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Mapped with Campaign Cartographer 2

Adventures

Personal Information
Name: Cordclawwaggonbag {Corggy} (Silar/Ralis) Player:
Race: Keld Gender: Male Height: 4'0" Age: 18
Class: Illusionist Level: 3 Weight: 101 lbs
XP: 9,963 Alignment: Chaotic Good
Next Level: 10,000 Kit: None
Ability Scores
Str: 12 Weight Allowance: 45 lbs Bend Bars/Lift Gates: 4%
Attack Adj.: +0 Damage Adj.: +0 Max. Press: 140 lbs Open Doors: 7
Dex: 16 Missile Adjustment: +1 Pick Pockets: +0% Open Locks: +5%
Reaction Adjustment: +1 Armor Class: -2 Move Silently: +0% Climb Walls: +0%
Con: 11 System Shock: 75% Poison Save: +0
Hit Point Adjustment: +0 Resurrection Chance: 80%
Int: 17 Max. Spell Level: 8th Max. Spells Per Level: 14 Illusion Immunity: None
Bonus Proficiencies: 6 Chance to Learn New Spell: 75%
Wis: 9 Bonus Clerical Spells: 0, 0, 0, 0, 0, 0, 0 Clerical Spell Failure Chance: 20%
Magic Defense Adjustment: +0 Spell Immunity: None
Cha: 13 Loyalty Base: +0 Maximum Number of Henchmen: 5
Initial Reaction Adjustment: +1
Saving Throws
Paralyzation: 12 Poison: 12 Death Magic: 12 Petrification: 11 Polymorph: 11
Rod: 9 Staff: 9 Wand: 9 Breath Weapon: 13 Spell: 10
Combat
Hit Points: 9
Base THAC0: 20
Melee THAC0: 20
Missile THAC0: 19
Armor
Natural armor class 10
Ring of Protection +2 magic adj. -2
DEX Defensive adj. -2
FINAL: 6
Weapon Proficiencies
Quarterstaff
Non-Weapon Proficiencies
Cooking 17
Disguise 12
Gem Cutting 14
Herbalism 15
Local History 13
Spellcraft 15
Modern Languages 17
Common
Native Languages
Keld
Reading/Writing 18
Common
Weapons
THAC0 Attacks/ Speed Damage Range (-2) (-5) (-10)
Weapon Melee Missile Round Factor Sm-Med Large Type Size PB / S / M / L / EX
Quarterstaff 20 1 4 1d6 1d6 B L
Racial Abilities
Chameleon ability 10% - Chameleon ability: Kelds skin tone slowly changes with the enviournment he/she is living in. It changes slowly over a 2 or 3 week period. So, for example: If a keld is living in a forest in the summer, his skin tone will be slightly greenish, while in the winter his skin would be very pale, almost white. (+10% Hide in shadows).


Class Abilities
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

Inventory
  • Items Carried
    • Backpack
      • Bag
        • * Copper Pieces x7
        • * Gold Pieces x6
        • * Silver Pieces x6
      • Bag
        • Candle x2
        • Quill, feather [Aurora Scribe] x5
        • Writing ink (per vial) x2
      • Bottle
      • Clawed gloves
      • Dry rations (1 week)
      • Flint and steel
      • Lantern, bullseye
      • Mirror, small metal
      • Oil, lamp (per flask) x2
      • Piton
      • Rope, silk (50 ft)
      • Sack, small
      • Sewing needle
      • Spellbook, Travelling
        • Cantrip (1)
        • Detect Magic (1)
        • Read Magic (1)
        • Blur (4)
        • Levitate (5)
        • Color Spray (3)
        • Spook (3)
        • Mount (3)
      • Wineskin
    • Map or scroll case
      • Parchment (per sheet) x5
  • Items Readied
    • Quarterstaff
  • Items Worn
    • Drawers
    • Ring of Protection +2
    • Robe, wool - AWRC
    • Sandals
Movement and Encumbrance
Encumbrance: Unencumbered Light Moderate Heavy Severe
Weight (lbs): 0-45 46-69 70-93 94-117 118-140
Movement: 12 8 6 4 1
THAC0: -1 -2 -4
AC: +1 +3
Currently carrying 37.38 pounds (None Encumbrance, 12 Movement)

Spells
Class 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
Illusionist 3 2
Cleric Spell Failure Rate: 20% Maximum Wizard Spells Per Level: 14
Wizard Chance to Learn New Spell: 75% Maximum Wizard Spell Level: 8th
Spells Known
Spell Time Range Area of Effect Components
1st Level
Cantrip 1 10 ft Special V, S
Color Spray 1 0 5 x 20 x 20 ft wedge V, S, M
Detect Magic 1 0 10 x 60 ft V, S
Mount 1 turn 10 yds 1 mount V, S, M
Read Magic 1 rd 0 Special V, S, M
Spook 1 30 ft 1 creature V, S
2nd Level
Blur 2 0 The caster V, S, M
Levitate 2 20 yds/lvl 1 creature or object V, S, M

Generated by the Advanced Dungeons & Dragons Core Rules 2.0 Expansion on 07/27/2000 07:31 PM

Corggy:

You only arrived in town a little over a week ago. You and your friend Bucketstallponybrush were traveling through the wilderness when a group of pig nosed monsters attached you. You managed to escape, but your friend wasn't so lucky.

Like most places, most folk in the town don't seem to like you. You can't figure it out. Everywhere you go, someone is shouting, "I've been robed by a Keld.", or, "That Keld got the best of me." In this town, you used you skills in the "way" to levitate a wagon that fell over onto one of the town folk while he was fixing a broken wheel. All everyone around seems to remember about the incident is that you floated a wagon; not that you helped someone.

You really would like to find out what happened to your friend, but no one here except for Tipp and Tannin really want to talk to you.

Garret of the Potter:

Garret is Tipp's older brother. He seems to be very protective of him. He doesn't seem to like you. He's always looking at you like you're a threat or something.

Tipp of the Potter:

You like Tipp, but he insists on calling you Corggy. He and Tannin sit in the tavern with you and tell stories. One story in general is the tale of a village hero named Terk.

Jerin of the Woods:

She hasn't said two words to you. You have seen her once or twice in town, but she has never even looked at you. Tipp says she's a ranger whatever that is.

Kavin of the Cloth:

Tipp says Kavin is a follower of Petris whoever that is. You haven't seen him either. He'll probably hate you as well.

Tannin:

Tannin's funny. He looks like a really really small person with pointed ears and wings. He sits in the taven with you most of the day and eats and drinks. You never saw something so small eat so much. He is always willing to let you do anything for him. Just last night, he let you buy him another dinner and drink.

 

Miscellaneous:

Character knowledge:

You found this ivory ring in the shape of a snake swallowing it's own tail at a pawnshop in Sirilezah. You paid quite a bit for it, but the owner swears you got a good deal. You like the ring because no matter what finger you put the ring on, it always fit.

Player knowledge:

Ring of Protection +2