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Nytron Lightress

 

Nytron -

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Personal Information
Name: Nytron Lightress  
Race: Elf Gender: Male Height: 5'2" Age: 119
Class: Ranger Level: 5 Weight: 104 lbs
XP: 18,700  
Next Level: 36,000 Character Points: 8
Ability Scores
Str: 16 Stamina: 16 Weight Allowance: 70 lbs Bend Bars/Lift Gates: 10%
Muscle: 16 Attack Adj.: +0 Damage Adj.: +1 Max. Press: 195 lbs Open Doors: 9
Dex: 18 Aim: 18 Missile Adjustment: +2 Pick Pockets: +10% Open Locks: +15%
Balance: 18 Reaction Adjustment: +2 Armor Class: -4 Move Silently: +10% Climb Walls: +10%
Con: 16 Health: 16 System Shock: 95% Poison Save: +0
Fitness: 16 Hit Point Adjustment: +2 Resurrection Chance: 96%
Int: 13 Reason: 13 Max. Spell Level: 6th Max. Spells Per Level: 9 Illusion Immunity: None
Knowledge: 13 Bonus Proficiencies: 3 Chance to Learn New Spell: 55%
Wis: 16 Intuition: 16 Bonus Clerical Spells: 2, 2, 0, 0, 0, 0, 0 Clerical Spell Failure Chance: 0%
Willpower: 16 Magic Defense Adjustment: +2 Spell Immunity: None
Cha: 9 Leadership: 9 Loyalty Base: +0 Maximum Number of Henchmen: 4
Appearance: 9 Initial Reaction Adjustment: +0
Saving Throws
Paralyzation: 11 Poison: 11 Death Magic: 11 Petrification: 12 Polymorph: 12
Rod: 13 Staff: 13 Wand: 13 Breath Weapon: 14 Spell: 14
Combat
Hit Points: 47
Base THAC0: 16
Melee THAC0: 16
Missile THAC0: 14
Armor
Natural armor class 10
Full armor, leather of quality -2
Balance Defensive adj. -4
FINAL: 4
Weapon Proficiencies
Bows
Swords
Fighting Style:
Two Weapon (+2)
Non-Weapon Proficiencies
Hunting 10
Reading/Writing 8
Survival, Forest 9
Swimming 12
Tracking 16
Trail Signs 0
Native Languages
Elf
Weapons
THAC0 Attacks/ Speed Damage Range (-2) (-5) (-10)
Weapon Melee Missile Round Factor Sm-Med Large Type Size PB / S / M / L / EX
Long Bow "Ironheart" 11 2 7 None L
Long bow, flight arrow 1d6+2 1d6+2 P S 14 28 42
Dagger, Elven 15 13 1 1 1d4+2 1d3+2 P S 2 4 6
Sword, claymore 16 1 7 2d4+1 2d8+1 S M
Racial Abilities
Infravision - 60' infravision range.
Less sleep - The elf requires only four hours worth of sleep to be rested. This is especially valuable to spell-casters.
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.
Stealth - When the elf is alone and is not wearing metal armor, he gains a bonus to surprise opponents. The opponent suffers a -4 penalty, a -2 if the elf has to open a door.
Sword bonus - +1 bonus to attack rolls when using a long or short sword.

Class Abilities
Ranger
Bow bonus - +1 bonus to attack rolls with any type of bow.
Empathy with animals - May befriend animals.
Hide in shadows 51% - May hide in natural settings.
 Move silently 55% - May move silently through natural settings.
Pass without trace - Does not leave any evidence of passage through wilderness settings.
Priest spells - May begin to cast Priest spells at 8th level.
Sneak attack - May backstab as the thief ability.
Speak with animals - May speak with animals as the spell, once per day.
Tracking proficiency - Given the tracking proficiency, and will improve by 1 for every three levels.
Two-weapon style - May fight with two weapons with no penalty if wearing studded leather armor or lighter.
Limited armor - May not wear armor heavier than leather.
Major Spheres of Magic - Animal, Plant

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.

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.

Disadvantages
Phobia: Enclosed spaces, 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
      • Flint and steel
      • Paper (per sheet)
      • Torch x3
      • Wineskin
    • Dagger, Elven
    • Quiver
      • Long bow, flight arrow x20
  • Items Readied
  • Items Worn
    • Baldric, bandoleer(leather)
      • Sword, claymore
    • Belt
      • Belt pouch, large
    • Full armor, leather of quality
    • Poncho, waxed canvas
  • Spending Money
    • * Copper Pieces x7
    • * Gold Pieces x4
    • * Silver Pieces x6
Movement and Encumbrance
Encumbrance: Unencumbered Light Moderate Heavy Severe
Weight (lbs): 0-70 71-100 101-130 131-160 161-195
Movement: 14 10 7 3 1
THAC0: -1 -2 -4
AC: +1 +3
Currently carrying 33.71 pounds (None Encumbrance, 14 Movement)

Spells
Class 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
Ranger
Cleric Spell Failure Rate: 0% Maximum Wizard Spells Per Level: 9
Wizard Chance to Learn New Spell: 55% Maximum Wizard Spell Level: 6th
 
 
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