Personal Information
Name: Jack Freud Player: Christopher S Page
Race: Gribblet Gender: Male Height: 6'3" Age: 156
Class: Bard Level: 3 Weight: 140 lbs
XP: 3,600 Alignment: Neutral Good
Next Level: 5,000 Kit: Loremaster (CRE)
Ability Scores
Str: 8 Stamina: 8 Weight Allowance: 35 lbs Bend Bars/Lift Gates: 1%
Muscle: 8 Attack Adj.: +0 Damage Adj.: +0 Max. Press: 90 lbs Open Doors: 5
Dex: 18 Aim: 16 Missile Adjustment: +1 Pick Pockets: +0% Open Locks: +5%
Balance: 20 Reaction Adjustment: +3 Armor Class: -4 Move Silently: +15% Climb Walls: +20%
Con: 10 Health: 11 System Shock: 75% Poison Save: +0
Fitness: 9 Hit Point Adjustment: +0 Resurrection Chance: 70%
Int: 16 Reason: 14 Max. Spell Level: 7th Max. Spells Per Level: 9 Illusion Immunity: None
Knowledge: 18 Bonus Proficiencies: 7 Chance to Learn New Spell: 85%
Wis: 14 Intuition: 12 Bonus Clerical Spells: 0, 0, 0, 0, 0, 0, 0 Clerical Spell Failure Chance: 5%
Willpower: 16 Magic Defense Adjustment: +2 Spell Immunity: None
Cha: 16 Leadership: 18 Loyalty Base: +8 Maximum Number of Henchmen: 15
Appearance: 14 Initial Reaction Adjustment: +2
Saving Throws
Paralyzation: 13 Poison: 13 Death Magic: 13 Petrification: 12 Polymorph: 12
Rod: 14 Staff: 14 Wand: 14 Breath Weapon: 16 Spell: 15
Combat
Hit Points: 16
Base THAC0: 19
Melee THAC0: 19
Missile THAC0: 18
Armor
Natural armor class 8
Balance Defensive adj. -4
FINAL: 4
Weapon Proficiencies
Dagger
Quarterstaff
Fighting Style:
Two Weapon
Non-Weapon Proficiencies
Ambidexterity - Rogue/Warrior 4
Botany 11
Carpentry 12
Fishing 11
Local History 16
Musical Instrument 12
Singing 10
Native Languages
Centaur, Dryad
Reading/Writing 13
PLANAR: Dao
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 19 1 4 1d6 1d6 B L
Dagger 19 18 1 2 1d4 1d3 P S 2 4 6
Racial Abilities
Infravision - 60' infravision range.
Swamp lore - Swamp lore allows a character to know basic infomation about any swamp and specific information about a swamp of the character's choice (chosen when the character is created). Normally, the specific swamp will be the swamp that the gribblet grew up in. With this ability, the gribblet automatically gains the Swamp Survival NWP.
Swamp potions - Once per day in a swamp, a gribblet can create 1d4 doses of swamp gas. The gribblet must posses empty vials or other air-tight containers to hold the gas. The gribblet can throw a vial of swamp gas as a throwing dagger, and a gribblet automatically gains proficiency in vial throwing. A vial can be thrown up to 30' from the the gribblet.

When a vial of swamp gas breaks it emits noxious fumes that will incapacitate any non-swamp creature in 10'x10'x10' foot area that does not make a saving throw vs. BREATH WEAPON. Any affected creature is incapacitated for 1d2 rounds and suffers 1d4 points of poison damage.
Tough hide - Base AC is 8.

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.
    Detect magic* 20% - Allows the bard to detect the presence and intensity of magic within 60 feet and line of sight.
    History 15% - Gives a bard a 5% chance per level to identify a magic item by closely examining the item.
    Read languages* 60% - Gives a chance to read languages not familier to the bard.
    Scroll use 20% - Allows the use of magic scrolls.
    Wizard spells - Allows the bard to cast wizard spells.
    Schools of Magic - Greater Divination, Illusion/Phantasm, Invocation/Evocation

Traits
Ambidexterity - reduces two weapon fighting penalty by 2.
Obscure Knowledge - Successful Intelligence/Knowledge check allows the recollection of a fact pertaining to the current subject.
Precise Memory - With a minimal amount of studying, any object may be memorized perfectly. If the reading/writing proficiency is possessed, written material may also be memorized.
Light Sleeper - With a successful Wisdom/Intuition check, will awaken from any reasonable amount of noise.
Wild Talents - Allows automatic aquisition of a Wild Psionic Talent.

Disadvantages
Bruise Easily - Each die of brusing damage taken inflicts 1 extra point of temporary damage which is recovered at the rate of 1 hit point per turn after the fight is finished.
Colorblind - Character sees only in shades of grey.

Rogue Skills
Skill Base Racial Mods Ability Scores Discretionary Points Armor Final
Read languages 5 +0 +0 +55 +0 60%
Detect magic 10 +0 +0 +10 +0 20%

Inventory
  • Items Carried
    • Dagger x4
    • Rope, silk (50 ft)
  • Items Readied
    • Quarterstaff
  • Items Stored
    • Bottle
    • Bottle
    • Bottle
    • Bottle
    • Nuts (per lb) x2
    • Raisins (per lb) x2
    • Spellbook
      • Cantrip (3)
      • Detect Magic (4)
      • Read Magic (2)
    • Spellbook
      • Cantrip (3)
      • Detect Magic (2)
      • Read Magic (1)
    • Vial x2
  • Items Worn
    • Backpack
      • Flint and steel
      • Paper (per sheet)
      • Rations,iron (1 week)
      • Torch x6
      • Wineskin
      • Writing ink (per vial)
    • Belt
    • Belt
    • Belt
    • Boots, soft
    • Breeches, Demihuman sized, velvet - AWRC
    • Cloak, plain wool
  • Spending Money
    • * Copper Pieces x4
    • * Gold Pieces x2,021
    • * Silver Pieces x6
Movement and Encumbrance
Encumbrance: Unencumbered Light Moderate Heavy Severe
Weight (lbs): 0-35 36-50 51-65 66-80 81-90
Movement: 15 11 7 3 1
THAC0: -1 -2 -4
AC: +1 +3
Currently carrying 35.81 pounds (None Encumbrance, 15 Movement)

Spells Memorized
  • Bard
    • 0th Level
    • 1st Level
      • Cantrip
      • Detect Magic

Spells Known
Spell Time Range Area of Effect Components
1st Level
Cantrip 1 10 ft Special V, S
Detect Magic 1 0 10 x 60 ft V, S
Glowstone - GNSB 1 0 Pebble touched V, M
Lohocla's Enchanted Bartender and Staff - GNSB 1 0 40 ft radius V, S, M
Quantas's Target Bow - GNSB 2 0 Bow touched V, S, M
Read Magic 1 rd 0 Special V, S, M
Spell Points
Max. Spell Max. Spells Memorized Regular Specialist
Class Level at Each Level Spell Points Spell Points
Bard 1st 2 8 0
Cleric Spell Failure Rate: 5%
Wizard Chance to Learn New Spell: 85%

Generated by the Advanced Dungeons & Dragons Core Rules 2.0 Expansion on 06/07/2000 11:50 AM