Personal Information
Name: Laila Raekis Player: Azalyn
Race: Human Gender: Female Height: 6'2" Age: 19
Class: Gypsey Level: 6 Weight: 176 lbs
XP: 33,557 Alignment: True Neutral
Next Level: 40,000 Character Points: 14
Ability Scores
Str: 10 Stamina: 10 Weight Allowance: 40 lbs Bend Bars/Lift Gates: 2%
Muscle: 10 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%
Balance: 16 Reaction Adjustment: +1 Armor Class: -2 Move Silently: +0% Climb Walls: +0%
Con: 14 Health: 14 System Shock: 88% Poison Save: +0
Fitness: 14 Hit Point Adjustment: +0 Resurrection Chance: 92%
Int: 16 Reason: 16 Max. Spell Level: 8th Max. Spells Per Level: 11 Illusion Immunity: None
Knowledge: 16 Bonus Proficiencies: 5 Chance to Learn New Spell: 70%
Wis: 15 Intuition: 15 Bonus Clerical Spells: 2, 1, 0, 0, 0, 0, 0 Clerical Spell Failure Chance: 0%
Willpower: 15 Magic Defense Adjustment: +1 Spell Immunity: None
Cha: 17 Leadership: 17 Loyalty Base: +6 Maximum Number of Henchmen: 10
Appearance: 17 Initial Reaction Adjustment: +6
Saving Throws
Paralyzation: 12 Poison: 12 Death Magic: 12 Petrification: 11 Polymorph: 11
Rod: 12 Staff: 12 Wand: 12 Breath Weapon: 15 Spell: 13
Combat
Hit Points: 25
Base THAC0: 18
Melee THAC0: 18
Missile THAC0: 17
Armor
Natural armor class 10
Balance Defensive adj. -2
FINAL: 8
Weapon Proficiencies
Dagger (Specialist)
Short bow
Non-Weapon Proficiencies
Ancient History 9
Animal Training 9
Dancing 10
Heal 9
Spellcraft 10
Storytelling 11
Tightrope Walking 10
Native Languages
Human - Regional dialect
Weapons
THAC0 Attacks/ Speed Damage Range (-2) (-5) (-10)
Weapon Melee Missile Round Factor Sm-Med Large Type Size PB / S / M / L / EX
Dagger 17 16 3/2 2 1d4+2 1d3+2 P S 2 4 6
Racial Abilities
Experience bonus - +5% experence point bonus.

Class Abilities
Gypsey
    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 the Isles..
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 The Isles 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, instead, ther spells are almost an inate ability, the powers showing over time as a Gypsey gains experience. Only those spells that fall into the schools of lesser and greater divination are aviliable to the gypsey. Spell progression is as per the Bards Table


    Schools of Magic - Greater Divination, Lesser Divination

Traits
Precise Memory - With a minimal amount of studying, any object may be memorized perfectly. If the reading/writing proficiency is possessed, written material may also be memorized.

Disadvantages
Phobia: Spiders, severe - 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
      • Dry rations (1 week)
      • Flint and steel
      • Torch x3
      • Wineskin
  • Items Readied
    • Dagger
  • Spending Money
    • * Copper Pieces x7
    • * Gold Pieces x44
    • * Silver Pieces x6
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: -1 -2 -4
AC: +1 +3
Currently carrying 9.60 pounds (None Encumbrance, 13 Movement)

Spells
Class 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
Gypsey 3 2
Cleric Spell Failure Rate: 0% Maximum Wizard Spells Per Level: 11
Wizard Chance to Learn New Spell: 70% Maximum Wizard Spell Level: 8th

Spells Known
Spell Time Range Area of Effect Components
1st Level - Max 11
1)Detect Poisoning 1 rnd 0 Special V, S
2)Patternweave 3 10 yds 10-ft sq V, S, M
3)Read Magic 1 rd 0 Special V, S, M
4)True Compass 1 round 0 1 ship or the caster V, S, M
5)Identify Special 0 1 item/lvl V, S, M
         
2nd Level (Max 11)        
Detect Evil 2 0 10 x 180 ft V, S
Detect Invisibility 2 0 10 yds/lvl V, S, M

Generated by the Advanced Dungeons & Dragons Core Rules 2.0 Expansion on 01/23/2005 09:40 PM