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Mapped with Campaign Cartographer 2

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
Ability Scores
Str: 9 Weight Allowance: 35 lbs Bend Bars/Lift Gates: 1%
Attack Adj.: +0 Damage Adj.: +0 Max. Press: 90 lbs Open Doors: 5
Dex: 20 Missile Adjustment: +3 Pick Pockets: +20% Open Locks: +20%
Reaction Adjustment: +3 Armor Class: -4 Move Silently: +15% Climb Walls: +20%
Con: 12 System Shock: 80% Poison Save: +0
Hit Point Adjustment: +0 Resurrection Chance: 85%
Int: 14 Max. Spell Level: 7th Max. Spells Per Level: 9 Illusion Immunity: None
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%
Magic Defense Adjustment: +0 Spell Immunity: None
Cha: 15 Loyalty Base: +3 Maximum Number of Henchmen: 7
Initial Reaction Adjustment: +3
Saving Throws
Paralyzation: 12 Poison: 12 Death Magic: 12 Petrification: 11 Polymorph: 11
Rod: 13 Staff: 13 Wand: 13 Breath Weapon: 15 Spell: 14
Combat
Hit Points: 14
Base THAC0: 19
Melee THAC0: 19
Missile THAC0: 16
Armor
Natural armor class 10
Cloak of Protection +1 (Trifling) magic adj. -1
DEX Defensive adj. -4
FINAL: 5
Weapon Proficiencies
Dagger (Trifling)
Dart (Trifling)
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
Trifling - Level 3
Reading/Writing 15
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
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
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.


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

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%
Inventory
  • Items Carried
    • Backpack
      • Bag
        • Honey x10
      • 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)
      • Dagger (Trifling)
    • Breeches (Trifling)
    • Cloak of Protection +1 (Trifling)
  • Spending Money
    • * Silver Pieces x7
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)

Spells
Class 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
Bard 2
Cleric Spell Failure Rate: 0% Maximum Wizard Spells Per Level: 9
Wizard Chance to Learn New Spell: 60% Maximum Wizard Spell Level: 7th
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

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