Personal Information
Name: Gabriel MacGuinness (Current Stats) Player: Michael J. Casavant
Race: Minotaur (CR) Gender: Male Height: 7'6" Age: 18
Classes: Ranger (CR)/Mage Levels: 7/7 Weight: 497 lbs
XP: 75,000/60,000 Alignment: Neutral Good
Next Level: 150,000/90,000 Kit: None
Ability Scores
Str: 18/85 Weight Allowance: 185 lbs Bend Bars/Lift Gates: 30%
Attack Adj.: +2 Damage Adj.: +4 Max. Press: 330 lbs Open Doors: 14
Dex: 13 Missile Adjustment: +0 Pick Pockets: +0% Open Locks: +0%
Reaction Adjustment: +0 Armor Class: +0 Move Silently: +0% Climb Walls: +0%
Con: 17 System Shock: 97% Poison Save: +0
Hit Point Adjustment: +2(+3) Resurrection Chance: 98%
Int: 14 Max. Spell Level: 7th Max. Spells Per Level: 9 Illusion Immunity: None
Bonus Proficiencies: 4 Chance to Learn New Spell: 60%
Wis: 14 Bonus Clerical Spells: 2, 0, 0, 0, 0, 0, 0 Clerical Spell Failure Chance: 0%
Magic Defense Adjustment: +0 Spell Immunity: None
Cha: 9 Loyalty Base: +0 Maximum Number of Henchmen: 4
Initial Reaction Adjustment: +0
Saving Throws
Paralyzation: 7 Poison: 7 Death Magic: 7 Petrification: 8 Polymorph: 8
Rod: 6 Staff: 6 Wand: 6 Breath Weapon: 9 Spell: 7
Combat
Hit Points: 62
Base THAC0: 14
Melee THAC0: 12
Missile THAC0: 14
Armor
Natural armor class 6
Bracers of Defense AC 3 -3
Ring of Protection +3 magic adj. -3
FINAL: 0
Weapon Proficiencies
Composite long bow
Dagger
Mace, footman's
Punching (Specialist)
Sword, bastard
Sword, long
Sword, two-handed
Non-Weapon Proficiencies
Animal Lore 14
Animal Training 14
Blind Fighting 14
Bowyer/Fletcher 12
Carpentry 18
Singing 9
Spellcraft 12
Survival - Woodland 14
Tracking 18
Modern Languages 14
Elf
Native Languages
Common, Minotaur
Reading/Writing 15
Common, Elf
Weapons
THAC0 Attacks/ Speed Damage Range (-2) (-5) (-10)
Weapon Melee Missile Round Factor Sm-Med Large Type Size PB / S / M / L / EX
Mace, footman's +3 9 3/2 4 1d6+8 1d6+7 B M
Sword, long Finslayer 9 3/2 2 1d8+7 1d12+7 S M
Comp. long bow +1 (18/85 Str) 11 13 3/2 7 1d6+5 1d6+5 P L
Dagger, large 12 14 3/2 2 1d6+4 1d4+4 P S 2 4 6
Axe, battle +1 13 3/2 7 1d8+5 1d8+5 S M
Dagger +2 10 12 3/2 2 1d4+6 1d3+6 P S 2 4 6
Sword, long +2 10 3/2 3 1d8+6 1d12+6 S M
Sword, two-handed +2 10 3/2 8 1d10+6 3d6+6 S L
Class Abilities
Ranger (CR)
    Empathy with animals - May befriend animals.
    Followers - Attracts 2d6 followers at 10th level.
    Hide in shadows 43% - May hide in natural settings.
    Move silently 55% - May move silently through natural settings.
    Priest spells - May begin to cast Priest spells at 8th level.
    Special enemy - Familiar with one type of creature; granted a +4 to attack rolls and a -4 penalty to reaction rolls when encountering this creature.
    Tracking proficiency - Given the tracking proficiency, and will improve by 1 for every three levels.
    Two-weapon style - May fight with two weapons with no penalty if wearing studded leather armor or lighter.
    Major Spheres of Magic - Animal, Plant
Mage
    Schools of Magic - Abjuration, Alteration, Conjuration/Summoning, Enchantment/Charm, Greater Divination, Illusion/Phantasm, Invocation/Evocation, Necromancy

Inventory
  • Animals
    • Horse, riding
      • Bedroll
      • Bit and bridle
      • Halter
      • Hatchet Sheath
        • Axe, hand/throwing (Large)
      • Quiver
        • Composite long bow, flight arrow (18/85 Str) x24
      • Rope, hemp (50 ft)
      • Saddle bags, large
        • Boots, riding
        • Drawers
        • Dry rations (1 week)
        • Pants
        • Rations,iron (1 week)
        • Shirt
        • Socks
      • Saddle bags, large
        • Candle x5
        • Lantern, hooded
        • Oil, lamp (per flask) x2
      • Saddle blanket
      • Saddle, riding
      • Tent, small
      • Wineskin
  • Items Carried
    • Comp. long bow +1 (18/85 Str)
    • Potion of Healing
    • Quiver
      • Composite long bow, flight arrow (18/85 Str) x24
    • Satchel, large
      • Baladrana (Thistledown)
      • Cloth, white flag
      • Cord, leather (50')
      • Dagger, large x2
      • Dry rations (1 week)
      • Loincloth
      • Map or scroll case
        • Parchment (per sheet) x10
        • Writing ink (per vial)
      • Map or scroll case
      • Map or scroll case
      • Spellbook, Travelling
        • Color Spray (2)
        • Comprehend Languages (1)
        • Detect Magic (2)
        • Read Magic (3)
        • Sleep (1)
        • Wall of Fog (3)
        • Blur (2)
        • Magic Missile (2)
        • Burning Hands (1)
        • Invisibility (2)
        • Alarm (1)
        • Feather Fall (1)
        • Web (3)
        • Chromatic Orb (1)
        • Charm Person (2)
        • Flaming Sphere (2)
        • Lightning Bolt (3)
        • Alter Self (3)
        • Continual Light (2)
        • Darkness, 15' Radius (3)
        • Fog Cloud (3)
        • Know Alignment (3)
        • Mirror Image (2)
        • Scare (2)
    • Spell Scroll, Wizard
      • Polymorph Other (7)
    • Wand of Frost
      • Charge x2
    • Wand of Illusion
      • Charge x8
    • Wineskin
  • Items Readied
    • Mace, footman's +3
    • Sword, long Finslayer
  • Items Stored
    • Potion of Invisibility
      • Dose x2
    • Shield, medium +2
    • Spell Scroll, Wizard
      • Dispel Magic (1)
      • Minor Globe of Invulnerability (1)
      • Mirror Image (1)
      • Web (1)
    • Spellbook, Travelling
      • Fireball (3)
      • Lightning Bolt (3)
      • Leomund's Tiny Hut (3)
      • Spectral Force (3)
      • Tongues (3)
      • Protection From Normal Missiles (3)
      • Water Breathing (3)
    • Spellbook, Travelling
      • Alarm (1)
      • Burning Hands (1)
      • Charm Person (1)
      • Chromatic Orb (1)
      • Color Spray (1)
      • Comprehend Languages (1)
      • Detect Magic (1)
      • Feather Fall (1)
      • Magic Missile (1)
      • Read Magic (1)
      • Sleep (1)
      • Wall of Fog (1)
      • Alter Self (2)
      • Blur (2)
      • Continual Light (2)
      • Darkness, 15' Radius (2)
      • ESP (2)
      • Flaming Sphere (2)
      • Fog Cloud (2)
      • Invisibility (2)
      • Knock (2)
      • Know Alignment (2)
      • Mirror Image (2)
      • Scare (2)
      • Web (2)
      • Whispering Wind (2)
  • Items Worn
    • Belt
      • Belt pouch, large
        • Bowstring x3
        • Fishhook
        • Flint and steel
        • Sealing/candle wax
        • Sewing needle
        • Whetstone
      • Belt pouch, large
        • Mirror, small metal
        • Soap
        • Toothpick, large steel
    • Boots, riding
      • Dagger, large
    • Bracers of Defense AC 3
    • Drawers
    • Gloves
    • Hatchet Sheath
      • Axe, battle +1
    • Knife sheath
      • Dagger +2
    • Knife sheath
      • Dagger +2
    • Loincloth
    • Pants
    • Ring of Protection +3
    • Scabbard, hanger, baldric
    • Scabbard, hanger, baldric
      • Sword, long +2
    • Scabbard, hanger, baldric
      • Sword, two-handed +2
    • Scabbard, hanger, baldric
    • Shirt
    • Socks
    • Wings of Flying
  • Spending Money
    • * Gold Pieces
    • * Platinum Pieces x49
    • * Silver Pieces x8
Movement and Encumbrance
Encumbrance: Unencumbered Light Moderate Heavy Severe
Weight (lbs): 0-185 186-224 225-263 264-302 303-330
Movement: 12 8 6 4 1
THAC0: -1 -2 -4
AC: +1 +3
Currently carrying 97.11 pounds (None Encumbrance, 12 Movement)
Spells
Class 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
Ranger (CR)
Mage 4 3 2 1
Cleric Spell Failure Rate: 0% Maximum Wizard Spells Per Level: 9
Wizard Chance to Learn New Spell: 60% Maximum Wizard Spell Level: 7th
Spells Memorized
Spells Known
Spell Time Range Area of Effect Components
1st Level
Alarm 1 rd 10 yds Up to 20 ft cube V, S, M
Burning Hands 1 0 The caster V, S
Charm Person 1 120 yds 1 person V, S
Chromatic Orb 1 0 Creates 1 orb V, S, M
Color Spray 1 0 5 x 20 x 20 ft wedge V, S, M
Comprehend Languages 1 rd Touch 1 speaking creature or written text V, S, M
Detect Magic 1 0 10 x 60 ft V, S
Feather Fall 1 10 yds/lvl Special V
Magic Missile 1 60 yds + 10 yds/lvl 1-5 targets V, S
Read Magic 1 rd 0 Special V, S, M
Sleep 1 30 yds Special V, S, M
Wall of Fog 1 30 yds 20 ft cube + 10 ft cube/lvl V, S, M
2nd Level
Alter Self 2 0 The caster V, S
Blur 2 0 The caster V, S, M
Continual Light 2 60 yds 60-ft radius V, S
Darkness, 15' Radius 2 10 yds/lvl 15-ft radius V, S, M
ESP 2 0 5 yds/lvl (90 yds max) V, S, M
Flaming Sphere 2 10 yds 3-ft radius V, S, M
Fog Cloud 2 10 yds Special V, S
Invisibility 2 Touch Creature touched V, S, M
Knock 1 60 yds 10 sq ft/lvl V
Know Alignment 1 rd 10 yds 1 creature or object per 2 rds V, S
Mirror Image 2 0 6-ft radius V, S
Scare 2 30 yds + 10 yds/lvl 15-ft radius V, S, M
Web 2 5 yds/lvl 8,000 cubic ft V, S, M
Whispering Wind 2 1 mile/lvl 2-ft radius V, S
3rd Level
Fireball 3 10 yds + 10 yds/lvl 20-ft radius V, S, M
Leomund's Tiny Hut 3 0 15-ft-diameter sphere V, S, M
Lightning Bolt 3 40 yds + 10 yds/lvl Special V, S, M
Protection From Normal Missiles 3 Touch Creature touched V, S, M
Spectral Force 3 60 yds + 1 yd/lvl 40-ft cube + 10-ft cube/lvl V, S
Tongues 3 0 30-ft radius V, M
Water Breathing 3 Touch Creature touched V, S, M
Ranger (CR) Spells Granted
Spell Time Range Area of Effect Components
Character History
His Companion and Steed, Rock

This massive Clydesdale horse has a well kept saddle which looks as if it has seen exceptional care or little use. The beast is a deep chestnut brown with four white socks to the knees and hocks, and a well-defined blaze upon its face. It stands about 17 hands high and easily weighs about a ton. It looks healthy and well groomed. The beast looks calm around Gabriel, but you have heard that it had been known to bite people at times. Camping gear, rope, and a rugged wood axe hang from the horse, clearly not being any test of its endurance. A sturdy long bow crafted from various colors of wood hangs from the horse. The bow's condition suggests the owner takes good care of it.

***

Some explanations of his gear:

Primary weapon: Long Sword or Two-Handed Sword
Secondary Weapon: Long Sword
Thrown weapon: Large Dagger
Missile Weapon: Long Composite Bow

Loincloth in satchel: Gabriel understands that people might be a little more intimidated and reactionary if he ran around in a loincloth, not to mention the briars (ouch). He wears the loincloth when doing his morning exercises, but wears normal clothing otherwise.

Strange gear:

- Metal claws from Female Orc Preist of Luthic

***

Habits

Morning ritual - Gabriel likes to get up just before dawn, throw on his loincloth, grab his swords, and exercise. Then he bathes, gets dressed, and eats breakfast if he has it. If not, he goes hunting or foraging for food.

Drinks - Gabriel likes hearty drinks like thick unfiltered beer, preferably wheat beers and stout ales. If there is the slightest nip in the air he opts for warm drinks, especially glögg, a hot, spiced wine and liquor punch.

Some personal maxims
- "Don't eat strange food from strangers."
- "Don't crap where you sleep."
- "Don't smell stronger than your prey."
- "Your sword can never be too sharp."
- "Keep your feet and your bowstrings dry."

Demeanor & dominance - Gabriel tries very hard to be a nice guy, but he finds it difficult to tolerate things he perceives as a threat to his place in the pecking order. As such, he is more comfortable with people fearing him than ridiculing him, but he would prefer if he was liked or at least tolerated by those around him. His instincts are satisfied with slapping around threats to his dominance, and he has resolved more than one situation with his fists. He does not want to kill good people, but they often mistake him for a threat so he has had many opportunities to practice subduing people with nonlethal methods.

Quirks
- bathes regularly
- habitually picks his teeth with a long steel toothpick after each meal
- will sleep in the stable with Rock if he feels Rock is uneasy
- reflexively soothes troubled animals
- uses utensils to eat meals at a table, but on the trail he tends to eat without stopping
- always carries a white flag in his satchel for parley

***

Wall of Fog (6th lvl): 10 x 10 x 150 or 10 x 15 x 100

***

No Armor: +10% Move Silently, +5% Hide in Shadows

***
Wand of Frost (6 charges)

Charge 1 - Ice Storm (hail) to kill Grell and Grell young
Charge 2 - Ice Storm (sleet) to blind, confuse, and divide Grell
Charge 3 - Ice Storm (hail) for no effect against Rakshasha
Charge 4 - Ice Storm (sleet) for no effect against Rakshasha
Charge 5 -
Charge 6 -

***

Finslayer - Intelligent Magic Sword
+3, +4 vs. Drow, +5 vs. Kuo Toa
Detect invisibility, 10' radius concentrate
Hidden/secret doors 5'
Detect Magic 10'
Strength 1/day
+3/+5 vs. Kuo-toa
Finslayer is an intelligent sword that was owned by a Ranger of the Underdark. Gabriel liberated it from the lair of a Rakshasha leader of Hook Horrors.

Generated by the Advanced Dungeons & Dragons Core Rules 2.0 Expansion on 11/15/2000 09:08 PM