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Adventures
Personal Information
| Name: Tannin (None) |
Player: |
| Race: Trifling |
Gender: Male |
Height: 0'10" |
Age: 18 |
| Class: Bard |
Level: 3 |
Weight: 1 lbs |
| XP: 3,200 |
Alignment: Neutral Good |
| Next Level: 5,000 |
Kit: None |
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Ability Scores
| Str: |
9 |
Weight Allowance: 35 lbs |
Bend Bars/Lift Gates: 1% |
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Attack Adj.: +0 |
Damage Adj.: +0 |
Max. Press: 90 lbs |
Open Doors: 5 |
| Dex: |
20 |
Missile Adjustment: +3 |
Pick Pockets: +20% |
Open Locks: +20% |
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Reaction Adjustment: +3 |
Armor Class: -4 |
Move Silently: +15% |
Climb Walls: +20% |
| Con: |
12 |
System Shock: 80% |
Poison Save: +0 |
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Hit Point Adjustment: +0 |
Resurrection Chance: 85% |
| Int: |
14 |
Max. Spell Level: 7th |
Max. Spells Per Level: 9 |
Illusion Immunity: None |
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Bonus Proficiencies: 4 |
Chance to Learn New Spell:
60% |
| Wis: |
13 |
Bonus Clerical Spells: 1, 0,
0, 0, 0, 0, 0 |
Clerical Spell Failure Chance:
0% |
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Magic Defense Adjustment: +0 |
Spell Immunity: None |
| Cha: |
15 |
Loyalty Base: +3 |
Maximum Number of Henchmen:
7 |
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Initial Reaction Adjustment:
+3 |
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Saving Throws
| Paralyzation: 12 |
Poison: 12 |
Death Magic: 12 |
Petrification: 11 |
Polymorph: 11 |
| Rod: 13 |
Staff: 13 |
Wand: 13 |
Breath Weapon: 15 |
Spell: 14 |
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Combat
| Hit Points: |
14 |
| Base THAC0: |
19 |
| Melee THAC0: |
19 |
| Missile THAC0: |
16 |
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Armor
| Natural armor class |
10 |
| Cloak of Protection +1 (Trifling) magic
adj. |
-1 |
| DEX Defensive adj. |
-4 |
| FINAL: |
5 |
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Weapon Proficiencies
| Dagger (Trifling) |
| Dart (Trifling) |
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Non-Weapon Proficiencies
| Appraising |
14 |
| Forgery |
19 |
| Gem Cutting |
18 |
| Local History |
15 |
| Musical Instrument |
19 |
| Singing |
15 |
| Spellcraft |
12 |
| Ventriloquism |
12 |
| Modern Languages |
14 |
|
Common |
| Native Languages |
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Trifling - Level 3 |
| Reading/Writing |
15 |
|
Common |
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Weapons
|
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 |
| Dart (Trifling) |
|
16 |
3 |
2 |
1d2 |
1 |
P |
S |
|
2 |
4 |
8 |
|
| Dagger (Trifling) |
19 |
16 |
1 |
2 |
1d2 |
1 |
P |
S |
|
2 |
4 |
6 |
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Racial Abilities
Low light vision - Triflings have low-light vision. As long
as there is some sort of natural ambient light, a Trifling can
see as if it was mid day. A Trifling is blind in total darkness
unless a light source is provided. Magical light does not count
as natural ambient light while a flame (candle, torch), starlight,
moonlight, and phosphorescence does.
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Class Abilities
Bard
Alter moods - While performing before
a non-hostile group, the bard may alter the group's mood. Everyone
who hears the bard perform must save vs. paralyzation, with
a penalty of one for every three levels of the bard. If the
save fails, the group's mood may be shifted one level in the
direction wished by the bard.
Climb walls* 80% - Allows the bard to
climb smooth or vertical surfaces.
Counter effects - Allows the bard to
counter song based attacks.
Detect noise* 40% - May hear faint sounds.
History 15% - Gives a bard a 5% chance
per level to identify a magic item by closely examining the
item.
Pick pockets* 55% - Allows the bard
to pilfer small items from another's pocket or purse.
Rally friends - By spending three rounds,
the bard may grant their comrads a +1 bonus on attack rolls,
a +1 bonus to saving throws, or a +2 bonus to Morale rolls.
The range of the effect is 10 feet, and lasts one round per
level of the bard.
Read languages* 15% - Gives a chance
to read languages not familier to the bard.
Scroll use - Allows the use of magic
scrolls at 10th level.
Wizard spells - Allows the bard to cast
wizard spells.
Schools of Magic - Abjuration, Alteration,
Conjuration/Summoning, Enchantment/Charm, Greater Divination,
Illusion/Phantasm, Invocation/Evocation, Necromancy
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Rogue Skills
| Skill |
Base |
Racial Mods |
Ability Scores |
Discretionary Points |
Armor |
Final |
| Climb walls |
50 |
+0 |
+20 |
+0 |
+10 |
80% |
| Detect noise |
20 |
+0 |
+0 |
+20 |
+0 |
40% |
| Pick pockets |
10 |
+0 |
+20 |
+20 |
+5 |
55% |
| Read languages |
5 |
+0 |
+0 |
+10 |
+0 |
15% |
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Inventory
- Items Carried
- Backpack
- Bag
- Flint and steel
- Musical instrument (small)
- Quill, feather [Aurora Scribe]
- Wineskin
- Writing ink (per vial)
- Dart (Trifling) x15
- Map or scroll case
- Paper X 50 (Spells)
- Read Magic (1)
- Shield (2)
- Magic Missile (2)
- Grease (4)
- Taunt (1)
- Items Worn
- Belt (Trifling)
- Breeches (Trifling)
- Cloak of Protection +1 (Trifling)
- Spending Money
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Movement and
Encumbrance
| Encumbrance: |
Unencumbered |
Light |
Moderate |
Heavy |
Severe |
| Weight (lbs): |
0-40 |
41-50 |
51-65 |
66-80 |
81-90 |
| Movement: |
3 |
2 |
1 |
1 |
1 |
| THAC0: |
|
|
-1 |
-2 |
-4 |
| AC: |
|
|
|
+1 |
+3 |
| Currently carrying 17.66 pounds
(None Encumbrance, 3 Movement) |
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Spells
| Class |
1st |
2nd |
3rd |
4th |
5th |
6th |
7th |
8th |
9th |
| Bard |
2 |
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| Cleric Spell Failure Rate:
0% |
Maximum Wizard Spells Per Level:
9 |
| Wizard Chance to Learn New
Spell: 60% |
Maximum Wizard Spell Level:
7th |
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Spells Known
| Spell |
Time |
Range |
Area of Effect |
Components |
| 1st Level |
| Grease |
1 |
10 yds |
10 x 10 ft |
V, S, M |
| Magic Missile |
1 |
60 yds + 10 yds/lvl |
1-5 targets |
V, S |
| Read Magic |
1 rd |
0 |
Special |
V, S, M |
| Shield |
1 |
0 |
Special |
V, S |
| Taunt |
1 |
60 yds |
30-ft radius |
V, S, M |
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Tannin:
You arrived in town a few days ago and
to your delight, the people here think your some sort of fairy. Ah, to
sit back and take advantage of someone else's hospitality. All you have
to do is tell a story or sing a song every now and then. Now this is the
life.
Garret of the Potter:
You keep a close eye on this one. He hasn't
really said anything to you, but every time you turn around, he seems
to be watching you. If someone is going to be trouble, it's going to be
Garret.
Tipp of the Potter:
Now here is someone you can associate with.
Tipp's a lot like you - just sit back and enjoy. If only he could sit
still, he'd be the perfect bud; a reasonable goal, but it would take too
much effort to train him.
For now, you enjoy his company. He has this
wild idea that this village's elders killed a local hero Terk or something
like that. As long as he doesn't ask you for anything, he's ok in your
book.
Jerin of the Woods:
She's a ranger or something. By the way her
and Garret treat each other, one would think they were married. She hasn't
bothered you yet. Best she doesn't ask you to start flying here and there
for something.
Kavin of the Cloth:
Not a bad soul. You like this Petris person
or power or something that Kavin talks about. Whoever Petris is, he taught
Kavin how to make a tea that sooths an upset stomach. But you are sure
he'll want something from you sooner or later.
Corggy:
Corggy as Tipp calls him is not only a new
comer in town as well but someone that you can relate to. He just loves
to sit with you in the tavern and gets you whatever you want. You can't
figure out why the locals keep calling him Keld, his name's Corggy.
It's hard to find good friends these days,
but you think Corggy is it. Talk has it he floated a wagon up into the
air. Your no expert in it, but you think Corggy may be experienced in
the "way". Now you know a trick or two, but you are sure
you can learn more from him.
Miscellaneous:
Character knowledge:
You found this piece of cloth on the
remains of a corpse strung up in a cage. After all, it was raining
and he or she didn't need it anymore. Anyhow, the cloth seemed to
be resistant to water and did an amazing job keeping the rain off
you. At the next town you visited, you convinced the local seamstress
to fashion the cloth into a cloak. A simple task, but all she did
was complain about how hard it was to get a needle though it. You
just can't find good held these days.
Player knowledge:
Cloak of Protection +1
Generated by the Advanced Dungeons & Dragons Core Rules 2.0 Expansion
on 07/27/2000 07:31 PM
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