Morgi    (Half Elf Male Druid)
Character Information   
Name: Morgi XP/Next lvl: 130000 / 200000
Class: Druid HP:curr/max 49 / 49
Alignment: Neutral AC:reg/rear/no shield 0 / 0 / 0
Race: Half Elf Level: 10
Age: 64 Height: 5'7'
Weight: 145 Gender: Male
Encumbrance: Movement: 12
Languages: Common, Druidic
Ability Scores   
STR: 13 (+100 weight)
INT: 6 ()
WIS: 18 ((+2,2,1,1) spells, +4 magic save)
DEX: 16 (+1 reaction, -2 AC)
CON: 10 (70, 75)
CHR: 15 (+15 loyal, +15 reaction)

Saving Throws   
Death, Paralysis,
Poison:
Petrification,
Polymorph:
Rod, Staff
or Wand:
Breath: Spell:
6 9 10 12 11

Notes: +4 on WIS saves, 30 resistance to sleep and charm,+2 on Fire and Lightning, -2 on Fire due to Ring of Air

Description and Background   
Description:
Morgi appears dressed in furs, from head to toe. Around his Neck is a cape of a snow leopard.

Background:
Orphaned as a youth, Morgi was fortunate to happen across a Druid in the wild who recognized his potential and took him under his care. The two spent the vast majority of their time in the mountains, rarely returning to civilization. When the old man finally passed (recently) Morgi is almost at a loss of what to do.


Weapons
Weapon Att/Rnd Range Speed Damage sm/l Spec. Dbl. spec. THAC0 Projectiles
Left
Notes
Scimitar 1 3 4 1d8/1d8 n n 10
Sling 1 5,10,20 1d4+1/1d6+1 n n 14
Staff 1 3 3 1d6/1d6 n n 14
Dagger 1 1 1 1d4/1d3 n n 14
Equipment
Qty Item Location
2 Sling belt
1 Belt worn
2 Small Belt pouch belt
2 Large Belt pouch belt
36 Sling Bullets sm belt pouch
1 Backpack worn
3 Wax Candles lg pouch
2 Flack of Oil backpack
1 Small silver mirror sm pouch
1 Silk rope 100' backpack
1 Flint and Steel sm pouch
2 Wineskins (water and wine) back
14 Iron Rations (days) backpack


Wealth   Enter negative number to subtract
PP GP EP SP CP
40 20 10 1 1
Magic Items
Qty Item Location
1 Ring of Elemental Command - Air Left hand
1 Cube of Frost Resistance Neck
1 Ring of Telekinesis (500gp) Right Hand
1 Bracers of Defence AC2 Worn
1 Scimitar +4
1 Rod of Absorption Steel Case on Belt


Gems and Jewelry
Qty Item Location
1 Pearl (100gp)
1 Ruby (500gp)
1 Diamond (100gp)
Memorized Spells


Level 1
Detect Magic
Detect Magic
Entangle
Faerie Fire
Faerie Fire
Invisibility To Animals
speak With Animals

Level 2
Barkskin
Charm person Or Mammal
Cure light Wounds
Heat Metal
Produce Flame
Warp Wood

Level 3
Call Lightning
Cure disease
Hold Animal
Neutralize Poison

Level 4
Call Woodland Beings
Cure Serious Wounds
Dispel Magic
Protection from Lightning

Level 5
Animal Growth
Transmute Rock to Mud


Spell Book



Notes
Class Skills
1. ldentification of plant type
2. Identification of animal type
3. Identification of pure water
4. Power to pass through overgrown areas (undergrowth of
tangled thorns, briar patches, etc.) without leaving a
discernible trail and at normal movement rate
5. Immunity from charm spells cast by any creature basically
associated with the woodlands, i.e. dryads, nixies, sylphs, etc.
6. Ability to change form up to three times per day, actually
becoming, in all respects save the mind, a reptile, bird or
mammal
Spells
Base at level 10: 5,4,3,3,2 plus WIS bonus 2,2,1,1 for a total of 7,6,4,4,2
Ring of Elemental Command
Ring of Elemental Command: The 4 types of elemental command rings are very powerful. Each appears to be nothing more than a lesser ring (detailed below), but each has certain other powers as well as the following common properties:
Elementals of the plane to which the ring is attuned cannot approach within 5' of or attack the wearer; or, if the wearer desires, he or she may forego this protection and instead attempt to charm the
elemental (saving throw applicable at -2 on the die). If the latter fails, however, total protection is lost and no further attempt at charming can be made, but the secondary properties given below
will then function with respect to the elemental.

Creatures, other than normal elementals, from the plane to which the ring is attuned attack at -1 on their 'to hit' dice, the ring wearer takes damage at -1 on each hit die, makes applicable saving throws
from the creature's attacks at +2, all attacks are made by the wearer of the ring at +4 'to hit' (or -4 on the elemental creature's saving throw), and the wearer does $6 damage (total, not per die) adjusted
by any other applicable bonuses and/or penalties. Any weapon used by the ring wearer can hit elementals or elemental creatures even if it is not magical.

The wearer of the ring is able to converse with the elementals or elemental creatures of the plane to which the ring is attuned, and they will recognize that he or she wears the ring, so they are at least
going to show a healthy respect to the wearer. If alignment is opposed, this respect will be fear if the wearer is strong, hatred and a desire to slay if the wearer is weak.

In addition, the possessor of a ring of elemental command will suffer
a saving throw penalty as follows:
Air -2 vs. fire

Only one power (whether major or minor) of a ring of elemental command can be in use at one time.

-Air: The wearer can at will produce the following magical effects:
gust of wind (once per round)
fly
wall of force (once per day)
control winds (once per week)
invisibility