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Rizlaunim Caluan Baen'rae


Personal Information
Name: Rizlaunim Caluan Baen'rae Player: Kye Baxter  
Race: Drow Gender: Male Height: 4'5"
Class: Fighter \ Druid Level: 9 / 12 Weight: 96 lbs
XP:   375,000 / 325,000 Next Level: 500,000 / 750,000
Kit: None Alignment: Neutral Good
Eyes: Blue Hair: White Deity: Eilistraee
Age: 152
Ability Scores
Str: 16 Weight Allowance: 70 lbs Bend Bars/Lift Gates: 10%
Attack Adj.: +0 Damage Adj.: +1 Max. Press: 195 lbs Open Doors: 9
Dex: 18 Missile Adjustment: +2 Pick Pockets: +10% Open Locks: +15%
Reaction Adjustment: +2 Armor Class: -4 Move Silently: +10% Climb Walls: +10%
Con: 13 System Shock: 85% Poison Save: +0
Hit Point Adjustment: +0 Resurrection Chance: 90%
Int: 15 Max. Spell Level: 7th Max. Spells Per Level: 11 Illusion Immunity: None
Bonus Proficiencies: 4 Chance to Learn New Spell: 65%
Wis: 17 Bonus Clerical Spells: 2, 2, 1, 0, 0, 0, 0 Clerical Spell Failure Chance: 0%
Magic Defense Adjustment: +3 Spell Immunity: None
Cha: 15 Loyalty Base: +3 Maximum Number of Henchmen: 7
Initial Reaction Adjustment: +3
Saving Throws
Paralyzation: 4 Poison: 4 Death Magic: 4 Petrification: 7 Polymorph: 7
Rod: 8 Staff: 8 Wand: 8 Breath Weapon: 7 Spell: 9
Combat
Hit Points: 73
Base THAC0: 12
Melee THAC0: 12
Missile THAC0: 10
Armor
Natural armor class 10
Studded Leather Armor +3 -3
Magical Armor adj. -3
Amulet of Protection +2 -2
Umberhulk Plate +1 -1
DEX Defensive adj. -4
FINAL: -5

Weapon Proficiencies

Khopesh

Ambidexterity
Two-handed weapon style

Non-Weapon Proficiencies
Ancient History (Druidic, Drow) 10
Blind Fighting 11
Healing 9
Leather Working 12
Local History 10
Weapons

THAC0

#AT Speed

Damage

Range (-2) (-5)
Weapon Melee Missile Factor Sm-Med Large Type Size Short Med. Long
Khopesh +3
9
3/2
3
2d4+4
1d6+4
S
M

Racial Abilities

Bow bonus - +1 bonus to attack rolls with long or short bows.
Infravision - 120' infravision range for dark elves.
Resistance 90% - 90 percent resistant to sleep and charm-related spells.
Secret doors - Because of their acute senses, elves are quick to spot concealed doors and hidden entranceways. Merely passing within 10' of a concealed door allows an elf a one-in-six chance (a 1 on 1d6) to notice it. If actively searching, an elf's chances improve to a two-in-six chance (1 or 2 on 1d6) to find secret doors, and a three-in-six chance (1, 2, or 3 on 1d6) to notice a concealed door.
Stealth - When the elf is alone and is not wearing metal armor, he gains a bonus to surprise opponents. The opponent suffers a -4 penalty, a -2 if the elf has to open a door.
Sword bonus - +1 bonus to attack rolls when using a long or short sword.

Inventory
  • Items Readied
    • Khopesh +3 (x2)
  • Items Worn
    • Studded Leather Armor +3
    • Umberhulk PLate +1
    • Amulet of Protection +2
    • Gauntlets of Elvenkind +1
Spells
Class 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
Druid
8
7
6
3
2
2
Character History

Originally from a minor family in Llurth Dreier, Riz was a member of a surface raid in which he was captured by a group of alchemists who wanted to perform experiments with drow blood. While originally evil to the core of his being, during the fifteen years he was forced to live in constant torment and was eventually broken and began wishing for death. In the fifteenth year of this torment, a group of druids ousted the alchemists and found Riz. They had wanted to leave him for dead, but one of the members decided to perform his own "experiment" on Riz and he took him as an initiate into the druidic orders in an attempt to "humanize" the evil creature.

The most interesting facet of Rizlaunim is the fact that he is a good character who has ALL the racial biases of the drow. In essence, he constantly struggles with the fact that all these people and creatures he is helping are "evil". Consequently, he often makes mistakes and ends up having to be taught the error of his ways by the druidic hierarchy. In essence, it is not that he does not want to do good, but he is so ignorant to the ways of the world that he has a hard time hiding his disdain for the other races. Their ways simply make no sense.

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


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