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Personal Information
Name: Grynkon Malkor Player: Laura Cabral
Race: Rock gnome Gender: Male Height: 3'6" Age: 83
Classes: Thief/Cleric Levels: 3/2 Weight: 87 lbs
XP: 2,500/1,500 Alignment: Neutral Good
Next Level: 5,000/3,000 Kit: Mariner
Ability Scores
Str: 6 Stamina: 6 Weight Allowance: 20 lbs Bend Bars/Lift Gates: 0%
Muscle: 6 Attack Adj.: -1 Damage Adj.: +0 Max. Press: 55 lbs Open Doors: 4
Dex: 17 Aim: 17 Missile Adjustment: +2 Pick Pockets: +5% Open Locks: +10%
Balance: 17 Reaction Adjustment: +2 Armor Class: -3 Move Silently: +5% Climb Walls: +5%
Con: 15 Health: 15 System Shock: 90% Poison Save: +0
Fitness: 15 Hit Point Adjustment: +1 Resurrection Chance: 94%
Int: 9 Reason: 8 Max. Spell Level: -- Max. Spells Per Level: 0 Illusion Immunity: None
Knowledge: 10 Bonus Proficiencies: 2 Chance to Learn New Spell: 40%
Wis: 17 Intuition: 17 Bonus Clerical Spells: 2, 2, 1, 0, 0, 0, 0 Clerical Spell Failure Chance: 0%
Willpower: 17 Magic Defense Adjustment: +3 Spell Immunity: None
Cha: 10 Leadership: 11 Loyalty Base: +0 Maximum Number of Henchmen: 4
Appearance: 9 Initial Reaction Adjustment: +0
Saving Throws
Paralyzation: 10 Poison: 10 Death Magic: 10 Petrification: 12 Polymorph: 12
Rod: 10 Staff: 10 Wand: 10 Breath Weapon: 16 Spell: 11
Combat
Hit Points: 17
Base THAC0: 19
Melee THAC0: 20
Missile THAC0: 17
Armor
Natural armor class 10
Full armor, leather of blending +1 -2
Magic Armor adj. -1
Balance Defensive adj. -3
FINAL: 4
Weapon Proficiencies
Sling
Non-Weapon Proficiencies
Blind Fighting 10
Herbalism 10
Religion 10
Spellcraft 7
Ventriloquism 5
Weapons
THAC0 Attacks/ Speed Damage Range (-2) (-5)
Weapon Melee Missile Round Factor Sm-Med Large Type Size Short Medium Long
Sling 17 1 6 B S
Sling, sling bullet 1d4+1 1d6+1 B S 10 20 40
Dagger +2 21 18 1 0 1d4+2 1d3+2 P S 2 4 6
Racial Abilities
Infravision - 60' infravision range.
Melee combat bonus - +1 bonus on their attack rolls vs. kobolds and goblins - the gnomes' traditional rivals for space and resources. Also, gnolls, bugbears, ogres, half-ogres, ogre magi, trolls, giants, and titans suffer a -4 penalty on their attack rolls vs. gnomes.
Mining detection abilities - A character with this skill is familiar with mining, tunneling, and stonework. By concentrating for one round the character can:
Determine the approximate depth underground, 1-4 on 1d6.
Determine approximate direction underground, 1-3 on 1d6.
Detect any grade or slope in the passage they are passing through, 1-5 on 1d6.
Detect unsafe walls, ceilings, or floors, 1-7 on 1d10.
Saving throw bonus - Gnomes receive a bonus to their saves vs. wand, staves, rods, and spells. For every 3.5 points of their
Constitution/Health score, the gnome will receive a +1 bonus to the save.

Class Abilities
Thief
    Backstab - Surprise attack may inflict double damage. For every four levels beyond first, the damage multiplier increases by one.
    Climb walls* 89% - Able to climb vertical or smooth surfaces.
    Detect noise* 48% - May hear faint noises.
    Find/remove traps* 28% - Skill at finding and disarming traps.
    Followers - Attracts followers when a stronghold is built and name level is reached.
    Hide in shadows* 33% - Grants the ability to hide in shadows.
    Move silently* 43% - May move without making a sound.
    Open locks* 38% - Skill at opening locks with the proper tools.
    Pick pockets* 38% - Skill at pilfering small items from pockets or purses.
    Read languages* 13% - Skill at deciphering unknown texts.
    Scroll Use 20% - May use magic scrolls at 9th level.
    Thieves' cant - Knowledge of the secret language of thieves.
Cleric
    Followers - Allows followers after building a stronghold and becoming name level.
    Turn undead - Allows the cleric to turn undead.
    Minor Spheres of Magic - Elemental, All
    Major Spheres of Magic - All, Astral, Charm, Combat, Creation, Divination, Guardian, Healing, Necromantic, Protection, Summoning, Sun

Traits
Animal Empathy - Successful Wisdom/Willpower test allows character to influence animal reactions.
Keen Hearing - +1 bonus to surprise rolls when sound may be a factor. Hear Noise checks are granted a +10% bonus.

Disadvantages
Phobia: Water, 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.

Turning Undead
Skeleton or 1 HD: 7 Wight or 5 HD: 19 Mummy or 7 HD: - Ghost or 10 HD: -
Zombie: 10 Ghast: 20 Spectre or 8 HD: - Lich or 11+ HD: -
Ghoul or 2 HD: 13 Wraith or 6 HD: - Vampire or 9 HD: - Special: -
Shadow or 3-4 HD: 16
# = Roll # or greater on a 1d20 to turn 2d6 undead. D = Automatically destroys 2d6 undead.
T = Automatically turns 2d6 undead. D* = Automatically destroys 2d6+2d4 undead.
Inventory
Animals
Donkey, mule, or ass
Items Carried
Backpack
Dry rations (1 week)
Flint and steel
Holy item
Polisher rag
Ruff
Thieves' picks
Torch x6
Weaponblack
Wineskin
Dagger +2
Items Readied
Sling
Items Stored
Rations,iron (1 week)
Tent, large
Items Worn
Belt pouch, large
Sling, sling bullet x10
Full armor, leather of blending +1
Garnache
Good cloth cloak
Ring of Water Breathing
Spending Money
* Gold Pieces x2,074
* Silver Pieces x5
Movement and Encumbrance
Encumbrance: Unencumbered Light Moderate Heavy Severe
Weight (lbs): 0-20 21-29 30-38 39-46 47-55
Movement: 8 6 4 2 1
THAC0: -1 -2 -4
AC: +1 +3
Currently carrying 23.00 pounds (Light Encumbrance, 6 Movement)
Character History
Large schnozz.

Has 16 spell points.
- 4 for sanctuary
- 4 for magic stones
- 8 free magic

Mule is named "Rufus"

Other items:
- Zhentish ID

Generated by the Advanced Dungeons & Dragons Core Rules 2.0 Expansion on 08/23/1999 10:27 PM