You are here:
 

Site Contents

[Error from MenuPlus Contents Component]
Current page not found in navigation structure

Contact me...
Personal Information
Name: Zvartok the Nimble Player: Doug Laedtke
Race: Rock gnome Gender: Male Height: 3'6" Age: 73
Classes: Thief/Illusionist Levels: 5/4 Weight: 70 lbs
XP: 12,500/12,500 Alignment: Chaotic Good
Next Level: 20,000/20,000 Kit: None
Ability Scores
Str: 8 Stamina: 8 Weight Allowance: 35 lbs Bend Bars/Lift Gates: 1%
Muscle: 8 Attack Adj.: +0 Damage Adj.: +0 Max. Press: 90 lbs Open Doors: 5
Dex: 18 Aim: 18 Missile Adjustment: +2 Pick Pockets: +10% Open Locks: +15%
Balance: 18 Reaction Adjustment: +2 Armor Class: -4 Move Silently: +10% Climb Walls: +10%
Con: 14 Health: 14 System Shock: 88% Poison Save: +0
Fitness: 14 Hit Point Adjustment: +0 Resurrection Chance: 92%
Int: 18 Reason: 18 Max. Spell Level: 9th Max. Spells Per Level: 18 Illusion Immunity: None
Knowledge: 18 Bonus Proficiencies: 7 Chance to Learn New Spell: 85%
Wis: 8 Intuition: 8 Bonus Clerical Spells: 0, 0, 0, 0, 0, 0, 0 Clerical Spell Failure Chance: 25%
Willpower: 8 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: 12 Poison: 12 Death Magic: 12 Petrification: 11 Polymorph: 11
Rod: 6 Staff: 6 Wand: 6 Breath Weapon: 14 Spell: 7
Combat
Hit Points: 15
Base THAC0: +2
Melee THAC0: +2
Missile THAC0: +4
Armor
Natural armor class 10
Ring of Protection +6 AC, +1 ST magic adj. +6
Balance Defensive adj. +4
Thief, Defense bonus +2
FINAL: 22
Weapon Proficiencies
Dagger
Fighting Style:
Thrown Weapon/Sling
Non-Weapon Proficiencies
Appraising 17
Gem Cutting 11
Musical Instrument 7
Prestidigitation 15
Reading/Writing 13
Rope Use 13
Spellcraft 12
Throwing 13
Tightrope Walking 13
Native Languages
Burrowing mammal, Common, Dwarf, Gnome, Goblin, Halfling, Kobold
Weapons
THAC0 Attacks/ Speed Damage Range (-2) (-5)
Weapon Melee Missile Round Factor Sm-Med Large Type Size Short Medium Long
Dagger 18 16 1 2 1d4 1d3 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.
Stealth - If the gnome is not in metal armor, a -4 penalty is applied to opponent's surprise rolls if the gnome is at least 90 feet ahead of a party of characters without this ability, or accompanied only by characters with equivalent stealth skills. The gnome is also difficult to surprise himself and receives a +2 bonus to his own surprise rolls.

Class Abilities
Thief
    Climb walls* 85% - Able to climb vertical or smooth surfaces.
    Defense bonus - -2 AC bonus when unarmored and unencumbered.
    Detect illusion* 40% - May detect illusion.
    Escaping bonds* 25% - Skill at escaping bonds.
    Find/remove traps* 40% - Skill at finding and disarming traps.
    Hide in shadows* 45% - Grants the ability to hide in shadows.
    Move silently* 50% - May move without making a sound.
    Open locks* 40% - Skill at opening locks with the proper tools.
    Pick pockets* 35% - Skill at pilfering small items from pockets or purses.
    Read languages* 30% - Skill at deciphering unknown texts.
Illusionist
    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.
    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 recieve a modifyer to their spells.
    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 - Alteration, Conjuration/Summoning, Enchantment/Charm, Greater Divination, Illusion/Phantasm

Traits
Ambidexterity - reduces two weapon fighting penalty by 2.

Disadvantages
Phobia: Crowds - 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.

Rogue Skills
Skill Base Racial Mods Ability Scores Discretionary Points Armor Final
Climb walls 60 -15 +10 +20 +10 85%
Detect illusion 10 +10 +0 +20 +0 40%
Escaping bonds 10 +0 +10 +0 +5 25%
Find/remove traps 5 +10 +5 +20 +0 40%
Hide in shadows 5 +5 +10 +20 +5 45%
Move silently 10 +5 +10 +15 +10 50%
Open locks 10 +5 +15 +10 +0 40%
Pick pockets 15 +0 +10 +5 +5 35%
Read languages 0 +0 +0 +30 +0 30%
Movement and Encumbrance
Encumbrance: Unencumbered Light Moderate Heavy Severe
Weight (lbs): 0-35 36-50 51-65 66-80 81-90
Movement: 8 6 4 2 1
THAC0: -1 -2 -4
AC: +1 +3
Currently carrying 31.20 pounds (None Encumbrance, 8 Movement)
Spells Known
Spell Time Range Area of Effect Components
1st Level
Burning Hands 1 0 The caster V, S, M
Cantrip 1 10 ft Special V, S, M
Change Self 1 0 The caster V, S, M
Comprehend Languages 1 rd Touch 1 speaking creature or written text V, S, M
Detect Magic 1 0 10 x 60 ft V, S
Detect Secret Passages and Portals 1 0 10 x 10 ft area/lvl V, S
Fist of Stone 1 0 The caster's hand V, S
Friends 1 0 60 ft radius V, S, M
Grease 1 10 yds 10 x 10 ft V, S, M
Hold Portal 1 20 yds/lvl 20 sq ft/lvl V
Identify Special 0 1 item/lvl V, S, M
Mending 1 30 yds 1 object V, S, M
Phantasmal Force 1 60 yds + 10 yds/lvl 400 sq ft + 100 sq ft/lvl V, S, M
Read Magic 1 rd 0 Special V, S, M
Unseen Servant 1 0 30-ft radius V, S, M
Ventriloquism 1 10 yds/lvl, max 90 yds 1 creature or object V, M
2nd Level
Alter Self 2 0 The caster V, S
Bind 2 30 yds 50 ft + 5 ft/lvl V, S, M
Blindness 2 30 yds + 10 yds/lvl 1 creature V
Continual Light 2 60 yds 60-ft radius V, S
Darkness, 15' Radius 2 10 yds/lvl 15-ft radius V, S, M
ESP 2 0 5 yds/lvl (90 yds max) V, S, M
Hypnotic Pattern 2 30 yds 30-ft cube S, M
Improved Phantasmal Force 2 60 yds + 10 yds/lvl 200 sq ft + 50 sq ft/lvl V, S, M
Invisibility 2 Touch Creature touched V, S, M
Irritation 2 10 yds/lvl 1-4 creatures in a 15-ft radius V, S, M
Knock 1 60 yds 10 sq ft/lvl V
Mirror Image 2 0 6-ft radius V, S
Rope Trick 2 Touch Special V, S, M
Sense Shifting 2 0 The caster V, S, M
Wizard Lock 2 Touch 30 sq ft/lvl V, S
Inventory
Items Carried
Gem of Seeing
Spellbook
Spellbook
Items Readied
Dagger
Items Worn
Ring of Protection +6 AC, +1 ST

Generated by the Advanced Dungeons & Dragons Core Rules 2.0 Expansion on 09/17/1999 07:12 PM