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Personal Information
Name: Del Player: Neville
Race: Human Gender: Male Height: 5'1" Weight: 87 lbs
Class: Bard Level: 4 Alignment: Neutral Good
XP: 5,250 Next Level: 10,000
Kit: Jester
Ability Scores
Str: 10 Stamina: 10 Weight Allowance: 40 lbs Bend Bars/Lift Gates: 2%
Muscle: 10 Attack Adj.: +0 Damage Adj.: +0 Max. Press: 115 lbs Open Doors: 6
Dex: 12 Aim: 12 Missile Adjustment: +0 Pick Pockets: +0% Open Locks: +0%
Balance: 12 Reaction Adjustment: +0 Armor Class: +0 Move Silently: -5% Climb Walls: +0%
Con: 16 Health: 16 System Shock: 95% Poison Save: +0
Fitness: 16 Hit Point Adjustment: +2 Resurrection Chance: 96%
Int: 13 Reason: 13 Max. Spell Level: 6th Max. Spells Per Level: 9 Illusion Immunity: None
Knowledge: 13 Bonus Proficiencies: 3 Chance to Learn New Spell: 55%
Wis: 10 Intuition: 10 Bonus Clerical Spells: 0, 0, 0, 0, 0, 0, 0 Clerical Spell Failure Chance: 15%
Willpower: 10 Magic Defense Adjustment: +0 Spell Immunity: None
Cha: 15 Leadership: 15 Loyalty Base: +3 Maximum Number of Henchmen: 7
Appearance: 15 Initial Reaction Adjustment: +3
Saving Throws
Paralyzation: 13 Poison: 13 Death Magic: 13 Petrification: 12 Polymorph: 12
Rod: 14 Staff: 14 Wand: 14 Breath Weapon: 16 Spell: 15
Combat
Hit Points: 22
Base THAC0: 19
Melee THAC0: 19
Missile THAC0: 19
Armor
Natural armor class 10
Full armor, hide -4
FINAL: 6
Weapon Proficiencies
Dagger
Sword, short
Non-Weapon Proficiencies
Tumbling 7
Tightrope walking 5
Brewing 8
Etiquette 12
Gaming 5
Heraldry 8
Musical Instrument 11
Singing 7
Ancient History 6
Appraising 8
Cryptography 6
Juggling 8
Local History 10
Running 8
Modern Languages 9
Dancing 9
Jumping 8
Native Languages
Regional
Weapons
THAC0 Attacks/ Speed Damage Range (-2) (-5)
Weapon Melee Missile Round Factor Sm-Med Large Type Size Short Medium Long
Dagger 19 19 1 2 1d4 1d3 P S 2 4 6
Racial Abilities
Experience bonus - +5% experence point bonus.

Class Abilities
Bard
    Alter moods - While performing before a non-hostile group, the bard may alter the group's mood. Everyone who hears the bard perform must save vs. paralyzation, with a penalty of one for every three levels of the bard. If the save fails, the group's mood may be shifted one level in the direction wished by the bard.
    Climb walls* 30% - Allows the bard to climb smooth or vertical surfaces.
    Counter effects - Allows the bard to counter song based attacks.
    Detect noise* 30% - May hear faint sounds.
    History 25% - Gives a bard a 5% chance per level to identify a magic item by closely examining the item.
    Pick pockets* -10% - Allows the bard to pilfer small items from another's pocket or purse.
    Rally friends - By spending three rounds, the bard may grant their comrads a +1 bonus on attack rolls, a +1 bonus to saving throws, or a +2 bonus to Morale rolls. The range of the effect is 10 feet, and lasts one round per level of the bard.
    Read languages* 30% - Gives a chance to read languages not familier to the bard.
    Scroll use 20% - Allows the use of magic scrolls at 10th level.
    Wizard spells - Allows the bard to cast wizard spells.
    Schools of Magic - Alteration, Enchantment/Charm, Illusion/Phantasm, Invocation/Evocation

Traits
Double-jointed - Sucessful Dexterity/Balance check allows character to excape bonds. 1d6 rounds is required for each limb that is bound. Metal bonds require a check at one half the ability score. Halflings recieve a +1 bonus to their check.
Impersonation - The character recieves a +2 bonus to their disguise checks.
Glibness - A sucessful Wisdom/Intuition check allows the character to talk an NPC out of an action.

Disadvantages
Allergies, severe - When the pollen count is high, the character must reduce their Strength/Stamina and Constitution/Health scores by 1d6.
Bruise Easily - Each die of brusing damage taken inflicts 1 extra point of temporary damage which is recovered at the rate of 1 hit point per turn after the fight is finished.

Rogue Skills
Skill Base Racial Mods Ability Scores Discretionary Points Armor Final
Climb walls 50 +0 +0 +10 -30 30%
Detect noise 20 +0 +0 +20 -10 30%
Pick pockets 10 +0 +0 +10 -30 -10%
Read languages 5 +0 +0 +25 +0 30%

Inventory
Animals
Peacock
Items Carried
Backpack
Dry rations (1 week)
Flint and steel
Torch x3
Wineskin
Musical insturment (average)
Items Readied
Dagger
Items Worn
Full armor, hide
Liripipe
Pantaloons
Spending Money
* Copper Pieces x7
* Gold Pieces x29
* Silver Pieces x6
Movement and Encumbrance
Encumbrance Unencumbered Light Moderate Heavy Severe
Weight (lbs) 0-40 41-58 59-76 77-96 97-110
Movement 12 8 6 4 1
THAC0 -1 -2 -4
AC +1 +3
Currently carrying 0.00 pounds (None Encumbrance, 12 Movement)

Spells
Class 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
Bard 2 1
Spells Memorized

Character History
The son of a House bard and a serving wench, Del was rejected by his father as a bastard child. His mother attempted to raise him best she could, while keeping him out of the hands of a father who wanted him to disappear.

A child with a already pleasant disposition, he was a clown from the age he could walk, a mischevious prankster. For some reason, he always found himself playing pranks on his estranged father. As he reached puberty, he did not grow like his peers, remaining frail and generally weak. Even more debilitating, he developed allergies to nearly everything around him. And yet, he managed to maintain a cheerful disposition.

On his fourteenth birthday, he played the prank of his life on his father and mother, he ran away to join a traveling carnival. For some reason, others did not find it as amusing as he did. His mother pleaded with him to return to their meager living quarters in the servants hall. Even the owner of the house offered him a job, at her begging, if he stayed. Unfortunately, Del had found a place were he could play pranks without getting in trouble. He was taken under the wing of the carnival jester. Ever since then, he has remained with the carnival, traveling across the Confederacy of Sheinar.

Although a friendly man, he still has few friends in the carnival. Unfortunately, he fails to realize that it is difficult to make friends with your victims. His only true friend, as he sees it, is his pet peacock, Tobie.

Generated by the Advanced Dungeons & Dragons Core Rules CD-ROM 2.0 on 11/25/98 23:39:54