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Elkor Alish


Personal Information
Name: Elkor Alish Player: Cody Young
Race: Human Gender: Male Height: 5'11"
Class: Paladin Level: 12 Weight: 237 lbs
XP: 1,278,490 Next Level: 1,500,000
Kit: Cavalier Alignment: Lawful Good
Eyes: Grey Hair: White Deity: Helm
Age: 34
Ability Scores
Str: 20 Weight Allowance: 535 lbs Bend Bars/Lift Gates: 60%
Attack Adj.: +3 Damage Adj.: +8 Max. Press: 700 lbs Open Doors: 17(10)
Dex: 19 Missile Adjustment: +3 Pick Pockets: -15% Open Locks: +20%
Reaction Adjustment: +3 Armor Class: -4 Move Silently: +15% Climb Walls: +15%
Con: 15 System Shock: 90% Poison Save: +0
Hit Point Adjustment: +1 Resurrection Chance: 94%
Int: 12 Max. Spell Level: 6th Max. Spells Per Level: 7 Illusion Immunity: None
Bonus Proficiencies: 3 Chance to Learn New Spell: 50%
Wis: 13 Bonus Clerical Spells: 1, 0, 0, 0, 0, 0, 0 Clerical Spell Failure Chance: 0%
Magic Defense Adjustment: +0 Spell Immunity: None
Cha: 19 Loyalty Base: +10 Maximum Number of Henchmen: 20
Initial Reaction Adjustment: +8
Saving Throws
Paralyzation: 5 Poison: 5 Death Magic: 5 Petrification: 6 Polymorph: 6
Rod: 7 Staff: 7 Wand: 7 Breath Weapon: 6 Spell: 8
Combat
Hit Points:
76
Base THAC0:
9
Melee THAC0:
6
Missile THAC0:
6
Armor
Natural armor class
10
Full Plate armor
-9
Shield +4 magic adj. -4
Shield adj. -1
DEX Defensive adj.
-4
Unknown adj. -3
FINAL:
-8
Weapon Proficiencies

Long Sword

Single weapon fighting style
Sword and shield
Two-handed weapon

Non-Weapon Proficiencies
Climbing 19
Fire-building 12
Leadership \ Diplomacy  
Limited Geology  
Reading\Writing: (Common, Elven) 13
Weapons

THAC0

#AT Speed

Damage

Range (-2) (-5)
Weapon Melee Missile Factor Sm-Med Large Type Size Short Med. Long
Long Sword
5
3/2
5
1d8+10
1d12+10
S
M
Inventory
  • Items Readied
    • Sword of Magic Piercing
      • (removes one protective spell with each successsful hit, +1th/dmg)
  • Items Worn
    • Full Plate Mail armour
    • Steel Helm
    • "Helm's Guard" (quest item, shield +4)
    • Steel Gauntlets
    • Steel-shod boots
    • Cloak of Mirroring
    • Talisman of Helm (no bonus)
    • Ring of Freedom (allows free action)
    • Ring of Mind Protection (prevents Charm\Dire Charm\Confusion)
Turning Undead
Skeleton or 1 HD:
D*
Wight or 5 HD:
D
Mummy or 7 HD:
4
Ghost or 10 HD: 13
Zombie:
D*
Ghast:
T
Spectre or 8 HD:
7
Lich or 11+ HD: 16
Ghoul or 2 HD:
D*
Wraith or 6 HD:
T
Vampire or 9 HD:
10
Special: 19
Shadow or 3-4 HD:
D
# = Roll less than # on a 1d20 to turn 2d6 undead. T = Automatically turns 2d6 undead.
D = Automatically destroys 2d6 undead. D* = Automatically destroys 2d6+2d4 undead.
Spells
Class 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
Paladin
2
2
Character Description and History

As is the custom of people where he comes from, he was born to a woman some nine months after the successful consumation of a certain mating ritual. His childhood was happy and of little consequence until the day it ended at the strong age of seven when he was captured on a slaving raid. Sold to the Ashun Mountain Quarry Company he laboured within the mines of a mountain so unimportant it lacked even a name to produce coal and hemitite which would be combined with steel later on to produce swords able to survive the rigours of war through their strength.

At the age of eighteen he led a successful slave revolt which took over three years suppress, but by the time it was, he had long since made good his escape. Savouring the new found freedoms he'd achived, and the empty stomach which came with it, he eventually came upon a major city with an ill reputation for thieves and practicers of deciept, which I would name save for the fact he carved his own reputation there as well, impressing a wandering cleric with the zeal with which fe fought the evils of slavery, he soon found himself indoctrinated into the Church of Helm, Whom's All-Seeing Eyes had been watching him quite closely.

Since then he has become a Brother to the Code of the Night, an organization dedicated to the extermination of all Wizards, and currently searches for the ancient sword Raunen Song, whose blade is carved with over a thousand runes -each the name of a Wizard whom a blood-oath has been sworn against, which is rumoured to imbue it with magical powers. Upon finding it, and his destiny also, he will prove prove himself to be a hero the likes of which has not be seen in greater than a thousand years, or so a mad ego compells him to believe.

Generated by the Advanced Dungeons & Dragons Core Rules CD-ROM 2.0


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