Leemeniaavareiloo Sehanis (Leeloo)

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System: AD&D (Skills and Powers)

Leemeniaavareiloo Sehanis

Personal Information

Name: Leemeniaavareiloo Sehanis (Leeloo) Player: Octalus
Race: Gray elf Gender: Female Height: 5'7" Age: 129
Classes: Fighter/Mage - Neskijiri Levels: 1/1 Weight: 73 lbs
XP: 1,265/1,265 Alignment: Chaotic Good
Next Level: 2,000/2,500 Kit: None

Ability Scores

Str: 14 Stamina: 14 Weight Allowance: 55 lbs Bend Bars/Lift Gates: 7%
Muscle: 14 Attack Adj.: +0 Damage Adj.: +0 Max. Press: 170 lbs Open Doors: 8
Dex: 19 Aim: 19 Missile Adjustment: +3 Pick Pockets: +15% Open Locks: +20%
Balance: 19 Reaction Adjustment: +3 Armor Class: -4 Move Silently: +15% Climb Walls: +15%
Con: 12 Health: 12 System Shock: 80% Poison Save: +0
Fitness: 12 Hit Point Adjustment: +0 Resurrection Chance: 85%
Int: 19 Reason: 20 Max. Spell Level: 9th Max. Spells Per Level: All Illusion Immunity: 2nd Level
Knowledge: 19 Bonus Proficiencies: 8 Chance to Learn New Spell: 95%
Wis: 13 Intuition: 13 Bonus Clerical Spells: 1, 0, 0, 0, 0, 0, 0 Clerical Spell Failure Chance: 0%
Willpower: 13 Magic Defense Adjustment: +0 Spell Immunity: None
Cha: 16 Leadership: 16 Loyalty Base: +4 Maximum Number of Henchmen: 8
Appearance: 16 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

Combat

Hit Points: 8
Base THAC0: 20
Melee THAC0: 20
Missile THAC0: 17

Armor

Natural armor class 10
Full armor, chain mail -5
Balance Defensive adj. -4
FINAL: 1

Weapon Proficiencies

Long bow (Specialist)
Sword, long (Specialist)
Swords
Fighting Style:
One-handed Weapon (+2)

Non-Weapon Proficiencies

Dancing 10
Etiquette 10
Hunting 6
Local History 13
Orienteering 12
Religion 6
Singing 8
Spellcraft 12
Survival 11
Ancient Languages 10
Aurish
Modern Languages 20
Centaur, Common - Hoor, Dwarf, Elf - Tamir, Gnome, Goblin, Pixie
Native Languages
Elf, Elf - gray dialect
Reading/Writing 12
Elf - gray dialect

Weapons

THAC0 Attacks/ Speed Damage Range (-2) (-5) (-10)
Weapon Melee Missile Round Factor Sm-Med Large Type Size PB / S / M / L / EX
Sword, long 18 3/2 5 1d8+2 1d12+2 S M
Dagger 20 17 1 2 1d4 1d3 P S 2 4 6
Long bow 15 2 7 P L

Racial Abilities

Bow bonus - +1 bonus to attack rolls with long or short bows.
Companion - The elf gains the companionship of a cooshee or an elven cat. See the Animal Master kit for more specifics on companion animals.
Infravision - 60' infravision range.
Reason bonus - +1 bonus to the Reason subability.
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.

Class Abilities

Fighter
    Leadership - Knowledge in leading large numbers of troops.
    Multiple specialization - Allows specialization in more than one weapon.
Mage
    Armored wizard - May cast spells in one type of armor.
    Automatic spells - One free spell every time a new level of spells is gained.
    Hit point bonus - d6 used for Hit Point die.
    Schools of Magic - Alteration, Conjuration/Summoning, Enchantment/Charm, Illusion/Phantasm, Invocation/Evocation, Universal

Traits

Allure - May affect Reaction roll by 3 when dealing with romantic situations, and will attract one more
henchman than normal.
Fast Healer - 1 hit point is regained 2d12 rounds after wound is taken. Character heals 2 hit points per night of rest.

Disadvantages

Phobia: Enclosed spaces, severe - Each time the character is presented with their phobia, they must make a Wisdom/Willpower check every 2d6 rounds they are exposed to it. If failed, the character must flee the source of the phobia for 1d6 rounds, and must make another check. All checks are made at half ability score if the phobia is severe.

Inventory

  • Animals
    • Koshee Cat
  • Items Carried
    • Backpack
      • Dry rations (1 week)
      • Flint and steel
      • Wineskin
    • Dagger
    • Long bow
    • Quiver + 24 arrows
    • Spellbook
    • Sword, long
  • Items Readied
    • Sword, long
  • Items Worn
    • Boots, soft
    • Full armor, chain mail
    • Girdle
    • Gloves
    • Good cloth cloak
    • Scabbard, hanger, baldric
    • Signet ring/personal seal
    • Surcoat
  • Spending Money
    • * Gold Pieces x140

Character History

War Sorceress (Qualith) from Armach.
Green eyes, blue hair.
Parents: Priests
Siblings: m, f, m, m, Leeloo, m
Born in City.
Kiriolith rose at birth.
Chilhood:
Impressed by druid of Mishakal.
Wounded by a wild animal.
Ran away from home and went back after 9 days.
Youth:
Love without retribution.
Ran away because of prearranged wedding.
The loved one also ran away.
Possessions: very abundant
Sanity: normal
General tendencies: warlike, violent
Personality: taciturn
Disposition: modest
Intellect: brilliant
Nature: soft hearthet
Materialism: average
Honesty: lier
Bravery: fearless
Energy: energetic
Thrift: thrifty
Moral: esthetic
Piety: santy
Interests: religion

Spells Known

Spell Time Range Area of Effect Components
1st Level
Cantrip 1 10 ft Special V, S
Change Self 1 0 The caster V, S
Charm Person 1 120 yds 1 person V, S
Comprehend Languages 1 rd Touch 1 speaking creature or written text V, S, M
Cromatic Orb 1 0 One Creature V, S, M
Detect Magic 1 0 10 x 60 ft V, S
Identify Special 0 1 item/lvl V, S, M
Mending 1 30 yds 1 object V, S, M
Read Magic 1 rd 0 Special V, S, M
Sleep 1 30 yds Special V, S, M

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