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Komlenin Henderbreck

Personal Information
Name: Komlenin Henderbreck Player: Sinner
Race: Half-Elf Gender: Male Height: 5'8"
Class: Enchanter Level: 4 Weight: 134 lbs
XP: 10,025 Next Level: 20,000
Kit: None Alignment: Chaotic Good
Eyes: Silver Hair:  White Deity: Mystra
Age: 23
Ability Scores
Str: 5 Weight Allowance: 10 lbs Bend Bars/Lift Gates: 0
Attack Adj.: -2 Damage Adj.: -1 Max. Press: 25 lbs Open Doors: 3
Dex: 11 Missile Adjustment: 0 Pick Pockets: -5% Open Locks: 0
Reaction Adjustment: 0 Armor Class: 0 Move Silently: -10% Climb Walls: 0
Con: 11 System Shock: 75% Poison Save: +0
Hit Point Adjustment: 0 Resurrection Chance: 80%
Int: 15 Max. Spell Level: 7th Max. Spells Per Level: 11 Illusion Immunity: None
Bonus Proficiencies: 4 Chance to Learn New Spell: 65%
Wis: 10 Bonus Clerical Spells: 0, 0, 0, 0, 0, 0, 0 Clerical Spell Failure Chance: 15%
Magic Defense Adjustment: 0 Spell Immunity: None
Cha: 16 Loyalty Base: +4 Maximum Number of Henchmen: 8
Initial Reaction Adjustment: +5
Saving Throws
Paralyzation: 14 Poison: 14 Death Magic: 14 Petrification: 13 Polymorph: 13
Rod: 11 Staff: 11 Wand: 11 Breath Weapon: 15 Spell: 12
Hit Points: 14
Base THAC0: 19
Melee THAC0: 21
Missile THAC0: 19
Natural armor class 10
Weapon Proficiencies
Non-Weapon Proficiencies
Ancient History 14
Artistic Proficiency (Painting) 10
Dancing 11
Direction Sense 11
Spellcraft 13
Reading/Writing 17
  Common, Elf
  THAC0 Attacks/ Speed Damage     Range (-2) (-5) (-10)
Weapon Melee Missile Round Factor Sm-Med Large Type Size PB / S / M / L / EX
Quarterstaff 21   1 4 1d6+-1 1d6+-1 B L          
Dart   19 3 2 1d3+-1 1d2+-1 P S   2 4 8
Racial Abilities

Detect secret doors - Because of their acute senses, half-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 (1, 2, or 3 on 1d6) to notice a concealed door.
Infravision - Infravision with a range of 60'.
Resistance - 30% resistance to sleep and charm spells.

Class \ Kit Abilities

    Automatic spells - Gains one free spell every time the mage gains a new level of spells. Elementalists do not receive one free spell every level, but may add 1d4 effective levels once a day to a spell
they cast.
    Bonus spells - Memorize one free spell for each spell level. This spell must be chosen from their area of specialty.
    Intense magic - -1 penalty to all saving throws on spells cast from the chosen school. Elementalists enjoy a
-2 penalty to all saving throws on spells cast from their chosen element. Wild mages do not receive a modifier to their spells.
    Learning bonus - +15% bonus to learning any spell in the chosen school. Elementalists receive a +25% bonus to their chosen element, and +15% to other elemental spells, but are unable to learn opposing elemental spells. Wild mages receive a +10% bonus to learning wild magic spells.
    Learning penalty - -15% penalty to learning rolls on spells outside the chosen school. Elementalists are unable to learn opposing elemental spells, and suffer a -25% penalty to learn nonelemental spells. Wild mages receive a -5% penalty to learn standard schools of magic.
    Research bonus - When researching spells in the chosen school, treat the spell as one level lower.
    Saving throw bonus - +1 bonus on saves against spells in their chosen school. Elementalists receive a +2 bonus
to their saving throws versus spells in their chosen element. Wild mages do not receive a bonus to their saving throws.
    Schools of Magic - Abjuration, Alteration, Conjuration/Summoning, Enchantment/Charm, Greater Divination, Illusion/Phantasm

  • Items Carried
    • 6 Darts
  • Items Readied
    • Quarterstaff  with three tiny bells
  • Items Worn
    • Light Blue Robe with hood
    • Brown Sandals
    • Component Pouch
    • Small Belt Pouch
      • 2 GP
  • Items on Mule
    • Saddle Bags
      • Flint and Steel
      • 50 Feet Hemp Rope
      • 6 Torches
      • 2 Winter Blankets
      • 3 Waterskins
      • 2 Flasks of Lamp Oil
      • Scroll Case
      • Ink Pen
      • Small Tent
      • Foldable Chair and Table
Class 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
Enchanter 4 3            
Character Description and History

Komlenin and his three companions, also wizards, had the ability to summon magic through dance, these were elemental dances to Fire, Earth, Wind and Water. Komlenin never mastered this art before he "died".

Komlenin has white hair that reaches his shoulders and silvery eyes that glimmers like a cats in the dark. He walks in a light blue robe with a hood, and always, where ever he may be, he has his staff. The staff is not magical or anything, but Komlenin somehow feel more calm and relaxed when he can hear the "tingling" from his three bells.

Komlenin Henderbreck started in Sembia, where he was tricked onto a boat called "Endurance", which was his and his companions biggest mistake. They ended up in Ravenloft fighting for life to find their way out.

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

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