Raspar Mossyoak    (Elf,Wood Male Ranger)
Character Information   
Name: Raspar Mossyoak XP/Next lvl: 29503 / 20001
Class: Ranger HP:curr/max 26 / 26
Alignment: NG AC:reg/rear/no shield 4 / 4 / 4
Race: Elf,Wood Level: 5
Age: 123 Height: 5'6'
Weight: 103 Gender: Male
Encumbrance: Movement: 12
Languages: Elvin,Common,Goblin, Dwarven, Halfling, Orc, Kobold,Hobgoblin, Ogre, Giant(Fire)
Ability Scores   
STR: 18 (52, +2 to hit, +3 to Dam,Wght allw 1250lbs, Open Doors 1-4 on a 1d6, Bend Bars/Lift Gates 25)
INT: 12 (3 Addtl Languages)
WIS: 17 (+2 MAg attk Adj Bonus spells 2-1st, 2-2nd, 1-3rd)
DEX: 15 (-1 to AC, , 0 Initiative Mod)
CON: 14 (88 Syst Shock Survival, 92 Resurection Survival)
CHR: 9 ( 4 Max Henchmen, Loyalty base & React Adj Normal)

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

Notes:

Description and Background   
Description:
html Raspar has a fair complexions, with blonde hair and hazel eyes.

Background:
Raspar is a ranger from the Great forest of Hazgar Mountains. His parents were both rangers and they taught him all he knows. He set out on his own, to protect the forest and animals within thru out all the lands. What better way than to adventure with a group.


Weapons
Weapon Att/Rnd Range Speed Damage sm/l Spec. Dbl. spec. THAC0 Projectiles
Left
Notes
+1 Bow Composite (Strength) 2/1 1d8/ y y 17 24 Set for Strength Bonuses
L. Sword 3/2 1d8/1d12 y n 17
Daggerx2 1 1d4/1d3 n n 17
Hand Axe 1 1d6/1d4 y n
+1 L. Sword 1 1d8/1d12 n n 17
Equipment
Qty Item Location
1 Backpack Worn
1 Flint and steel BP
3 Torches BP
2 Sacks lg BP
2 Sacks sm BP
1 Water Skins BP
1 Wks Rations Dry BP
1 Bedroll BP
1 Chain mail Worn
1 Boots High Leather, Soft sole Worn
1 Rope, hemp 50ft BP


Wealth   Enter negative number to subtract
PP GP EP SP CP
230 1816 20 45 39
Magic Items
Qty Item Location
2 Potions of Healing BP
1 Potion of Speed BP
1 Potion of Flying BP
1 +1 L. Sword Waist
1 Helm of Underwater Action Worn


Gems and Jewelry
Qty Item Location
1 gem 450gp LP
1 Gem 250 GP LP
Memorized Spells



Spell Book



Notes
Elf Traits
Wood elves, also known as sylvan elves, have abilities similar to those of high elves, including 90 resistance to sleep and charm.

+1 bonus when wielding sword or bow

60' infravision,

Move silently when alone at 66 of the time, Surprise on 1d6 on a 1&2

1d6 on 1 to detect of secret and concealed doors by just passing bye. 1d6 on 1&2 to detect 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.
Ranger Benefits
* +4 vs the below giant types
*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 classcreatures are: bugbears, ettins, giants, gnolls, goblins, hobgoblins, kobolds,ogres, ogre magi, orcs, and trolls.

*Rangers surprise (q.v.) opponents 50 of the time (d6, scare 1 through 3) and are themselves surprised only 161/3 of the time (d6, score 1).

*Members of the ranger sub-class of fighters are entitled to the benefits of weapon specialization (see “The Fighter” above). In addition to this expansion of the capabilities of the sub-class, the following information on tracking, “giant class” opponents, and weapon use should replace or supplement the pertinent sections of the class description in the Players Handbook.


*Tracking is principally used in outdoor situations, although there are conditions underground (“indoors”) 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 - 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.. .............................. .O
Prevents all but the minutest traces of passage . . . . . . . . . .-50
For each creature beyond the first in the group
Other modifiers:
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.

lndoortracking: 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. ........................... .O
Stone floor which prevents all but the minutest traces
of passage .................................... 50V0
Other modifiers:
For each creature beyond the first in the group
For passing over an area where other creatures cross
being tracked. ............................... + 02
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. Special Note: Tracking indoors is impossible if the ranger desiring to do so has never observed some distinguishing feature about the
tracks of the creature to be tracked, or if the ranger does not observe the quarry making the trail and then follow the tracks within a reasonable period of time (typically 10-30 minutes) thereafter. In all cases, the DM must use common sense as to whether or not it will be possible to follow a creature by tracking. For instance, creatures which leave obvious trails can almost always be tracked - worms, slimes, jellies, and the like are obvious examples of this. Conversely, creatures
which do not normally leave any sign of passage are almost always impossible to track - flying creatures, ghosts, wraiths, and spiders, for example. However, since tracking is a combination of visual, audio, and olfactory abilities, tracking might sometimes be possible
by unusual means - the disturbance of things left by a flying creature’s passage, the sound of its passage, the trail of odor left, and so forth.

Light condition, outdoors or indoors: All tracking is assumed to be done under conditions of good illumination -daylight or the equivalent (a continual light spell, for instance). The movement rate of a ranger while tracking is somewhat slowed even under optimum conditions; in even poorer conditions (of light, or of the quality of the trail, or both), the ranger’s movement rate may be reduced drastically.
Movement rate while tracking:
Obvious tracks, good illumination . . . . .
Weapon Proficiencies
3 initial Weapon Proficiency,s add one 1 every 3 levels. Ranger is -2 for weapons they are not proficient with.