Personal Information
Name: Kerrelassioth Astravathius Player: Giorgo
Race: Forest gnome Gender: Male Height: 2'11" Age: 83
Classes: Thief/Illusionist Levels: 1/1 Weight: 79 lbs
XP: 165/165 Alignment: Neutral Good
Next Level: 1,250/2,500 Kit: None
Ability Scores
Str: 7 Stamina: 7 Weight Allowance: 20 lbs Bend Bars/Lift Gates: 0%
Muscle: 7 Attack Adj.: -1 Damage Adj.: +0 Max. Press: 55 lbs Open Doors: 4
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: 17 Reason: 17 Max. Spell Level: 8th Max. Spells Per Level: 14 Illusion Immunity: None
Knowledge: 17 Bonus Proficiencies: 6 Chance to Learn New Spell: 75%
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: 12 Leadership: 12 Loyalty Base: +0 Maximum Number of Henchmen: 5
Appearance: 12 Initial Reaction Adjustment: +0
Saving Throws
Paralyzation: 13 Poison: 13 Death Magic: 13 Petrification: 12 Polymorph: 12
Rod: 7 Staff: 7 Wand: 7 Breath Weapon: 15 Spell: 8
Combat
Hit Points: 7
Base THAC0: 20
Melee THAC0: 21
Missile THAC0: 18
Armor
Natural armor class 10
Balance Defensive adj. -4
FINAL: 6
Weapon Proficiencies
Dagger
Dart
Fighting Style:
Two Weapon
Non-Weapon Proficiencies
Herbalism 10
Reading/Writing 12
Spellcraft 11
Throwing 13
Native Languages
Dryad, Elf, Gnome, Gnome - forest dialect, Pixie, Satyr, Treant
Weapons
THAC0 Attacks/ Speed Damage Range (-2) (-5) (-10)
Weapon Melee Missile Round Factor Sm-Med Large Type Size PB / S / M / L / EX
Dragonbone Dagger 23 20 1 2 1d6+1 1d3+1 P S 2 4 6
Dagger 22 19 1 2 1d4 1d3 P S 2 4 6
Dart 19 3 2 1d3 1d2 P S 2 4 8
Racial Abilities
Animal friendship - Once a day a gnome gains an animal friendship spell ability, as the priest spell cast at the same level as the gnome, with respect to burrowing animals.
Forest movement - The ability to pass without trace through their native woodland as the druidic ability.
Hide 5% - The ability to hide in woods with a chance equal to a thief of the same level's hide in shadows ability.
Melee combat bonus [Forest Gnome] - +1 bonus on their attack rolls vs. their racial enemies: orcs, lizard men, troglodytes, or any creature which they have directly observed damaging woodlands. Any man-sized or larger creatures 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.
 
Class Abilities
Thief
    Backstab - Surprise attack may inflict double damage. For every four levels beyond first, the damage multiplier increases by one.
    Climb walls* 65% - Able to climb vertical or smooth surfaces.
    Defense bonus - -2 AC bonus when unarmored and unencumbered.
    Detect noise* 25% - May hear faint noises.
    Escaping bonds* 35% - Skill at escaping bonds.
    Find/remove traps* 20% - Skill at finding and disarming traps.
    Hide in shadows* 50% - Grants the ability to hide in shadows.
    Move silently* 50% - May move without making a sound.
    Open locks* 35% - Skill at opening locks with the proper tools.
    Pick pockets* 35% - Skill at pilfering small items from pockets or purses.
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
 
Traits
Ambidexterity - reduces two weapon fighting penalty by 2.
 
Disadvantages
Bruise Easily - Each die of brusing damage taken inflicts 1 extra point of temporary damage which is recovered at the rate of 1 hit point per turn after the fight is finished.
 
Rogue Skills
Skill Base Racial Mods Ability Scores Discretionary Points Armor Final
Climb walls 60 -15 +10 +0 +10 65%
Detect noise 15 +10 +0 +0 +0 25%
Find/remove traps 5 +10 +5 +0 +0 20%
Hide in shadows 5 +5 +10 +25 +5 50%
Move silently 10 +5 +10 +15 +10 50%
Open locks 10 +5 +15 +5 +0 35%
Pick pockets 15 +0 +10 +5 +5 35%
Escaping bonds 10 +0 +10 +10 +5 35%

Inventory
  • Items Carried 
    • Backpack 
      • Dry rations (1 week) 
      • Flint and steel 
      • Paper (per sheet) 
      • Thieves' picks 
      • Torch x3 
      • Wineskin 
      • Writing ink (per vial) 
    • Belt pouch, small 
    • Dagger x2 
    • Dart x6 
    • Spellbook, Travelling 
  • Items Readied 
    • Dragonbone Dagger 
  • Items Worn 
    • Baladrana 
    • Belt 
    • Breeches 
    • Shirt 
    • Shoes 
    • Vest 
  • Spending Money 
    • * Copper Pieces x7 
    • * Gold Pieces x29 
    • * Silver Pieces x6 
Movement and Encumbrance
Encumbrance: Unencumbered Light Moderate Heavy Severe
Weight (lbs): 0-20 21-29 30-38 39-46 47-55
Movement: 8 6 4 2 1
THAC0: -1 -2 -4
AC: +1 +3
Currently carrying 30.81 pounds (Moderate Encumbrance, 4 Movement)

Spells
Class 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
Illusionist 2
Cleric Spell Failure Rate: 0% Maximum Wizard Spells Per Level: 14
Wizard Chance to Learn New Spell: 75% Maximum Wizard Spell Level: 8th
Spells Memorized
  • Illusionist 
    • 0th Level 
    • 1st Level 
      • Expeditious Retreat 
      • Phantasmal Force 

Spells Known
Spell Time Range Area of Effect Components
1st Level
Change Self 1 0 The caster V, S
Detect Magic 1 0 10 x 60 ft V, S
Expeditious Retreat 1 0 The caster V, S
Light 1 60 yds 20-ft radius V, M
Phantasmal Force 1 60 yds + 10 yds/lvl 400 sq ft + 100 sq ft/lvl V, S, M
Read Magic 1 rd 0 Special V, S, M

Generated by the Advanced Dungeons & Dragons Core Rules 2.0 Expansion on 08/23/2000 08:43 PM

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