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Xeraro Z'aerth


Personal Information
Name: Xeraro Z'aerth Player: John Heron
Race: Drow Gender: Male Height: 5'2"
Class: Fighter \ Mage Level: 13/14 Weight: 105 lbs
XP: Not Available Next Level: 1,500,000\1,500,000
Kit: Assassin \ Battle Mage Alignment: Chaotic Evil
Eyes: Sky Blue Hair: Bald (White) Deity: Malar
Age: 372
Ability Scores
Str: 12 Weight Allowance: 45 lbs Bend Bars/Lift Gates: 4%
Attack Adj.: +0 Damage Adj.: +0 Max. Press: 140 lbs Open Doors: 7
Dex: 23 Missile Adjustment: +4 Pick Pockets: +25% Open Locks: +30%
Reaction Adjustment: +5 Armor Class: -6 Move Silently: +25% Climb Walls: +25%
Con: 10 System Shock: 70% Poison Save: +0
Hit Point Adjustment: +0 Resurrection Chance: 75%
Int: 17 Max. Spell Level: 8th Max. Spells Per Level: 14 Illusion Immunity: None
Bonus Proficiencies: 6 Chance to Learn New Spell: 75%
Wis: 12 Bonus Clerical Spells: 0, 0, 0, 0, 0, 0, 0 Clerical Spell Failure Chance: 5%
Magic Defense Adjustment: +0 Spell Immunity: None
Cha: 10 Loyalty Base: +0 Maximum Number of Henchmen: 4
Initial Reaction Adjustment: +0
Saving Throws
Paralyzation: 2 Poison: 2 Death Magic: 2 Petrification: 3 Polymorph: 3
Rod: 4 Staff: 4 Wand: 4 Breath Weapon: 2 Spell: 5
Combat
Hit Points: 96
Base THAC0: 8
Melee THAC0: 8
Missile THAC0: 4
Armor
Natural armor class 10
Robe of the Archmagi -5
Robe of the Archmagi adj. -5
Ring of Protection +2 -2
DEX Defensive adj. -6
FINAL: -2
Weapon Proficiencies

Composite Long Bow (Grand Master)
Short Sword
Rapier
Dagger

Non-Weapon Proficiencies
Tracking 12
Reading\Writing 18
Direction Sense 13
Heraldry 17
Light-Fighting ?
Weapons

THAC0

#AT Speed

Damage

Range (-2) (-5)
Weapon Melee Missile Factor Sm-Med Large Type Size Short Med. Long
Composite Long Bow
(sheaf arrow +3)
2
2
7
1d8+3
1d8+3
P
S
8
16
34
Short Sword +2
5
2
1
1d6+2
1d8+2
P
S
Inventory
  • Items Readied
    • Short Sword +2
    • Composite Long Bow
      • Sheaf Arrow +3
  • Items Worn
    • Robe of the Evil Archmagi
    • Ring of Protection +2
    • Bracers of Dexterity
  • Items Carried
    • Spell Book
    • Spell Components
    • Rope
    • Grappling Hook
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.

Spells
Class 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
Mage
5
5
5
4
4
2
1
Character Description and History

Most history unknown. Usually runs "errands" for the Red Wizards. Has connections with the Zhentarim. For services he can be found with Jarlaxle as 2nd in command of the infamous Bregen D'arthe or slaying important people.

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


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