Garth Malschionnay    (Elven Male Druid/Magic-User)
Character Information   
Name: Garth Malschionnay XP/Next lvl: 3000 / 3000
Class: Druid/Magic-User HP:curr/max 5 / 5
Alignment: Neutral AC:reg/rear/no shield 7 / 10 / 7
Race: Elven Level: 0
Age: 117 Height: 5'2
Weight: 102 lbs Gender: Male
Encumbrance: Movement:
Languages:
Ability Scores   
STR: 10 (10 Stamina/10 Muscle) +40 wgt allow.)
INT: 17 (15 Reason/19 Knowledge) 7th max, 11 per lvl. +8 NWP 95 to learn.)
WIS: 18 (16 Willpower/20 Intuition) +2 magic attack bonus, extra spells 3:3:2:2)
DEX: 14 (12 Aim/17 Balance) +2 reaction, -3 defensive adjustment)
CON: 10 (10 Health/10 Fitness) 70 SS; 75 Res Survival)
CHR: 15 (15 Leadership/15 Appearance)+3 loyalty; +3 reaction: 7 Henchmen)

Saving Throws   
Death, Paralysis,
Poison:
Petrification,
Polymorph:
Rod, Staff
or Wand:
Breath: Spell:
10 13 11 15 12

Notes:

Description and Background   
Description:
Garth is average in elven stature. He is dressed in the greens and browns of the forest. He appears unkempt with dirt, leaves and grass about his person that he doesn't bother to remove.

Background:
Born in Vesve Forest. it soon became apparent the child was gifted in the wilder ways of the forest. He was soon recognized by a local old man, Wayne. Garth was trained by his child mentor, Wayne. As his training progressed, his exceptional intelligent was noted. Once his druidic training was a complete as Wayne could make it, his mentor urged his to travel to Greyhawk for find a tutor for his arcane studies. Garth was concerned about being in a foreign city all alone, but undertook the journey to please his mentor. As he was traveling, as luck would have it, he saved a man's life who was dieing of poison. This man would begin his training in all things arcane. William the Mysterious was a Greyhawk resident and was beholden to this wild elf that had saved his life. After his training was complete, he knocked around the city for a bit, but felt he had to get out into the wild again, so, he does like most adventurers do, he volunteered.


Weapons
Weapon Att/Rnd Range Speed Damage sm/l Spec. Dbl. spec. THAC0 Projectiles
Left
Notes
Scimitar 1 2 1d8/ n n +3
Sling-stone 1 8/16 1d4/ n n +3
Sling-bullet 1 10/20 1d4+1/ n n +3
Equipment
Qty Item Location


Wealth   Enter negative number to subtract
PP GP EP SP CP
0 0 0 0 0
Magic Items
Qty Item Location


Gems and Jewelry
Qty Item Location
Memorized Spells


Level 1
Armor
Hold Portal
Identify
Magic Missle
Sleep


Spell Book



Notes
Racial Abilities
ELF CP: 45
less sleep - 5
balance bonus - 10
infravision - 10
hide in shadows - 10
dog - 10
Spell Abilities (15): Once a day the elf can cast faerie fire, dancing lights, and darkness as a priest or wizard of the same level. When the character reaches 4th level, he can add, levitate, detect magic, and know alignment.

DRUID CP: 100
all, animal, charm, elemental, healing, plant, protection, summoning, sun, and weather - 50
resist cold +2 saves- 5
HP bonus d10 - 10
immunity to charm - 10
immunity disease - 10
fire/electrical resist+2 saves - 5
druidic language - 5
identify plants/animals and clean water - 5

MAGE CP: 40
all schools but conjuration/summoning and necromancy - 30
HP bonus - 10 - d6

POWERFUL ENEMY - +10 CP
Shapeshifter Kit
As a Shapeshifter, Garth gains his branch's shapechanging power at 1st level rather than at 7th level. However, until he reaches 7th level, the druid can assume only the form of natural creatures whose Hit Dice total no greater than half his level. (A 1st-level Shapeshifter only assumes the form of a creature with 1/2 HD or less.) Garth can shapechange twice as often as his branch normally allows, which doubles the number of changes he can make daily. (Forest Shapeshifters, then, can change to animal, reptile, and bird form, each twice per day.) However, using this power more than the normal three times per day may have dangerous consequences. (See "Special Hindrances.")

A Shapeshifter regains hit points only when resuming her human form, and then recovers only 1d4 hp. If the druid has 0 hp or fewer, he regains none with her human shape.
Languages
Elven, Druidic, Commmon
NWPs
Ancient History (3) - intuition 6
Herbalism (3) - intuition 6
Read/Write (2) - knowledge 8
Riding - Land (2) - balance 8
Rope Use (2) - intuition 8
Orienteering (3) - intuition 7
Animal Training (4) - willpower 5

SAVING 7 CPs
Leveling Updates
Level 2 Druid/Level 2 Mage.
Gained 10 CPs, spent 15.

CPs
CharGen
45 - Elf
100 - Druid
40 - Mage
+10 - powerful Enemy

spent 188 on CharGen
saved 7

Gained 10 for leveling 2/2
plus bonus 2

spent 15

leaves 4