Personal Information
Name: Dain Blackfeather Player: Aaron Hale
Race: Human Gender: Male Height: 5'9" Age: 28
Class: Mage Level: 5 Weight: 174 lbs
XP: 20,413 Alignment: Chaotic Good
Next Level: 40,000 Kit: None
Ability Scores
Str: 10 Stamina: 10 Weight Allowance: 40 lbs Bend Bars/Lift Gates: 2%
Muscle: 10 Attack Adj.: +0 Damage Adj.: +0 Max. Press: 115 lbs Open Doors: 6
Dex: 11 Aim: 11 Missile Adjustment: +0 Pick Pockets: -5% Open Locks: +0%
Balance: 11 Reaction Adjustment: +0 Armor Class: +0 Move Silently: -10% Climb Walls: +0%
Con: 9 Health: 9 System Shock: 65% Poison Save: +0
Fitness: 9 Hit Point Adjustment: +0 Resurrection Chance: 70%
Int: 16 Reason: 16 Max. Spell Level: 8th Max. Spells Per Level: 11 Illusion Immunity: None
Knowledge: 16 Bonus Proficiencies: 5 Chance to Learn New Spell: 70%
Wis: 11 Intuition: 11 Bonus Clerical Spells: 0, 0, 0, 0, 0, 0, 0 Clerical Spell Failure Chance: 10%
Willpower: 11 Magic Defense Adjustment: +0 Spell Immunity: None
Cha: 11 Leadership: 11 Loyalty Base: +0 Maximum Number of Henchmen: 4
Appearance: 11 Initial Reaction Adjustment: +0
Saving Throws
Paralyzation: 13 Poison: 13 Death Magic: 13 Petrification: 12 Polymorph: 12
Rod: 10 Staff: 10 Wand: 10 Breath Weapon: 14 Spell: 11
Hit Points: 17
Base THAC0: 19
Melee THAC0: 19
Missile THAC0: 19
Natural armor class 10
Ring of Protection +1 magic adj. -1
Weapon Proficiencies
Dagger (Expert, Chosen Weapon)
Fighting Style:
Thrown Weapon/Sling
Non-Weapon Proficiencies
Astrology 8
Cooking 12
Heal 12
Herbalism 12
Modern Languages 14
Navigation 12
Reading/Writing 16
Throwing 9
Native Languages
Common, Elf, Human - regional dialect
THAC0 Attacks/ Speed Damage Range (-2) (-5)
Weapon Melee Missile Round Factor Sm-Med Large Type Size Short Medium Long
Dagger 19 19 3/2 2 1d4 1d3 P S 2 4 6
Quarterstaff 20 1 4 1d6 1d6 B L
Class Abilities
    Read magic - May Read Magic once per day for every two levels of mage.
    Resistance to sleep and charm - +1 to saves vs. sleep and charm.
    Schools of Magic - Abjuration, Alchemy, Alteration, Artifice, Conjuration/Summoning, Dimension, Elemental Air, Elemental Earth, Elemental Fire, Elemental Water, Enchantment/Charm, Force, Geometry, Greater Divination, Illusion/Phantasm, Invocation/Evocation, Lesser Divination, Mentalist, Necromancy, Shadow, Song

  • Items Carried
    • Quarterstaff
  • Items Readied
    • Dagger
  • Items Worn
    • Backpack
      • Candle x10
      • Chalk x2
      • Dagger x3
      • Flint and steel
      • Hourglass
      • Mirror, small metal
      • Rations,iron (1 week)
      • Spellbook
    • Belt
      • Belt pouch, large
      • Dagger
    • Boots, soft
      • Dagger
    • Ring of Free Action
    • Ring of Protection +1
    • Sack, large
      • Sack, small
        • Spellbook, Travelling
      • Sack, small
        • Spellbook
          • Sleep (5)
          • Magic Missile (4)
          • Feather Fall (3)
          • Detect Magic (5)
          • Chill Touch (4)
          • Armor (5)
          • Enlarge (6)
          • Shield (5)
          • Wizard Mark (1)
          • Color Spray (2)
          • Charm Person (2)
          • Hypnotism (4)
          • Blur (5)
          • Know Alignment (6)
          • Strength (6)
          • Web (4)
          • Invisibility (7)
          • Dispel Magic (7)
          • Fireball (5)
          • Haste (8)
      • Sack, small
      • Sack, small
      • Sack, small
Movement and Encumbrance
Encumbrance: Unencumbered Light Moderate Heavy Severe
Weight (lbs): 0-40 41-58 59-76 77-96 97-110
Movement: 12 9 6 3 1
THAC0: -1 -2 -4
AC: +1 +3
Currently carrying 67.60 pounds (Moderate Encumbrance, 6 Movement)

Class 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
Mage 4 2 1
Cleric Spell Failure Rate: 10% Maximum Wizard Spells Per Level: 11
Wizard Chance to Learn New Spell: 70% Maximum Wizard Spell Level: 8th
Spells Memorized
  • Mage
    • 1st Level
      • Armor
      • Magic Missile
      • Shield
      • Sleep
    • 2nd Level
      • Strength
      • Web
    • 3rd Level
      • Fireball

Spells Known
Spell Time Range Area of Effect Components
1st Level
Armor 1 rd Touch 1 creature V, S, M
Charm Person 1 120 yds 1 person V, S
Chill Touch 1 0 The caster V, S
Color Spray 1 0 5 x 20 x 20 ft wedge V, S, M
Detect Magic 1 0 10 x 60 ft V, S
Enlarge 1 5 yds/lvl 1 creature or object V, S, M
Feather Fall 1 10 yds/lvl Special V, S, M
Hypnotism 1 5 yds 30 ft cube V, S
Magic Missile 1 60 yds + 10 yds/lvl 1-5 targets V, S
Shield 1 0 Special V, S, M
Sleep 1 30 yds Special V, S, M
Wizard Mark 1 Touch Up to 1 sq ft V, S, M
2nd Level
Blur 2 0 The caster V, S, M
Invisibility 2 Touch Creature touched V, S, M
Know Alignment 1 rd 10 yds 1 creature or object per 2 rds V, S
Strength 1 turn Touch Person touched V, S, M
Web 2 5 yds/lvl 8,000 cubic ft V, S, M
3rd Level
Dispel Magic 3 120 yds 30-ft cube V, S
Fireball 3 10 yds + 10 yds/lvl 20-ft radius V, S, M
Haste 3 60 yds 40-ft cube, 1 creature/lvl V, S, M


Character History
Dain is of average build for his height (5' 9") and has strong but untoned musculature. His curly redish-brown hair is wavy and hangs down to the middle of his back. He often wears one or more small ebony feathers worked into his curls. His eyes are deep blue with flecks of green, like the color of the sea right after a storm, and his slightly tanned face is most always clean shaven. He wears a high collared dark red robe that is accented with golden embroideries of oak leaves around the ends of the sleaves and the flair. On his feet he wears a sturdy pair of brown leather sandals. An oak staff shod with iron butts rest comfortably in his right hand. A leather backpack is slung across his left shoulder, a large spuare bulge concealing the fact that a rather enormous book is contained within. A large cloth belt pouch rests on his waist, a strong herbal aroma wafting from it, and a small sack dangles deside what appears to be holding only a meager amount of coin.
Dain's father was a fairly prosperous merchant. Being an only child was difficult considering that there was much work to be done after his moth died from the sickness at an early age. At age five, Dain's father taught him to read in order to keep the book. Reading and arithmetic came as second nature to Dain and after a year, he was keeping better records than his father ever had. At age ten his father began taking him along on the trade routes. Dain traveled the world and saw more in a year than most would see in a lifetime. During one particular stop in a vast city, the caravan took on an unusual passenger: an old wisened wizard by the name of Jerrod Brightstaff. From the very first cantrip, Dain was in awe. At that moment, Dain realized that this was his destiny. After speaking with the wizard (quite a bit of begging was involved as well), Dain became his new apprentice. Recognizing his new-found love for magic, Dain's father happily agreed to allow Dain to study with Jerrod. Dain studied for three years with Jerrod and after spending months crafting his very own spellbook, he became a full fledged mage. Jerrod's going away present to Dain was an iron-shod staff that was enchanted to that it would never weaken with age. Upon return to his home village, Dain's father was nowhere to be found. The local townsfolk claimed that he left one spring on a trade route to the North and never returned. With no place left to go, Dain set off in search of his father with nothing but the clothes on his back and his heart to guide him.

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