Agarwaen Ithil'sila |
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Agarwaen -
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Personal Information
Name: Agarwaen Ithil'sila |
Player: |
Race: Elf |
Gender: Female |
Height: 4'11" |
Age: 110 |
Class: Gypsey Wise woman |
Level: 4 |
Weight: 97 lbs |
XP: 11,550 |
Alignment: Lawful Good |
Next Level: 20,000 |
Kit: None |
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Ability Scores
Str: |
11 |
Stamina: |
11 |
Weight Allowance: 40 lbs |
Bend Bars/Lift Gates: 2% |
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Muscle: |
11 |
Attack Adj.: +0 |
Damage Adj.: +0 |
Max. Press: 115 lbs |
Open Doors: 6 |
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: |
14 |
Reason: |
14 |
Max. Spell Level: 7th |
Max. Spells Per Level: 9 |
Illusion Immunity: None |
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Knowledge: |
14 |
Bonus Proficiencies: 4 |
Chance to Learn New Spell: 60% |
Wis: |
15 |
Intuition: |
15 |
Bonus Clerical Spells: 2, 1, 0, 0, 0, 0, 0 |
Clerical Spell Failure Chance: 0% |
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Willpower: |
15 |
Magic Defense Adjustment: +1 |
Spell Immunity: None |
Cha: |
16 |
Leadership: |
16 |
Loyalty Base: +4 |
Maximum Number of Henchmen: 8 |
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Appearance: |
16 |
Initial Reaction Adjustment: +5 |
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Saving Throws
Paralyzation: 14 |
Poison: 14 |
Death Magic: 14 |
Petrification: 13 |
Polymorph: 13 |
Rod: 11 |
Staff: 11 |
Wand: 11 |
Breath Weapon: 15 |
Spell: 12 |
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Combat
Hit Points: |
20 |
Base THAC0: |
19 |
Melee THAC0: |
19 |
Missile THAC0: |
18 |
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Armor
Natural armor class |
10 |
Balance Defensive adj. |
-2 |
FINAL: |
8 |
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Non-Weapon Proficiencies
Curse Lore |
8 |
Dancing |
9 |
Fortune Telling (S&P) |
10 |
Singing |
8 |
Native Languages |
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Common, Elf |
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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 |
Dagger |
18 |
17 |
1 |
2 |
1d4 |
1d3 |
P |
S |
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2 |
4 |
6 |
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Racial Abilities
Companion - The elf gains the companionship of a cooshee or an elven cat. See the Animal Master kit for more specifics on companion animals.
Dagger bonus - +1 bonus to attack rolls with daggers.
Less sleep - The elf requires only four hours worth of sleep to be rested. This is especially valuable to spell-casters.
Magic Resistance 11% - The PC possesses 10% magic resistance. This option may not be taken with the elven resistance to charm spells option.
Spell abilities - Once a day the elf can cast faerie fire, dancing lights, and darkness as a priest or wizard of the same level. When the character reaches 4th level, he can add levitate, detect magic, and know alignment.
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Class Abilities
Gypsey Wise woman
Gypsey Lore -
This ability is similar to that of the bard and the arcanist, who know a little bit about everything. Because of the travelling life of a gypsey, whether he is on his own or in the company of his clan, these characters accumulate a wealth of knowledge about the various lands of Ravenloft.
When a gypsey character is presented with an object, meets a person, explores a place, or is otherwise confronted with something about which he may have knowledge, the Dungeon Master should roll percentile dice. The chance that a character will know something about a given topic is 5% per level. Thus, a 12th-level gypsey has a 60% chance to know a little bit about a given domain lord or magical object.
The extent of the character's knowledge should be determined by the Dungeon Master, but should generally be brief. For example, when a gypsey character first encounters an unfamiliar plant, the Dungeon Master may decide to give the player a chance of recognizing it. If the roll succeeds, the gypsey might be told something like, "Those are blood-roses; I'd keep my distance."
Knife Fighting -
The traditional weapon of the gypsey is the knife or dagger. In fact, no other class (with the possible exception of the fighter) is as skillful in the use of these weapons as the gypsey. For that reason, a gypsey can specialize in the use of the knife ust as if he were a fighter. this specialization requires the normal allocation of proficiency slots and applies to both melee combat and the throwing of knives as well.
This specialization is a limited form of the fighter's ability, however. While the character does receive the normal +1 attack bonus and +2 damage bonus, he does not gain any extra attacks with the knife.
Spell Ability -
The gypsies of Ravenloft have access to a fair selection of magical items and can cast a good many spells. They can also use any magical item normally availiable to members of the thief class. In addition, they have free access to all magical items that emulate divination spells, such as a crystall ball, even when those are intended for characters of another class.
Higher level gypsies do not gain the ability to use priest and wizard scrolls as thieves do. However, those that have a divination purpose, like a scroll with detect magic on it, are always useable by them.
As they advance in levels, gypsy characters can use a limited number of wizard spells. They do not keep spell books like normal wizards do, although they do need to go through similar steps to learn their spells. In addition, they need not choose their spells ahead of time, although any spell they wish to use has a casting time of three turns (thirty minutes). Only those spells that fall into the schools of lesser and greater divination are aviliable to the gypsey.
Schools of Magic - Greater Divination, Lesser Divination
Minor Spheres of Magic - Astral, Charm
Major Spheres of Magic - Divination
Free Spell - At level 1, Gypsey Wise womans are able to cast Omen once a day
Free Spell - At level 3, Gypsey Wise womans are able to cast Dream Sight, Predict Weather once a week
Free Spell - At level 5, Gypsey Wise womans are able to cast Bestow Curse once a week
Free Spell - At level 7, Gypsey Wise womans are able to cast Protection from Charm, 10-foot Radius once a day
Free Spell - At level 9, Gypsey Wise womans are able to cast Divination once a week
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Traits
Lucky - A successful Wisdom/Intuition check allows the character to have a stroke of luck.
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Disadvantages
Dislike of Nobility
The character has a dim view of nobility. He considers nobles to be cowardly bullies, little more than thieves with power and wealth. As a result, the character has trouble trusting or following nobles of any kind. The char-acter expects nobles to turn on him, steal from him, or just plain have him killed. Despite this dislike, the character does not nec-essarily make his displeasure known; along with a dislike of nobles comes fear of their power. In game terms, the player must make a Wisdom/Willpower check whenever a noble asks the character to do something. If the roll fails, the character does his best to ignore or botch the request. If the check succeeds, the character overcomes his distrust for the time being.
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Inventory
- Items Carried
- Backpack
- Flint and steel
- Torch x3
- Wineskin
- Items Readied
- Spending Money
- * Copper Pieces x7
- * Gold Pieces x4
- * Silver Pieces x6
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Spells
Class |
1st |
2nd |
3rd |
4th |
5th |
6th |
7th |
8th |
9th |
Gypsey Wise woman |
3 |
2 |
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Cleric Spell Failure Rate: 0% |
Maximum Wizard Spells Per Level: 9 |
Wizard Chance to Learn New Spell: 60% |
Maximum Wizard Spell Level: 7th |
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Movement and Encumbrance
Encumbrance: |
Unencumbered |
Light |
Moderate |
Heavy |
Severe |
Weight (lbs): |
0-40 |
41-58 |
59-76 |
77-96 |
97-110 |
Movement: |
13 |
9 |
6 |
3 |
1 |
THAC0: |
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-1 |
-2 |
-4 |
AC: |
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+1 |
+3 |
Currently carrying 5.60 pounds (None Encumbrance, 13 Movement) |
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