Luthien Estarri |
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Luthien -
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Personal Information
Name: Luthien Estarri |
Player: |
Race: Half-elf |
Gender: Male |
Height: 5'9" |
Age: 19 |
Class: Mage |
Level: 4 |
Weight: 131 lbs |
XP: 13,750 |
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Next Level: 20,000 |
Character Points: 6 |
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Ability Scores
Str: |
10 |
Stamina: |
10 |
Weight Allowance: 40 lbs |
Bend Bars/Lift Gates: 2% |
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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% |
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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: |
18 |
Reason: |
18 |
Max. Spell Level: 9th |
Max. Spells Per Level: 18 |
Illusion Immunity: None |
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Knowledge: |
18 |
Bonus Proficiencies: 7 |
Chance to Learn New Spell: 85% |
Wis: |
13 |
Intuition: |
13 |
Bonus Clerical Spells: 1, 0, 0, 0, 0, 0, 0 |
Clerical Spell Failure Chance: 0% |
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Willpower: |
13 |
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: 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: |
13 |
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
Arcanology |
10 |
Heal |
5 |
Herbalism |
11 |
Religion |
6 |
Swimming |
9 |
Native Languages |
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Common, Elf |
Reading/Writing |
13 |
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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 |
Quarterstaff |
19 |
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1 |
4 |
1d6 |
1d6 |
B |
L |
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Racial Abilities
Elfsight - Elfsight with a range of 60'.
Less sleep - The half-elf requires only four hours worth of sleep to be rested. This is especially valuable to spellcasters.
Resistance - 30% resistance to sleep and charm spells.
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Class Abilities
Mage
Casting reduction - Casting times on spells is reduced by one to a minimum of one.
No magical weapons or armor - May not use magical weapons and armor.
No potions, oils, or scrolls - May not use potions, oils, or scrolls.
Schools of Magic - Abjuration, Alteration, Conjuration/Summoning, Greater Divination, Illusion/Phantasm, Invocation/Evocation
Major Spheres of Magic - Healing
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Traits
Contacts, Arcane, 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. Contacts of this nature are represented by local wizards, whether simple hedge wizards or powerful archmages. These contacts can provide information on where to get magical items identified (or may even do it themselves), where magical items can be sold or purchased (if at all), and general details of a magical nature. They tend to be a secretive lot and their information often comes at high price. Each contact will, at a minimum, possess the Spellcraft proficiency.
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.
The contact will provide information appropriate to his or her field at greatly reduced rates (or possibly even no charge) and this information will be as accurate as the individual can be (i.e., the contact will not intentionally lie, though the information they have may be wrong). Contacts have at least one level of non-weapon proficiency appropriate to their category. There is no guarantee that a given contact will have information the character needs, but they should possess at least a minimum of useful data to impart.
Each contact should be fleshed out by the DM and may be of varying alignments, personalities, etc., though none should be openly hostile towards the character. Of course, how the character approaches and treats the individual should be considered. Contacts are not slaves, indebted to impart their information. They are other people whom the character happens to know.
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Disadvantages
Pacifism, 10-point - A character with the pacifist disadvantage dislikes combat of any kind and will go to lengths to avoid it. In all cases, a character with this disadvantage will always prefer to talk before resorting to fighting and will choose spells of a primarily defensive or non-lethal nature. They may be perfecty capable fighters, but simply choose not to do so. Halflings receive an additional point when purchasing this disadvantage.
At the 10-point level, the character may fight freely if pressed but simply will try her best not to kill opponents. She may disable, incapacitate, or rout them, but will do her level best not to kill them. After combat is over, she will often look for survivors and bandage their wounds. If she does actually kill someone, whether by intent or not, she must make a check against her Wisdom/Willpower or go into a slump for 1d4+1 days, during which time she is at a -2 to all attack rolls and proficiency checks.
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Inventory
- Items Carried
- Backpack
- Dry rations (1 week)
- Flint and steel
- Spellbook, Travelling
- Fumble-fingers (3)
- Identify (4)
- Chromatic Orb (3)
- Phantasmal Apparition (2)
- Stop Bleeding (2)
- Mistwrap (4)
- Fog Cloud (3)
- Healing Sleep (4)
- Protection from Poison (2)
- Cure Light Wounds (1)
- Torch x3
- Wineskin
- Wand of Illumination
- Items Readied
- Items Worn
- Ring of Animal Form - Dog
- Spending Money
- * Copper Pieces x7
- * Gold Pieces x6
- * Silver Pieces x6
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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 17.60 pounds (None Encumbrance, 13 Movement) |
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Spells
Class |
1st |
2nd |
3rd |
4th |
5th |
6th |
7th |
8th |
9th |
Mage |
3 |
2 |
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Cleric Spell Failure Rate: 0% |
Maximum Wizard Spells Per Level: 18 |
Wizard Chance to Learn New Spell: 85% |
Maximum Wizard Spell Level: 9th |
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