Quellax    (Human Female Ranger)
Character Information   
Name: Quellax XP/Next lvl: 0 / 2500
Class: Ranger HP:curr/max 3 / 3
Alignment: Lawful AC:reg/rear/no shield 6 / 6 / 6
Race: Human Level: 1
Age: 25 Height: 5'9''
Weight: 130lb. Gender: Female
Encumbrance: Movement:
Languages: Common
Ability Scores   
STR: 14 (Open doors 1-2; carry +10; +5 XP)
INT: 14 (+4 languages; maximum spell level 7; 65 understand; 5/8 min/max)
WIS: 16 (+5 XP)
DEX: 16 (+1 to-hit with missiles; +1 AC)
CON: 5 (-1 hp/HD; 100 chance Raise Dead survival)
CHR: 12 (Max special hirelings 4)

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

Notes:

Description and Background   
Description:


Background:


Weapons
Weapon Att/Rnd Range Speed Damage sm/l Spec. Dbl. spec. THAC0 Projectiles
Left
Notes
Club 1 1d4/ n n 19
Equipment
Qty Item Location
1 Club Carried
1 Leather armor Worn


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


Gems and Jewelry
Qty Item Location
Memorized Spells



Spell Book



Notes
Ranger skills
Outdoor Tracking. Outdoors, the basic chance for successful tracking (on a day-to-day basis) is 90, modified by a –10 for each day old the tracks are, and modified by –10 (for the entire effort thereafter) for each day of rain (or snow) that has fallen on the trail.

Underground and City Tracking. Tracking in the city (any urban or populated area) or underground makes it considerably harder to find and follow a trail. First, the beginning of the trail must be no more than an hour old. The base chance to track is still 90, but each time the trail changes (as described below), there is a chance for the Ranger to lose the trail and be unable to track it further; that is, the Ranger cannot pick up the trail even by circling the area where the trail was lost. The circumstances under which the prey can “lose” the Ranger are as follows:
Turns down a side passage: 25 chance to lose trail
Goes through a door: 35 chance to lose trail
Goes up or down through a trap door or ladder: 40 chance to lose trail
Climbs a wall up or down (including pits and shafts): 50 chance to lose trail

Alertness: A party containing a Ranger is unlikely to be surprised, with only a 1 in 6 chance.

Magic Items: Rangers can use any magic items that can normally be used by Fighters.

Giants and Goblin-types: Rangers are well trained to deal with giants, trolls, ogres, orcs, goblins, and kobolds. Against any of these sorts of monsters, Rangers gain +1 damage per level with a successful attack roll.