Sylhorn 'Syl'    (Half-Elf M Cleric/Ranger)
Character Information   
Name: Sylhorn 'Syl' XP/Next lvl: 18751|7553 / 27501|10001
Class: Cleric/Ranger HP:curr/max 22 / 41
Alignment: CG AC:reg/rear/no shield -1 / 3 / 1
Race: Half-Elf Level: 5/3
Age: 32 Height: 6' 1
Weight: 175 lbs Gender: M
Encumbrance: Movement:
Languages: Common, Chaotic Good, Elvish, Gnome, Halfling, Goblin, Hobgoblin, Orcish, and Gnoll
Ability Scores   
STR: 17 (+1 to Hit|+1 to Dmg|Wt. Allow +500|Open 1-3|Bend/Lift 13)
INT: 13 ( of Lang. 3)
WIS: 17 (Magical Atk Adj +3|Bonus Spells 1 2rd lvl)
DEX: 16 (Reaction Adj. +1|Def. Adj. -2)
CON: 16 (HP Adj. +2|Sys. Shock 95|Res. Surv. 96)
CHR: 10 (Max. of Henchmen 4)

Saving Throws   
Death, Paralysis,
Poison:
Petrification,
Polymorph:
Rod, Staff
or Wand:
Breath: Spell:
9 12 13 15 14

Notes: 30 resistance to sleep and charm spells

Description and Background   
Description:


Background:
Sylhorn tries to keep to himself he likes to remain a mystery to most folks. Though he has some friends those are the few that he does let learn who he is. Everyone else he is quiet and keeps to himself for the most part. Preferring the outdoors to being in largely populated areas like the cities. Sylhorn likes small towns but is happiest in a cabin or cottage near a lake out in the woods. His best friend is his companion a german shepherd he calls Sarge. He save the dogs life and in turn Sarge has done the same to him.


Weapons
Weapon Att/Rnd Range Speed Damage sm/l Spec. Dbl. spec. THAC0 Projectiles
Left
Notes
Hand Axe +1 1 1|2|3 4 1d6/1d4 n n 1 +1 weapon
Long Bow 2/1 7|14|21 1d6/1d6 n n 23 12 Silver Arrows 6 Normal Arrows 5 Arrows +1
Broad Sword 1 5 2d4/1d6+1 n n
Equipment
Qty Item Location
1 Backpack, Leather Back/Carried
1 Symbol, Holy, wood Worn
1 Rations, standard, 1 week Sack, Small
1 Rations, iron, 4 days Sack, Small
1 Tinder Box, with flint & steel Backpack
1 Pouch, belt, large Belt
1 Pouch, belt, small Belt
1 Sack, small Backpack
1 Sack, large Backpack
1 Rope, 50' Backpack
2 Skin for water or wine 1 Backpack/1 Belt
1 Clothing Worn
1 Long Bow Carried/Shoulder
1 Quiver, 1 score arrows cap. Carried/Shoulder
6 Arrow, normal Quiver
1 Quiver, 1 doz. arrows cap. Backpack
12 Arrow, silver Quiver
1 Sword, broad, & scabbard Belt/Carried
1 Knife Belt
1 Riding Horse N/A
1 Tinder Box w/flint & steel Backpack
1 Lantern, hooded Backpack
2 Oil, flask of Backpack
1 Dagger Backpack
1 Walnuts sack, small


Wealth   Enter negative number to subtract
PP GP EP SP CP
0 329 0 200 0
Magic Items
Qty Item Location
1 Chain Mail Armor +2 Equipped
1 Shield +1 Carried
1 Luckstone Belt Pouch
1 Hand Axe +1 Carried/Belt
1 Ring of Fire Resistance Worn
1 quiver with 5 arrows +1 Carried/Back
1 Broadsword +2 giant slayer Carried/Scabbard
1 Pair of boots of elven kind Worn
1 Ring of Regeneration Worn
1 Demon's Broadsword Carried


Gems and Jewelry
Qty Item Location
Memorized Spells


Level 1
Cure Light Wounds
Cure Light Wounds
Cure Light Wounds
Cure Light Wounds
Protection From Evil

Level 2
Find Traps
Resist Fire
Spiritual Hammer
Spiritual Hammer
Spiritual Hammer

Level 3
Continual Light
Prayer


Spell Book


Level 1
Bless
Cure Light Wounds
Light
Protection From Evil
Sanctuary

Level 2
Chant
Find Traps
Hold Person
Resist Fire
Slow Poison
Speak With Animals
Spiritual Hammer

Level 3
Continual Light
Cure Blindness
Cure Disease
Dispel Magic
Glyph of Warding
Locate Object
Prayer
Remove Curse
Speak with the Dead


Notes
Half-Elf Abilities
Infravision 60'
30 resistance to sleep and charm spells.
Spotting concealed doors 1 in 6 chance.
Searching for secret doors 2 in 6 chance.
Searching for concealed doors 3 in 6 chance.
Clothing
Cloak
Belt
Boots, high, soft
Tunic
Pants
Luckstone
This magical stone is typically a bit of
rough polished agate or similar mineral. Its possessor goins a + 1 (+5
where applicable) on all dice rolls involving factors such as saving, slipping,
dodging, etc. - whenever a die or dice are rolled to find whether
the character has an adverse happening befall or not. This luck does not
affect 'to hit' and damage dice or spell failure dice. Additionally, the
luckstone gives the possessor a +1-10 (at owner's option) on rolls for
determination of magic items or division of treasure. The most favorable
results will always be gained with o stone of good luck.
Potion of Extra Healing
This potion restores 6-27 (3d8 + 3) hit points of damage
when wholly consumed, or 1-8 hit points of damage for each one-third
potion.
Animal Companion
(Sarge) a german shepard (Ostiff HP:-14/11 AC:7 damage:1-7)
Weap. Prof.
Longbow
Broadsword
Hand Axe
Potion of Healing
restores 2d4+1 hit points.
Healing Salve
restores 2d4+1 HP but can only be used once in a day. Multiple applications is not effective in a day. (4 treatments per container)
Level Drained
1 Cleric level and 4 HP from max.