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Mapped with Campaign Cartographer 2

Adventures

Personal Information
Name: Garret of the Potter (Amiph) Player:
Race: Human Gender: Male Height: 6'0" Age: 19
Class: Fighter Level: 4 Weight: 171 lbs
XP: 11,000 Alignment: Lawful Neutral
Next Level: 16,000 Kit: None
Ability Scores
Str: 18/24 Weight Allowance: 135 lbs Bend Bars/Lift Gates: 20%
Attack Adj.: +1 Damage Adj.: +3 Max. Press: 280 lbs Open Doors: 12
Dex: 15 Missile Adjustment: +0 Pick Pockets: +0% Open Locks: +0%
Reaction Adjustment: +0 Armor Class: -1 Move Silently: +0% Climb Walls: +0%
Con: 16 System Shock: 95% Poison Save: +0
Hit Point Adjustment: +2 Resurrection Chance: 96%
Int: 9 Max. Spell Level: 4th Max. Spells Per Level: 6 Illusion Immunity: None
Bonus Proficiencies: 2 Chance to Learn New Spell: 35%
Wis: 13 Bonus Clerical Spells: 1, 0, 0, 0, 0, 0, 0 Clerical Spell Failure Chance: 0%
Magic Defense Adjustment: +0 Spell Immunity: None
Cha: 15 Loyalty Base: +3 Maximum Number of Henchmen: 7
Initial Reaction Adjustment: +3
Saving Throws
Paralyzation: 13 Poison: 13 Death Magic: 13 Petrification: 14 Polymorph: 14
Rod: 15 Staff: 15 Wand: 15 Breath Weapon: 16 Spell: 16
Combat
Hit Points: 40
Base THAC0: 17
Melee THAC0: 16
Missile THAC0: 17
Armor
Natural armor class 10
Full armor, chain mail -5
Shield, small adj. -1
DEX Defensive adj. -1
FINAL: 3
Weapon Proficiencies
Axe, hand/throwing
Dagger
Sword, bastard (Specialist)
Non-Weapon Proficiencies
Heraldry 9
Hunting 12
Pottery 13
Rope Use 15
Set Snares 14
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
Axe, hand/throwing 16 17 1 4 1d6+3 1d4+3 S M 2 4 6
Dagger +1 15 16 1 2 1d4+4 1d3+4 P S 2 4 6
Sword, bastard 15 3/2 6 1d8+5 1d12+5 S M
Class Abilities
Fighter
    Followers - Attracts followers after a stronghold is built and 9th level is reached.
    Weapon specialization - Allows specialization in one weapon.


Inventory
  • Items Carried
    • Axe, hand/throwing x2
    • Backpack
      • Bag
        • * Copper Pieces x7
        • * Silver Pieces x96
      • Flint and steel
      • Mirror, small metal
      • Sack, small
        • Bread (loaf)
        • Honey
        • Nuts (per lb)
      • Torch x3
      • Whetstone
      • Wineskin
  • Items Worn
    • Belt
    • Boots, High soft w. Dagger Sheath [Aurora Clothes]
      • Dagger +1
    • Breeches, Human sized, wool - AWRC
    • Cloak, wool with hood and pouches - AWRC
    • Drawers
    • Full armor, chain mail
    • Scabbard, hanger, baldric
      • Sword, bastard
    • Shield, small
    • Shirt
Movement and Encumbrance
Encumbrance: Unencumbered Light Moderate Heavy Severe
Weight (lbs): 0-135 136-174 175-213 214-252 253-280
Movement: 12 8 6 4 1
THAC0: -1 -2 -4
AC: +1 +3
Currently carrying 85.86 pounds (None Encumbrance, 12 Movement)

Garret of the Potter:

Early on in life you knew clay pots were not for you. At sixteen, you left Corafer to join the local militia of Shemaytha. There you served for almost three years learning combat and discipline before lack of war and funds caused the city's leaders to cut half the militia.

Now, at nineteen, you have returned to Corafer and once again have taken to the potter wheel, mixing and molding and shaping all day long. If only something exciting would happen.

Tipp of the Potter:

Your little brother. Not nearly as disciplined as you are. Tipp spends the day snooping about making everything his business. Oh, of days you spent helping Tipp out of trouble.

Nothing has changed in the years you were away. Tipp is still getting himself into trouble. He seems to be caught up in the old legends of Terk, and some crazy idea that the ancient elders killed Terk. Despite it all, you are still very protective of him especially now; he keeps asking you to take him to Terk's tomb. Not a safe trip even for one of your talents.

Jerin of the Woods:

She was a strange one even before you left. Since he father died, she talked about going off with Calier the Hunter and learning the ways of the land. You told her before you left that she should find a good man and start a family.

Now three years later, who would have known? Jerin of the Woods. The strangely sweet young woman you left behind now calls herself a ranger. As if Tipp's stories weren't strange enough, now you have to deal with this. She should be settled down with a family and not pretending to be some trail guide.

Kavin of the Cloth:

Both of you use to get into trouble as children until Kavin's parents sent him to Leth'Sar a couple years before you left for Shemaytha. Something about joining the followings of Petris. Little did you know that he was to become a priest.

Now, Kavin has a small cabin set up for the sick as well as a small shrine to Petris. Although you both were good friends, your are now both very different. More than one argument has broken out between the two of you regarding wars, you for, Kavin against. Many times you have had to bite your tongue else to say something that would ruin the friendship that you still have.

Corggy:

Cordclawwaggonbag or Corggy as Tipp calls him is new to town. "He's a Keld.", is what the town folk say. All you know is that he floated a wagon into the air just by touching it. If it wasn't for Tipp being his friend, you would run him out of town.

Tannin:

Before you know it, pigs will fly. Tannin's right out of a fairy tale - less than a foot tall, with wings and bright red hair. He flew into town a few days ago, says he's a troubadour. He sits in the tavern all day eating and drinking. Talk of the town is that he's a sprite or something. Whatever he is, you'll keep you eye on him.

Miscellaneous:

Character knowledge:

You father Korm passed on to you his dagger before you left for Shemaytha. "It's from the orcs that attacked the village some three hundred years ago", he tells you. All you know is that it's old and the dang thing holds a sharp edge.

Player knowledge:

Dagger +1

Generated by the Advanced Dungeons & Dragons Core Rules 2.0 Expansion