Adriano |
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Adriano is a tall, handsome youth with well kept long hair and stylish clothing. Normally soft spoken and gentle natured, he can be passionate and zealous when excited or angered. As a genteel, sophisticated soul, nearly everything he says is well thought out and eloquently worded.
Unsurprisingly, he was an aspiring poet in till fate dealt him a poor hand. Contrastingly, he is also an accomplished swordsman.
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Personal Information |
Name: Adriano |
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Race: Human |
Gender: Male |
Height: 6'0" |
Age: 16 |
Class: Fighter |
Level: 4 |
Weight: 167 lbs |
XP: 13,800 |
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Next Level: 16,000 |
Character Points: 2 |
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Ability Scores |
Str: |
17 |
Stamina: |
17 |
Weight Allowance: 85 lbs |
Bend Bars/Lift Gates: 13% |
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Muscle: |
17 |
Attack Adj.: +1 |
Damage Adj.: +1 |
Max. Press: 220 lbs |
Open Doors: 10 |
Dex: |
16 |
Aim: |
16 |
Missile Adjustment: +1 |
Pick Pockets: +0% |
Open Locks: +5% |
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Balance: |
16 |
Reaction Adjustment: +1 |
Armor Class: -2 |
Move Silently: +0% |
Climb Walls: +0% |
Con: |
13 |
Health: |
13 |
System Shock: 85% |
Poison Save: +0 |
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Fitness: |
13 |
Hit Point Adjustment: +0 |
Resurrection Chance: 90% |
Int: |
13 |
Reason: |
13 |
Max. Spell Level: 6th |
Max. Spells Per Level: 9 |
Illusion Immunity: None |
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Knowledge: |
13 |
Bonus Proficiencies: 3 |
Chance to Learn New Spell: 55% |
Wis: |
9 |
Intuition: |
9 |
Bonus Clerical Spells: 0, 0, 0, 0, 0, 0, 0 |
Clerical Spell Failure Chance: 20% |
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Willpower: |
9 |
Magic Defense Adjustment: +0 |
Spell Immunity: None |
Cha: |
13 |
Leadership: |
13 |
Loyalty Base: +0 |
Maximum Number of Henchmen: 5 |
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Appearance: |
13 |
Initial Reaction Adjustment: +1 |
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Saving Throws |
Paralyzation: 13 |
Poison: 13 |
Death Magic: 13 |
Petrification: 14 |
Polymorph: 14 |
Rod: 15 |
Staff: 15 |
Wand: 15 |
Breath Weapon: 16 |
Spell: 16 |
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Combat |
Armor |
Weapon Proficiencies |
Non-Weapon Proficiencies |
Hit Points: |
34 |
Base THAC0: |
17 |
Melee THAC0: |
16 |
Missile THAC0: |
16 |
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Natural armor class |
10 |
Balance Defensive adj. |
-2 |
FINAL: |
8 |
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Sword,long(Expert,Chosen Weapon, Specialist) |
Swords |
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Etiquette |
8 |
Gaming |
5 |
Musical Instrument |
7 |
Poetry |
5 |
Native Languages |
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Common, Elf, Human - Regional dialect |
Reading/Writing |
8 |
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Human - regional dialect |
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Weapons |
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THAC0 |
Attacks/ |
Speed |
Damage |
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Range |
(-2) |
(-5) |
(-10) |
Weapon |
Melee |
Missile |
Round |
Factor |
Sm-Med |
Large |
Type |
Size |
PB / |
S / |
M / |
L / |
EX |
Sword, long +2 |
12 |
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3/2 |
3 |
1d8+5 |
1d12+5 |
S |
M |
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Knife, Buckle +2 |
16 |
16 |
1 |
3 |
1d3+3 |
1d2+3 |
P/S |
S |
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2 |
4 |
6 |
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Sword, short +1 |
15 |
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1 |
2 |
1d6+2 |
1d8+2 |
P |
S |
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Racial Abilities |
Experience bonus - +5% experence point bonus. |
Class Abilities |
Fighter
Followers - Attracts followers after a stronghold is built and 9th level is reached.
Leadership - Knowledge in leading large numbers of troops.
Supervisor - Knowlege in supervision of the construction of defensive works.
Weapon specialization - Allows specialization in one weapon.
Limited armor - May not wear armor heavier than chainmail. |
Traits |
Contacts, Noble, 10-point - This trait graces a character with an individual or individuals that she can make touch with in order to gain information. When this trait is first chosen, the type of contact must be specified. The various contacts and the type of information they can provide is shown below. A character may only choose one class of contact, though they make take this trait numerous times to gain other kinds. Contacts provide information only and will never render aid in any form beyond a simple call for help unless contracted to do otherwise
For 10 points, the character has connections with a small network of individuals, offering a chance that he can find a contact in any town or city. To figure the odds, subtract 1,000 from the total population and use the result as a straight percentage, rounding fractions up. For example, in a town with a population of 32,564 people, the character has a 33% chance of knowing someone who can help. The odds need be checked only once for each town or city. If a contact is present, they will be available thereafter. If there is not one there, there will never be. The character and DM should record this information for future reference.
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Disadvantages |
The character is an adventurer at heart and alternates between being disgustingly wealthy and totally broke. This is a classic disadvantage among adventurers, who seem to alternate between the two states of finance with amaz-ing frequency. When the character comes across money, he spends most of it quickly, fulfilling any whims of the moment. He spends his money on frivolous and extravagant things, and then the money is gone. In game terms, when-ever the character acquires any amount of wealth over 100 gp, he must spend it as soon as possible. (If he is adventuring in the ruins of a castle, he must wait until he returns to town for his spending spree.) The character may not put the money in sav ings, and he may not give the money to his fellow adventwrs or friends (he can, however, buy them gifts). He can give to charity, buy things for himself and friends (not all of his purchases should be utilitarian or useful), gamble, or do anything else that spends money creatively.
For example, Rolf the Mighty has just come back from the ruins with almost a thousand gold pieces of treasure. After paying taxes and fees, he has 900 gold left. He takes the party to their favorite posh tav-em where he spends 75 gp buying a round for the house and a bottle of special Aelfain wine for the party. He then orders the seven course dinner for himself (another 5 gp). That night, he sleeps in the best room in the establishment, relishing room service and a soft bed (another 5 gp). The next morning, Rolf goes on a shopping spree: he buys his girlfriend a silver necklace (100 gp). Next, he buys a handsome new pair of leather boots (10 gp) and picks up a fancy walking staff with a carved wolf's head (just because he likes how it looks, a mere 20 gp). He also buys a pouch of his favorite tabac (an expensive brand, impcvtecl, a pal@ IS gp). He decides his old chainmail armor is too worn out and instead of simply repairing it opts for a whole new suit. He has it tailor-made by the best dwarven armorer in Highwall city. By the end of the week, RoIf has only 56 gp to his name. He promptly moves back to his favorite cheap inn (back to sleeping in the common room). He must now drink the watered ale and eat the plain meals served there. After Rolf's next burst of wealth, he will do it all over again!
The character can buy things he needs and can spend some of his wealth on equipment-but not all of it. It is best if the player adheres to the spirit of the disadvantage, not the letter, to make things entertaining. If the player is not following the spirit of the disadvantage, the DM may intervene to encourage the character to spend like an idiot for a while. |
Inventory |
Items Carried
Backpack
Dry rations (1 week)
Flint and steel
Paper (per sheet)
Torch x3
Wineskin
Writing ink (per vial)
Items Readied
Sword, long +2
Items Worn
Baldric, bandoleer(leather)
Belt
Knife, Buckle +2
Cloak, Wool w/Hood/Pouches
Scabbard, hanger, baldric
Scabbard, hanger, baldric
Sword, short +1
Spending Money
* Copper Pieces x7
* Gold Pieces x6
* Silver Pieces x6 |
Movement and Encumbrance |
Encumbrance: |
Unencumbered |
Light |
Moderate |
Heavy |
Severe |
Weight (lbs): |
0-85 |
86-121 |
122-157 |
158-193 |
194-220 |
Movement: |
14 |
10 |
7 |
3 |
1 |
THAC0: |
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-1 |
-2 |
-4 |
AC: |
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+1 |
+3 |
Currently carrying 25.81 pounds (None Encumbrance, 14 Movement) |
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