Personal Information
Name: Gak Trashhaggler Player: Den
Race: Dwarf, Gully Gender: Male Height: 4'0" Age: 49
Class: Fighter Level: 2 Weight: 102 lbs
XP: 3,294 Alignment: Chaotic Neutral
Next Level: 4,000 Kit: Ghetto Fighter, Dwarf (CRE)
Ability Scores
Str: 17 Stamina: 16 Weight Allowance: 70 lbs Bend Bars/Lift Gates: 25%
Muscle: 18/51 Attack Adj.: +2 Damage Adj.: +3 Max. Press: 305 lbs Open Doors: 13
Dex: 18 Aim: 18 Missile Adjustment: +2 Pick Pockets: +10% Open Locks: +15%
Balance: 18 Reaction Adjustment: +2 Armor Class: -4 Move Silently: +10% Climb Walls: +10%
Con: 18 Health: 17 System Shock: 97% Poison Save: +0
Fitness: 19 Hit Point Adjustment: +2(+5) Resurrection Chance: 100%
Int: 7 Reason: 5 Max. Spell Level: -- Max. Spells Per Level: 0 Illusion Immunity: None
Knowledge: 9 Bonus Proficiencies: 2 Chance to Learn New Spell: 35%
Wis: 10 Intuition: 10 Bonus Clerical Spells: 0, 0, 0, 0, 0, 0, 0 Clerical Spell Failure Chance: 15%
Willpower: 10 Magic Defense Adjustment: +0 Spell Immunity: None
Cha: 6 Leadership: 6 Loyalty Base: -3 Maximum Number of Henchmen: 2
Appearance: 6 Initial Reaction Adjustment: -2
Saving Throws
Paralyzation: 14 Poison: 10 Death Magic: 14 Petrification: 15 Polymorph: 15
Rod: 12 Staff: 12 Wand: 12 Breath Weapon: 17 Spell: 13
Combat
Hit Points: 30
Base THAC0: 19
Melee THAC0: 17
Missile THAC0: 17
Armor
Natural armor class 10
Balance Defensive adj. -4
Fighter, Defense bonus -2
FINAL: 4
Weapon Proficiencies
Club (Specialist)
Dagger (Expert, Chosen Weapon, Specialist, Grand Master)
Non-Weapon Proficiencies
Blind Fighting 11
Dirty Fighting 10
Endurance 8
Rope Use 13
Weapon Improvisation 6
Wild Fighting 12
Native Languages
Common, Dwarf, Dwarf - Gully 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
Dagger 12 13 5/2 Fa 1d6+7 1d4+7 P S 2 4 6
Club 16 16 3/2 Fa 1d6+5 1d3+5 B M 2 4 6
Crossbow, hand 19 1 Av P S
*Fa (4 or less), Av (5 - 8), Sl (9 - 13), VS (14 or greater)
Racial Abilities
Groveling - A Gully Dwarf may attempt to grovel. Any time he is in a dangerous situation and is not immediately engaged in melee, he may throw himself on the mercy of his attacker, or feint in the hope that he will be ignored in the ensuing melee. This causes his opponents to make a saving throw vs. Spells. If they are successful they may attack the Gully Dwarf. If they fail they may not attack him for 1d6 rounds, but they may restrain him or tie him up. The saving throw is modified by the Gully's level as shown on the Groveling Table:

                Groveling Table

    Gully Dwarf's Level                Saving Throw Modifier

        1-4                    0
        5-8                    -2
        9-12                    -3
        13+                    -5
Infravision -     Gully Dwarves have infravision to 60 feet - the ability to see heat patterns given off by living warm-blooded creatures in the dark.
Melee Combat Bonus - Dwarves have a +1 bonus to their attack rolls vs. orcs, half-orcs, goblins, and hobgoblins. Further, when ogres, half-ogres, ogre magi, trolls, giants, or titans fight dwarves, these aggressors suffer a -4 penalty on all attack rolls. Dwarves are small and have defensive tactics against these large foes.
Mining Detection - A character with this skill is familiar with mining, tunnelling and stonework. By concentrating for one round the character can:
Determine the approximate depth underground, 1-3 on 1d6.
Detect any sliding or shifting walls or rooms, 1-4 on 1d6.
Detect any grade or slope in the passage they are passing through, 1-5 on 1d6.
Detect stonework traps, pits, and deadfalls, 1-3 on 1d6
Detect new construction in stonework, 1-5 on 1d6.
Saving Throw - Bonus to saving throws vs. poison, rods, wands, and spells based on their Constitution/Health subability score.

Class Abilities
Fighter
    1d12 for hit points - d12 Hit Point die.
    Defense bonus - +2 AC bonus if unarmored and unencumbered.
    Multiple specialization - Allows specialization in more than one weapon.
    Limited armor - May not wear armor.
    No magical armor - May not use magical armor.
    Thief weapons only - May only use thief weapons.

Disadvantages
Bad Reputation - The character has a reputation that frightens or angers people. The mere mention of the character's name might inspire fear, hatred, or disgust in others, depending on the specific reputation. The character might have the reputation of being unlucky, petty, cruel, or anything that the player and DM agree on. The reputation may or may not be accurate, but word of the character's reputation always travels faster than the character. In game terms, the character with the bad reputation suffers a +2 penalty to all reaction rolls for first encounters. If the the reaction result is "cautious" or worse (see the DMG), the NPCs react in a way that is appropriate to the character's reputation (e.g., fear, anger, etc.). A bad reputation often includes both the name and a description of the character, which might require the character to assume a false name and a disguise when traveling.
Dirt Poor - This unfortunate individual can start play only with a threadbare set of clothing. and the choice of one of the following. Quarterstaff, club, rusty old sword, pages of a spellbook with read magic, detect magic, and one other spell of the DM's choice, or a holy symbol.
Dislike of Nobility - The character has a dim view of nobility. He considers nobles to be cowardly bullies, little more than thieves with power and wealth. As a result, the character has trouble trusting or following nobles of any kind. The char-acter expects nobles to turn on him, steal from him, or just plain have him killed. Despite this dislike, the character does not nec-essarily make his displeasure known; along with a dislike of nobles comes fear of their power. In game terms, the player must make a Wisdom/Willpower check whenever a noble asks the character to do something. If the roll fails, the character does his best to ignore or botch the request. If the check succeeds, the character overcomes his distrust for the time being.
Greed - The character will either be overcome with want for money or power. In either case, the character will stop at nothing to gain it.
Lazy - A sucessful Wisdom/Willpower check must be performed every time some work must be done for the safety of the character. The character will otherwise avoid any type of manual labor.
Stinky - You emmit an unpleasant bodily odor. -3 to all charisma based rolls conducted in close quarters without ventilation; -3 to all intimate romantic interactions. +1 to interact with orcs. go figure.
Tongue-tied - -2 penalty to reaction rolls when discussing important topics with NPCs.
Deep Sleeper - Character requires 1d6 to awaken, and will only begin to do so after a very loud noise or physical prodding.

Inventory
  • Items Carried
    • Club
    • Crossbow, hand
  • Items Readied
    • Dagger x2
  • Items Stored
    • Axe, two-handed
    • Crossbow, hand quarrel x24
    • Crossbow, heavy
    • Crossbow, heavy quarrel x20
    • Rations,standard (1 week) x4
  • Items Worn
    • Backpack
      • Bedroll
      • Dry rations (1 week)
      • Rope, hemp (50 ft)
      • Wineskin
    • Belt
      • Belt pouch, large
    • Cloak, Wool warm
    • Clothing, Set (Explorers's Outfit)
    • Dagger sheath, set of 6
      • Dagger x6
  • Spending Money
    • * Silver Pieces x2
Movement and Encumbrance
Encumbrance: Unencumbered Light Moderate Heavy Severe
Weight (lbs): 0-70 71-100 101-130 131-160 161-195
Movement: 8 6 4 2 1
THAC0: -1 -2 -4
AC: +1 +3
Currently carrying 43.70 pounds (None Encumbrance, 8 Movement)
Kit - Ghetto Fighter, Dwarf (CRE)
Ghetto Fighters live in the ghettos of nondwarven towns or cities. Generally from poor families, they have had to look after themselves from an early age. The typical Ghetto Fighter has a hardbitten, self-centered attitude, developed in order to survive the rigors of the ghetto.

Ghetto Fighters may come from dwarf strongholds. In such cases they would be from poor clans with bad reputations. Such characters are always suspect to other dwarves, and they find it difficult to make a living by honest means.

Special Benefits: A Ghetto Fighter gains a +1 bonus to attack and damage when using a dagger or knife. When attacking with two weapons, he does not suffer any penalty with his primary weapon, and only a -2 attack penalty with his secondary weapon (see the Players Handbook, page 96). If his secondary weapon is a dagger or knife, he still gains the +1 to attack and damage.

He gains a +5% modifier to his Pick Pockets and Hide in Shadows skills.

Special Hindrances: Ghetto Fighters have bad reputations with the authorities of the town, city, or stronghold in which they live. Law enforcement agents of the same town, city, or stronghold react at -3 to a Ghetto Fighter.

He suffers a -5% penalty to his chance to Find/Remove Traps.

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