|
|
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
|