Personal Information
Name: Norm Player: J-C
Race: Rock gnome Gender: Male Height: 3'7" Age: 84
Classes: Fighter/Cleric Levels: 7/6 Weight: 86 lbs
XP: 94,272/27,500 Alignment: Chaotic Good
Next Level: 125,000/55,000 Kit: None
Ability Scores
Str: 14 Weight Allowance: 55 lbs Bend Bars/Lift Gates: 7%
Attack Adj.: +0 Damage Adj.: +0 Max. Press: 170 lbs Open Doors: 8
Dex: 7 Missile Adjustment: +0 Pick Pockets: -20% Open Locks: -15%
Reaction Adjustment: +0 Armor Class: +0 Move Silently: -25% Climb Walls: -15%
Con: 17 System Shock: 97% Poison Save: +0
Hit Point Adjustment: +2(+3) Resurrection Chance: 98%
Int: 12 Max. Spell Level: 6th Max. Spells Per Level: 7 Illusion Immunity: None
Bonus Proficiencies: 3 Chance to Learn New Spell: 50%
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: 18 Loyalty Base: +8 Maximum Number of Henchmen: 15
Initial Reaction Adjustment: +7
Saving Throws
Paralyzation: 9 Poison: 9 Death Magic: 9 Petrification: 11 Polymorph: 11
Rod: 8 Staff: 8 Wand: 8 Breath Weapon: 12 Spell: 9
Combat
Hit Points: 64
Base THAC0: 14
Melee THAC0: 14
Missile THAC0: 14
Armor
Natural armor class 10
Full Plate of Feather fall -9
Shield, medium +4 magic adj. -4
Shield, medium +4 adj. -1
FINAL: -4
Weapon Proficiencies
Ballista, Heavy
Crossbow, light
Mace, footman's
Sling
Sword, short
Non-Weapon Proficiencies
Armorer 10
Blind Fighting 13
Brewing 12
Charioteering 9
Reading/Writing 13
Riding, Land 16
Running 11
Set Snares 6
Weaponsmithing 9
Weapons
THAC0 Attacks/ Speed Damage Range (-2) (-5)
Weapon Melee Missile Round Factor Sm-Med Large Type Size Short Medium Long
Sword, short +5 9 3/2 0 1d6+5 1d8+5 P S
Mace, footman's 14 3/2 7 1d6+1 1d6 B M
Sling 14 3/2 6 B S
Racial Abilities
Infravision - 60' infravision range.
Melee combat bonus - +1 bonus on their attack rolls vs. kobolds and goblins - the gnomes' traditional rivals for space and resources. Also, gnolls, bugbears, ogres, half-ogres, ogre magi, trolls, giants, and titans suffer a -4 penalty on their attack rolls vs. gnomes.
Mining detection abilities - A character with this skill is familiar with mining, tunneling, and stonework. By concentrating for one round the character can:
Determine the approximate depth underground, 1-4 on 1d6.
Determine approximate direction underground, 1-3 on 1d6.
Detect any grade or slope in the passage they are passing through, 1-5 on 1d6.
Detect unsafe walls, ceilings, or floors, 1-7 on 1d10.
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
Fighter
    Followers - Attracts followers after a stronghold is built and 9th level is reached.
    Weapon specialization - Allows specialization in one weapon.
Cleric
    Followers - Allows followers after building a stronghold and becoming name level.
    Turn undead - Allows the cleric to turn undead.
    Minor Spheres of Magic - Elemental, All
    Major Spheres of Magic - All, Astral, Charm, Combat, Creation, Divination, Guardian, Healing, Necromantic, Protection, Summoning, Sun

Turning Undead
Skeleton or 1 HD: D Wight or 5 HD: 7 Mummy or 7 HD: 16 Ghost or 10 HD: -
Zombie: T Ghast: 10 Spectre or 8 HD: 19 Lich or 11+ HD: -
Ghoul or 2 HD: T Wraith or 6 HD: 13 Vampire or 9 HD: 20 Special: -
Shadow or 3-4 HD: 4
# = Roll # or greater on a 1d20 to turn 2d6 undead. D = Automatically destroys 2d6 undead.
T = Automatically turns 2d6 undead. D* = Automatically destroys 2d6+2d4 undead.

Inventory
  • Items Carried
    • Mace, footman's
    • Sling
  • Items Readied
    • Sword, short +5
  • Items Worn
    • Full Plate of Feather fall
    • Shield, medium +4
Movement and Encumbrance
Encumbrance: Unencumbered Light Moderate Heavy Severe
Weight (lbs): 0-55 56-85 86-115 116-145 146-170
Movement: 6 4 3 2 1
THAC0: -1 -2 -4
AC: +1 +3
Currently carrying 23.10 pounds (None Encumbrance, 6 Movement)

Spells
Class 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
Cleric 4 3 2
Cleric Spell Failure Rate: 0% Maximum Wizard Spells Per Level: 7
Wizard Chance to Learn New Spell: 50% Maximum Wizard Spell Level: 6th
Spells Memorized
  • Cleric
    • 1st Level
      • Cause Light Wounds
      • Detect Poison
      • Detect Snares and Pits
      • Endure Cold/Endure Heat
      • Magical Stone
    • 2nd Level
      • Cure Moderate Wounds
      • Fire Trap
      • Silence, 15-foot Radius
    • 3rd Level
      • Cure Disease
      • Protection From Fire

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