Schmidt
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Name: R-Sir Schmidt the Valiant Race: Human GP: 400
Class: Ranger Lord Alignment: CG SP: 100
Level: 10 Age: 38 CP: 80
XP: 450,001 Sex: Sometimes PP: 10
Ht: 6'3" EP: 40
HP: 128 THAC0: 12 Wt: 235#
AC: -2 (1 w/o shield) Hair/eyes: dk brown
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Str: 18/00 [+3/+6], Open door: 1-5/d6 (1-2/d6 locked/magic), BB/lift gate: 40%
Int: 14 Languages: Common, Dwarf, Elven
Wis: 14
Dex: 12
Con: 20 HP: +5/lvl, +1vs poison*, Regen: 1hp/hour, Sys Shock: 99%, Ressur: 100%
Chr: 16 Max Henchmen: 8 Loyalty: +20% Reaction: +25%
Com: 7
Per: 7
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Weapon Proficiencies(6) Specialization Bonuses
----------------------- -----------------------
Dagger Rate: 3/2
Longsword (2x spec) [+3/+3] Rate: 2/1
Short bow (1x spec) [+2/+2] 6'-30' Rate: 3/1
[+1/+1] 31'-100'
[normal] 101'-150'
Secondary Skills:
---------------------
Gambling: 50%
Non-weapon Proficiencies: Saves:
---------------------------- ---------------
Tracking: (WIS+3) Aimed M Item: 10
Swimming: (STR) Breath: 9
Blind fighting: (WIS+3) Dth/Poi*/Para: 8
Riding, land: (WIS+3) Petri/Poly: 9
Religion: (WIS) Other Spells: 11
Animal Lore: (INT)
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Weapons (+10 melee damage vs giant class) Damage/Bonuses/Rate/Range
----------------------------------------- ------------------------------
Longsword +3/+6 vs. Giant Class (1-8/1-12) 2x/round
-Alarin's Avenger*** vs. standard: [+9/+12]
vs. Giant Class: [+12/+25]
Longsword +3 (1-8/1-12) 2x/round
vs. standard: [+9/+12]
vs. Giant Class: [+9/+22]
Dagger +2 (1-4/1-3) 3x/2 rounds
vs. standard: [+5/+8]
vs. Giant Class: [+5/+18]
Short Bow +1 (w/ STR Bonus) Add [+2/+2] Pt blank 6'-30'
Quiver - "Everfull" (normal arrows) Add [+1/+1] 31'-100'
Normal Arrows (1-6/1-6) [+4/+7] 3x/round
Arrows +1 (8) [+5/+8]
Arrows +2 (4) [+6/+9]
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Armor/Protection: (Armour, Shield, Boots)
--------------------------
Elven (mithril) Chain Mail +3 (AC 2 base)
Small shield +2 (-3 to AC)
Boots of Agility (-1 to AC), calf high, soft leather boots, black
Ring of Free Action (unaffected by web, hold, slow, or underwater)
Cloak of Elvenkind, grey w/ hood
Mask of Tracking (+25% to Ranger tracking ability, when worn; not worn in town)
Leather belt, regular, with large pouch (coins), water skin (also on belt), potion case.
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Special Innate Magical Abilities:
(1) Endure Heat, duration: 22.5 hrs/day, no damage from 1st attack from magical heat, routinely cast every AM unless otherwise stated.
(2) Aura of Comfort, duration: 12 hrs/day, maintains constant body temp and shields from environmental elements, cast when needed.
Ranger Spell Casting Abilities:
(1) Druid 1st level (2): two of Entangle, Detect Magic
(2) Magic User 1st level (1): one of Light, Feather Fall, Spider Climb
Additional Ranger Abilities:
(1) +10 damage (melee attacks) vs. giant class/humanoids.
(2) Surprise opponents 50% of the time.
(3) Only surprised on a roll of 1 (1d6).
(4) Tracking ability (see PHB and UA for details).
Other Equipment
---------------
Backpack of Holding (mithril chain)
- Sack containing: Flasks, oil (2), bedroll, Sm silver mirror, brush, candles (3), Tinder box (flint/steel), garment needle & thread, quill and ink jar (5 oz), vial of sand to dry ink, soap, mirror, spool of thick string, nail file
- Box containing iron rations, extra flask of water.
- Bag containing small set of gardening tools (spade, claw, sheers, hammer)
- Medic kit (in backpack) containing: gauze roll, burn ointment, surgical needle & thread, small scissors, cloth strips, sting (insect/ant) ointment, "Swiss" army knife/utensil, flask of purified water to clean wounds.
- Army command tent - voice command to Schmidt's voice to open and close; holds up to 6 party members; 3 configurations (army commander, low profile camo, lean-to shelter).
- Black Cauldron - "Beef Stew Banquet" - 1x/day, duration 1 hr or until covered, just add water.
- Teapot - "Hot Tea" - 3x/day
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Potions:
------------------
Belt, hard pouch, red dragon hide, potion holder (6 slots):
(1) extra healing (3) flying (5) nothing
(2) extra healing (4) growth (6) nothing
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***Alarin's Avenger Special Capabilities:
[Blade: A,B,C; Hilt: D; Sheath: E; Buckler: F]
A) wielder immune to death magic/paralyzation.
B) wielder save vs. poison +4
C) wielder can sense enemies within 12" when concentrating (general # and distance).
D) wielder can Leap 1x/day, up to 1 mile, no height requirement.
E) wielder can cast Animal Summoning, 1x/month @ 14th level of effect
Name: R-Sir Schmidt the Valiant Race: Human GP: 400
Class: Ranger Lord Alignment: CG SP: 100
Level: 10 Age: 38 CP: 80
XP: 450,001 Sex: Sometimes PP: 10
Ht: 6'3" EP: 40
HP: 128 THAC0: 12 Wt: 235#
AC: -2 (1 w/o shield) Hair/eyes: dk brown
---------------------------------------------------------------------------------
Str: 18/00 [+3/+6], Open door: 1-5/d6 (1-2/d6 locked/magic), BB/lift gate: 40%
Int: 14 Languages: Common, Dwarf, Elven
Wis: 14
Dex: 12
Con: 20 HP: +5/lvl, +1vs poison*, Regen: 1hp/hour, Sys Shock: 99%, Ressur: 100%
Chr: 16 Max Henchmen: 8 Loyalty: +20% Reaction: +25%
Com: 7
Per: 7
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Weapon Proficiencies(6) Specialization Bonuses
----------------------- -----------------------
Dagger Rate: 3/2
Longsword (2x spec) [+3/+3] Rate: 2/1
Short bow (1x spec) [+2/+2] 6'-30' Rate: 3/1
[+1/+1] 31'-100'
[normal] 101'-150'
Secondary Skills:
---------------------
Gambling: 50%
Non-weapon Proficiencies: Saves:
---------------------------- ---------------
Tracking: (WIS+3) Aimed M Item: 10
Swimming: (STR) Breath: 9
Blind fighting: (WIS+3) Dth/Poi*/Para: 8
Riding, land: (WIS+3) Petri/Poly: 9
Religion: (WIS) Other Spells: 11
Animal Lore: (INT)
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Weapons (+10 melee damage vs giant class) Damage/Bonuses/Rate/Range
----------------------------------------- ------------------------------
Longsword +3/+6 vs. Giant Class (1-8/1-12) 2x/round
-Alarin's Avenger*** vs. standard: [+9/+12]
vs. Giant Class: [+12/+25]
Longsword +3 (1-8/1-12) 2x/round
vs. standard: [+9/+12]
vs. Giant Class: [+9/+22]
Dagger +2 (1-4/1-3) 3x/2 rounds
vs. standard: [+5/+8]
vs. Giant Class: [+5/+18]
Short Bow +1 (w/ STR Bonus) Add [+2/+2] Pt blank 6'-30'
Quiver - "Everfull" (normal arrows) Add [+1/+1] 31'-100'
Normal Arrows (1-6/1-6) [+4/+7] 3x/round
Arrows +1 (8) [+5/+8]
Arrows +2 (4) [+6/+9]
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Armor/Protection: (Armour, Shield, Boots)
--------------------------
Elven (mithril) Chain Mail +3 (AC 2 base)
Small shield +2 (-3 to AC)
Boots of Agility (-1 to AC), calf high, soft leather boots, black
Ring of Free Action (unaffected by web, hold, slow, or underwater)
Cloak of Elvenkind, grey w/ hood
Mask of Tracking (+25% to Ranger tracking ability, when worn; not worn in town)
Leather belt, regular, with large pouch (coins), water skin (also on belt), potion case.
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Special Innate Magical Abilities:
(1) Endure Heat, duration: 22.5 hrs/day, no damage from 1st attack from magical heat, routinely cast every AM unless otherwise stated.
(2) Aura of Comfort, duration: 12 hrs/day, maintains constant body temp and shields from environmental elements, cast when needed.
Ranger Spell Casting Abilities:
(1) Druid 1st level (2): two of Entangle, Detect Magic
(2) Magic User 1st level (1): one of Light, Feather Fall, Spider Climb
Additional Ranger Abilities:
(1) +10 damage (melee attacks) vs. giant class/humanoids.
(2) Surprise opponents 50% of the time.
(3) Only surprised on a roll of 1 (1d6).
(4) Tracking ability (see PHB and UA for details).
Other Equipment
---------------
Backpack of Holding (mithril chain)
- Sack containing: Flasks, oil (2), bedroll, Sm silver mirror, brush, candles (3), Tinder box (flint/steel), garment needle & thread, quill and ink jar (5 oz), vial of sand to dry ink, soap, mirror, spool of thick string, nail file
- Box containing iron rations, extra flask of water.
- Bag containing small set of gardening tools (spade, claw, sheers, hammer)
- Medic kit (in backpack) containing: gauze roll, burn ointment, surgical needle & thread, small scissors, cloth strips, sting (insect/ant) ointment, "Swiss" army knife/utensil, flask of purified water to clean wounds.
- Army command tent - voice command to Schmidt's voice to open and close; holds up to 6 party members; 3 configurations (army commander, low profile camo, lean-to shelter).
- Black Cauldron - "Beef Stew Banquet" - 1x/day, duration 1 hr or until covered, just add water.
- Teapot - "Hot Tea" - 3x/day
---------------------------------------------------------------------------------
Potions:
------------------
Belt, hard pouch, red dragon hide, potion holder (6 slots):
(1) extra healing (3) flying (5) nothing
(2) extra healing (4) growth (6) nothing
---------------------------------------------------------------------------------
***Alarin's Avenger Special Capabilities:
[Blade: A,B,C; Hilt: D; Sheath: E; Buckler: F]
A) wielder immune to death magic/paralyzation.
B) wielder save vs. poison +4
C) wielder can sense enemies within 12" when concentrating (general # and distance).
D) wielder can Leap 1x/day, up to 1 mile, no height requirement.
E) wielder can cast Animal Summoning, 1x/month @ 14th level of effect