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Himple

 

Himple -



Personal Information
Name: Himple Player:
Race: Gnome Gender: Male Height: 3'5" Age: 90
Classes: Fighter/Illusionist Levels: 5/5 Weight: 85 lbs
XP: 21,833/24,005  
Next Level: 32,000/40,000 Character Points: 0
Ability Scores
Str: 14 Stamina: 16 Weight Allowance: 70 lbs Bend Bars/Lift Gates: 4%
Muscle: 12 Attack Adj.: +0 Damage Adj.: +0 Max. Press: 140 lbs Open Doors: 7
Dex: 16 Aim: 14 Missile Adjustment: +0 Pick Pockets: +0% Open Locks: +0%
Balance: 18 Reaction Adjustment: +2 Armor Class: -4 Move Silently: +10% Climb Walls: +10%
Con: 15 Health: 14 System Shock: 88% Poison Save: +0
Fitness: 16 Hit Point Adjustment: +2 Resurrection Chance: 96%
Int: 19 Reason: 19 Max. Spell Level: 9th Max. Spells Per Level: All Illusion Immunity: 1st Level
Knowledge: 19 Bonus Proficiencies: 8 Chance to Learn New Spell: 95%
Wis: 13 Intuition: 11 Bonus Clerical Spells: 0, 0, 0, 0, 0, 0, 0 Clerical Spell Failure Chance: 10%
Willpower: 15 Magic Defense Adjustment: +1 Spell Immunity: None
Cha: 12 Leadership: 12 Loyalty Base: +0 Maximum Number of Henchmen: 5
Appearance: 12 Initial Reaction Adjustment: +0
Saving Throws
Paralyzation: 11 Poison: 10 Death Magic: 11 Petrification: 12 Polymorph: 12
Rod: 7 Staff: 7 Wand: 7 Breath Weapon: 13 Spell: 7
Combat
Hit Points: 37
Base THAC0: 16
Melee THAC0: 16
Missile THAC0: 16
Armor
Natural armor class 10
Balance Defensive adj. -4
Fighter, Defense bonus -2
FINAL: 4
Weapon Proficiencies
Dart
Short bow (Specialist)
Sword, short (Expert, Chosen Weapon)
Fighting Style:
One-handed Weapon
Missile
Horse Archer
Two Weapon
Non-Weapon Proficiencies
Close-quarter Fighting 8
Dirty Tricks 6
Jeweler 7
Kissing 8
Massage 11
Observation 14
Swimming 12
Native Languages
Common, Gnome
Weapons
THAC0 Attacks/ Speed Damage Range (-2) (-5) (-10)
Weapon Melee Missile Round Factor Sm-Med Large Type Size PB / S / M / L / EX
Crossbow, repeating 18 5 5 P M 16 32 48
Short bow 15 2 7 P M
Short bow, flight arrow 1d6 1d6 P S 6 10 20 30
Sword, short 14 3/2 3 1d6 1d8 P S
Racial Abilities
Dart bonus - +1 bonus to attack rolls with darts.
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.
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.
Short sword bonus - +1 bonus to attack rolls with a shortsword.
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
Fighter
1d12 for hit points - d12 Hit Point die.
Defense bonus - +2 AC bonus if unarmored and unencumbered.
Multiple specialization - Allows specialization in more than one weapon.
Poison resistance - +1 bonus to saves vs. poison.
Spell resistance - +1 bonus to all saves vs. spell.
Limited armor - May not wear armor.
No potions, oils, scrolls - May not use potions, oils, or scrolls.
Thief weapons only - May only use thief weapons.
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

Disadvantages
Phobia: Spiders - 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.


Inventory
  • Items Carried
    • Backpack
      • Bedroll, plain wool
      • Dry rations (1 week)
      • Quill
      • Socks, wool
      • Spellbook
        • Read Magic (3)
        • Nystul's Magic Aura (4)
        • Chameleon (5)
        • Erase (6)
        • Instant Lockpick (2)
        • Protection (4)
        • Shocking Grasp (1)
        • Tasso's Shriek (2)
        • Sorcerous Scribe (4)
        • Comprehend Languages (2)
        • Detect Phase (6)
        • Color Spray (6)
        • Rainfire (6)
      • Torch x3
      • Wineskin
    • Short bow
    • Sword, short
    • Utility belt
      • Quiver
        • Short bow, flight arrow x24
  • Items Readied
    • Crossbow, repeating
  • Items Worn
    • Belt pouch, small
      • Flint and steel
      • Weaponblack
      • Whetstone
    • Boots, waterproofed
    • Cloak, linen with hood and pouches
    • Shirt
    • Socks, wool
    • Trousers
  • Spending Money
    • * Copper Pieces x7
    • * Gold Pieces x14
    • * Silver Pieces x6
Spells
Class 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
Illusionist 5 3 2
Cleric Spell Failure Rate: 10% Maximum Wizard Spells Per Level: All
Wizard Chance to Learn New Spell: 95% Maximum Wizard Spell Level: 9th
Movement and Encumbrance
Encumbrance: Unencumbered Light Moderate Heavy Severe
Weight (lbs): 0-70 71-100 101-130 131-160 161-195
Movement: 8 6 4 2 1
THAC0: -1 -2 -4
AC: +1 +3
Currently carrying 66.60 pounds (None Encumbrance, 8 Movement)

 
 
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