Kreed Oaken    (Elven(Wood) Male Ranger)
Character Information   
Name: Kreed Oaken XP/Next lvl: 25000/44001 /
Class: Ranger HP:curr/max 41 / 41
Alignment: NG AC:reg/rear/no shield 2 / 3 / 2
Race: Elven(Wood) Level: 5
Age: 121 Height: 5'6'
Weight: 117 Gender: Male
Encumbrance: Movement:
Languages: Elvish, Gnome, Holfling, Goblin, Hobgoblin, Orcish, Gnoll, Common,Dwarvin
Ability Scores   
STR: 17 (+1 to hit/ +1 to dam/+500 wght allow/Open doors 1-3 on d6/ Bend Bas /Lift gate 13)
INT: 13 (3 Languages)
WIS: 16 (+2 Sav Throws)
DEX: 17 (React Adj +1/Def Adj -2)
CON: 15 (HP +1 / Syst Shok Surv 91/ Res Surv 94)
CHR: 10 (4 Henchmen)

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

Notes: +2 Sav Throws/ Elven Immune to Sleep & Charm

Description and Background   
Description:


Background:


Weapons
Weapon Att/Rnd Range Speed Damage sm/l Spec. Dbl. spec. THAC0 Projectiles
Left
Notes
L. Sword 1 5 1d8/1d12 n n 16
L. Bow 2 /1d8 y n 16 24
Dagger 2 2 1d4/1d3 n n 16
S. sword 1 3 1d6/1d8 n n 16
Equipment
Qty Item Location
1 Lg Backpack Worn
1 Bedroll Pack
24 Arrows Quill
1 Boots High soft Worn
1 Studded Leather Armor Worn
1 Cloak Worn
1 Week Standard Rations Pack
1 50ft Rope Pack
1 Tinder Box Flint n Steele Pack
2 Sacks Lg Pack
1 Quiver Worn
3 Torches Pack
1 Belt Pouch Lg Worn
2 Water skins Worn
1 Hawk Lg
1 Horse for quest
1 Saddle with packs


Wealth   Enter negative number to subtract
PP GP EP SP CP
0 500 0 0 0
Magic Items
Qty Item Location
1 +1 Chainmail
1 +1 L Sword +2 vs enchanted creatures
1 Potion of Healing
1 Potion of Hill Giant Strength


Gems and Jewelry
Qty Item Location
Memorized Spells



Spell Book



Notes
eLVES
A character of elven stock can opt to be a fighter (maximum of 7th level),
o magic-user (maximum of 11th level), a thief, or on assassin (maximum
of 10th level). An elven character can also be multi-classed, i.e. a
fighter/magic-user, a fighter/thief, a magic-user/thief, or a
fighter/magic-user/thief. If the character is multi-clossed, the following
restrictions and strictures apply: Although able to operate freely with the
benefits of armor, weapons, and magical items available to the classes the
character is operating in, any thieving is restricted to the armor and
weaponry usable by the thief class. All earned experience is always
divided equally among the classes of the character, even though the
charocter is no longer able to gain levels in one or more of the classes.
(More detailed information is given in the CHARACTER CLASSES section
hereafter.)
Elven characters have a 90 resistonce to sleep and charm spells (if these
spells are cost upon them a percentile dice roll of 91 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).
When employing either a bow of any sort other than a crossbow, or a short
or long sword, elven characters gain a bonus of + 1 on their die rolls 'to
hit'.
All elven characters are able to speak the following languoges in addition
to that of their chosen alignment: elvish, gnome, holfling, goblin,
hobgoblin, orcish, gnoll, and the 'common tongue' of mankind. Elven
characters of above 15 intelligence are able to learn one additional
language for every point of intelligence over 15, i.e. a character with an 18
intelligence score could learn three additional languages (q.v.).
Elves have the ability to see into the infro-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 elves. Merely passing
within 10' of the latter makes an elven character 16 213 (1 in 6) likely to
notice it. If actively searching for such doors, elven characters are 33 1/3
(2 in 6) likely to find o secret door and 50 likely (3 in 6) to discover a
concealed portal.
As has been shown previously, elven choracters add a bonus of + 1 to their
initial dexterity score. Likewise, os elves are not as sturdy as humans, they
deduct 1 from their initial constitution score.
If alone and not in metal armor (or if well in advance- 90' or more - of
a party which does not consist entirely of elves and/or halflings) an elven
character moves so silently that he or she will surprise (q.v.) monsters 66
213 (d6, 1 through 4) of the time unless some portal must be opened in
order to confront the monsters. In the latter case the chance for surprise
drops to 33 113 (d6, 1-2).
Ranger Pg 24 of of PHB
Rangers are a sub-class of fighter who are adept at woodcraft, tracking, scouting, and infiltration and spying. All rangers must be of good alignment (q.v.), although they can be lawful, chaotic, or neutral otherwise. A ranger must have strength of not less than 13, intelligence of not less than 13, wisdom of not less than 14, and a 14 or greater constitution. If the ranger has ability scores of greater than 15 in strength, intelligence and wisdom, he or she gains the benefit of adding 10 to experience Points Awarded by DM.

1.Unlike other fighter-types, rangers have eight-sided hit dice (d8) but at first level they get two, rather than but one, hit dice. It should also be noted that rangers get 11 hit dice rather than the 9 of other fighter-types. In addition to considerable prowess as fighters, rangers have druidic and magical spell capabilities when they attain high level; thus, they are very formidable opponents, for they have other abilities and benefits as well:
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 class creatures are: bugbears, ettins, giants, gnolls, goblins, hobgoblins, kobolds, ogres, ogre magi, orcs, and trolls. Example: a 5th level ranger hits a bugbear in melee combat, and the damage done to the opponent will be according to the ranger's weapon type, modified by strength, and +5 (for his or her experience level) because the opponent is a bugbear - a 'giant class' humanoid.
2.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). Tracking is possible both outdoors and underground in dungeons and like settings:


3.Tracking is possible both outdoors and underground in dungeons and like settings:
a. Underground the ranger must have observed the creature to be tracked within 3 turns (30 minutes) of the
commencement of tracking, and the ranger must begin tracking at a place where the creature was observed:

Creature's Action Chance to Track
going along normal passage or room 65
passes through normal door or uses stairs 55
goes through a trap door 45
goes up or down a chimney or through concealed door 35
passes through a secret door 25

Outdoors there is a base 90 chance of a ranger being able to follow a creature, modified as follows:
-for each creature above 1 in the party
-for every 24 hours which have elapsed
b. being tracked + 02
-between making the track and tracking -10
-for each hour of precipitation -25

At 8th level, rangers gain limited druidic spell ability, and additional spells are added through 17th level.
At 9th level rangers gain limited magic-user spell ability, as with druidic spell ability. Rangers cannot read druid or magic user spells from magic scrolls in any event.
At 10th level (Ranger Lord), rangers are able to employ all non-written magic items which pertain to clairaudience, clairvoyance, ESP, and telepathy. Also at 10th level, each ranger attracts a body of 2-24
followers. Note that these henchmen once lost, can never be replaced, although mercenaries can be hired, of course. These followers are determined by the DM who then informs the ranger.

The following restrictions and strictures apply to rangers:
1. Any change to non-good alignment immediately strips the ranger of all benefits, and the character becomes a fighter, with eight-sided hit dice, everafter, and can never regain ranger status.
2. Rangers may not hire men-at-arms, servants, aides, or henchmen until they attain 8th or higher level.
3.No more than three rangers may ever operate together at any time.
4. Rangers may own only those goods and treasure which they can carry on their person and/or place upon their mount; all excess must be donated to a worthy communal or institutional cause (but never to another player character). (cf. Paladin above.)

Although rangers do not attract a body of mercenaries to serve them when, and if, rangers construct strongholds, they conform to the fighter class in other respects.
Hawk- Galdar
(HAWK) Lg
HP 21
-AC 6
Align Nuetral
-Movement 1'/33'
- of Attacks 3
-Damage 1-2/1-2/1 Talon/Talon/Beak
-Spec Atks- A Plummeting attack from 100 feet or higher. This increases tohit probability by+2
and inflicts twice the amount of normal talon damage, but no beak attack is then possible.
-Spec Defense Because of their exceptional eyesight, birds of this sort are never surprised.