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Personal Information
Name: Zak Player: Kim Smith
Race: Human Gender: Male Height: 6'4" Age: 19
Class: Wild Mage Level: 3 Weight: 175 lbs
XP: 5,000 Alignment: Chaotic Good
Next Level: 10,000 Kit: None
Ability Scores
Str: 12 Stamina: 12 Weight Allowance: 45 lbs Bend Bars/Lift Gates: 4%
Muscle: 12 Attack Adj.: +0 Damage Adj.: +0 Max. Press: 140 lbs Open Doors: 7
Dex: 7 Aim: 7 Missile Adjustment: +0 Pick Pockets: -20% Open Locks: -15%
Balance: 7 Reaction Adjustment: +0 Armor Class: +0 Move Silently: -25% Climb Walls: -15%
Con: 18 Health: 18 System Shock: 99% Poison Save: +0
Fitness: 18 Hit Point Adjustment: +2(+4) Resurrection Chance: 100%
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: 10 Intuition: 10 Bonus Clerical Spells: 0, 0, 0, 0, 0, 0, 0 Clerical Spell Failure Chance: 15%
Willpower: 10 Magic Defense Adjustment: +0 Spell Immunity: None
Cha: 9 Leadership: 9 Loyalty Base: +0 Maximum Number of Henchmen: 4
Appearance: 9 Initial Reaction Adjustment: +0
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: 14
Base THAC0: 20
Melee THAC0: 20
Missile THAC0: 20
Armor
Natural armor class 10
FINAL: 10
Weapon Proficiencies
Quarterstaff
Non-Weapon Proficiencies
Astrology 8
Astronomy 11
Cryptography 11
Eating 17
Reading/Writing 11
Spellcraft 15
Native Languages
Human - Regional dialect
Weapons
THAC0 Attacks/ Speed Damage Range (-2) (-5)
Weapon Melee Missile Round Factor Sm-Med Large Type Size Short Medium Long
Quarterstaff 20 1 4 1d6 1d6 B L
Class Abilities
Wild Mage
    Automatic spells - Gains one free spell every time the mage gains a new level of spells. Elementalists do not recieve 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 speciality.
    Detect magic - May detect magic once per day for every three levels.
    Learning bonus - +15% bonus to learning any spell in the chosen school. Elementalists recieve a +25% bonus to their chosen element, and +15% to other elemental spells, but are unable to learn opposing elemental spells. Wild mages recieve 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 recieve 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 recieve a +2 bonus
to their saving throws versus spells in their chosen element. Wild mages do not recieve a bonus to their saving throws.
    Schools of Magic - Abjuration, Alteration, Conjuration/Summoning, Enchantment/Charm, Greater Divination, Illusion/Phantasm, Invocation/Evocation, Necromancy, Wild Magic

Traits
Lucky - A successful Wisdom/Intuition check allows the character to have a stroke of luck.

Disadvantages
Clumsy - A Dexterity check is required to hold on to an item in a stressful situation.

Spells Known
Spell Time Range Area of Effect Components
1st Level
Affect Normal Fires 1 5 yds/lvl 10 ft radius V, S, M
Confuse Languages 1 rd. Touch 1 speaking creature or written text V, S, M
Detect Magic 1 0 10 x 60 ft V, S
Identify Special 0 1 item/lvl V, S, M
Nahal's Reckless Dweomer 5 Special Special V, S, M
Patternweave 3 10 yds 10-ft sq V, S, M
Read Magic 1 rd 0 Special V, S, M
Shocking Grasp 1 Touch Creature V, S
Taunt 1 60 yds 30-ft radius V, S, M
2nd Level
Hornung's Baneful Deflector 2 Touch One creature V, S, M
Irritation 2 10 yds/lvl 1-4 creatures in a 15-ft radius V, S, M
Nahal's Nonsensical Nullifier 2 Touch Creature touched V, S, M
Pyrotechnics 2 120 yds 1 fire source V, S, M
Shatter 2 30 yds + 10 yds/lvl 3-ft radius V, S, M
Tasha's Uncontrollable Hideous Laughter 2 60 yds 1 or more creatures in a 30-ft cube V, S, M
Wall of Gloom 2 30 yds Two 10-ft cubes + one 10-ft cube/lvl (max is 8 cubes) V, S, M
Inventory
Items Carried
Backpack
Dry rations (1 week)
Flint and steel
Paper (per sheet)
Spellbook
Torch x3
Wineskin
Writing ink (per vial)
Items Readied
Quarterstaff
Items Worn
Common robe
Spending Money
* Copper Pieces x7
* Gold Pieces x6
* Silver Pieces x6
Character History
Spell points available: 30

Costs to memorize a spell:
1st level: 4
2nd level: 6
"Free magics" have double the cost.

Generated by the Advanced Dungeons & Dragons Core Rules 2.0 Expansion on 09/17/1999 08:00 PM