. Survival 85)
CHR: 8 (Max. No. Henchmen 3|Loyalty Base -5)

Saving Throws   
Death, Paralysis,
Poison:
Petrification,
Polymorph:
Rod, Staff
or Wand:
Breath: Spell:
13 13 11 15 12

Notes:

Description and Background   
Description:


Background:
Wanting to know more than just one skill Fendt learned both how to fight and how to use magic. He is more than just a fighter or magic user. Fendt likes to keep both his skills and talent sharp. He practices both his fighting and magic every day to stay on edge. Three months ago, he received news that he had inherited a keep from a distant relative on the human side of his family. When Fendt was on his way to claim his inheritance, he was captured by brigands on a road near Barovia and brought to Strahd. Strahd has kept him locked and chained in this tower ever since. Someone comes by occasionally to feed him (the dogs got more frequent and better fare). He has no idea what Strahd had planned for him.


Weapons
Weapon Att/Rnd Range Speed Damage sm/l Spec. Dbl. spec. THAC0 Projectiles
Left
Notes
Dagger 2 1|2|3 2 1d4/1d3 n n 18 2
Bo Stick 1 3 1d6/1d3 n n 18 continual light cast on it
Long Bow 2 7|14|21 1d6/1d6 n n 18 20
Footman's Mace +1 1 7 1d6+2/1d6+1 n n 18
Footman's Mace +3 1 7 1d6+4/1d6+3 n n 18
Equipment
Qty Item Location
2 Dagger and scabbard Belt
1 Belt Equipped
1 Boots, high, hard Equipped
1 Bo Stick Carried
1 Bow, long Shoulder
1 Quiver, 1 score arrows cap. Back
1 Skin for water or wine Backpack
1 Backpack Back
20 Arrow, silver, single Quiver
1 Rope, 50' Backpack
1 Tinder Box, with flint & steel Backpack
1 Rations, iron, 4 days Backpack
1 Lantern, hooded Backpack
4 Oil, flask of Backpack


Wealth   Enter negative number to subtract
PP GP EP SP CP
50 50 0 0 0
Magic Items
Qty Item Location
1 Chain Mail +1 Equipped
1 Mace, Footman's +1 Backpack
1 Potion of Invisibility Backpack
1 Magical Footman's Mace ? Belt
1 Mace, Footman's +3 Belt


Gems and Jewelry
Qty Item Location
Memorized Spells


Level 1
Detect Magic
Jump
Unseen Servant

Level 2
Continual Light
Strength


Spell Book


Level 1
Detect Magic
Identify
Jump
Shocking Grasp
Unseen Servant

Level 2
Continual Light
ESP
Ray of Enfeeblement
Rope Trick
Strength


Notes
Racial Abilities
Half-elven characters have a 30 resistance to sleep and charm spells (if
the spells are cast upon them, a percentile dice roll of 31 or better is
required to allow the magic any chance of having an effect, and even then
the saving throw against spells is allowed versus the charm spell).
All half-elven characters are able to speak the 'common tongue' of men,
their alignment language (q.v.), and the following: elvish, gnome,
halfling, goblin, hobgoblin, orcish, and gnoll. Half-elven characters of
above 16 intelligence are able to learn one additional language for every
point of intelligence above 16, so that a 17 intelligence indicates the
character can learn one additional language, and an 18 intelligence
indicates two languages can be learned in addition to those listed above.
Half-elves have the ability to see into the infra-red spectrum, so they are
able to see up to 60' in darkness, noting varying degrees of heat radiation.
Secret or concealed doors are difficult to hide from half-elves, just as they
are noticeable by elves. Merely passing within 10' of a concealed door
gives the half-elven character a one sixth chance (1 on a d6) of spotting it.
If actively seeking has one in three chance (1 or 2 on d6) of spotting a secret
door and a one and two chance (1 - 3 on d6) of spotting a concealed door.
Weapon Prof.
Dagger
Scimitar
Bo Stick
long Bow
Mace, footman‘s