Abrac Adabra Abraxis
STR |
15 |
1-8 [20] open doors, 7% bend bars |
INT |
18 |
+7 languages, 85% to learn spell, 18 spells/level |
WIS |
18 |
+4 wisdom saves, 1+1+2+2+3+4 spell bonus |
DEX |
16 |
+1 to hit with missiles, -2 AC bonus |
CON |
14 (15) |
88% system shock, 92% resurrection survival |
CHA |
17 |
10 henchmen, +6 loyalty, +6 reaction bonus |
Half-Elf Mage/Druid |
XP Accumulated: 11,486 / 11,486 |
Levels: 4/4 |
Bonus: +10% / +10% |
Religion: Force of Nature |
Next Level Goal: 20,000 / 12,500 |
Alignment: True Neutral |
Height: 5' 8" Weight: 140 lb. |
Movement Rate: 12" |
Hair Color: Brown |
Hit Points: 23.5 |
Eye Color: Gray |
AC: 4 (shield base AC 9 +3 shield +2 dex)
AC: 0 (with 17 pt Armor spell, shield, and dex) |
Old Abracs: Day 230, 500, 609, 721, 751, 1,044
This PC Sheet Current As Of Day: 1,162 |
Attack Chart -
|
5 |
4 |
3 |
2 |
1 |
0 |
-1 |
-2 |
-3 |
-4 |
-5 |
Damage |
Lvl 4 Druid |
13 |
14 |
15 |
16 |
17 |
18 |
19 |
20 |
20 |
20 |
20 |
- |
Sling (bullet) |
12 |
13 |
14 |
15 |
16 |
17 |
18 |
19 |
20 |
20 |
20 |
2-5/2-7 |
+1 Scimitar |
12 |
13 |
14 |
15 |
16 |
17 |
18 |
19 |
20 |
20 |
20 |
1-8/1-8 +1 |
+1 Dagger |
12 |
13 |
14 |
15 |
16 |
17 |
18 |
19 |
20 |
20 |
20 |
1-4/1-3 +1 |
Mage Weapons of proficiency: staff, -5 non-prof, 1/6.
Druid Weapons of proficiency: dagger, scimitar, sling; -4 non-prof, 1/4.
Saving Throws -
|
Mage |
Druid |
|
Paraly, Poison, Death Magic |
14 |
9 |
+4 for wisdom |
Rod, Staff, Wand |
11 |
13 |
+2 for dexterity |
Petrification, Polymorph |
13 |
12 |
+2 vs fire & lightning (druid) |
Breath Weapon |
15 |
15 |
immunity to woodland creature charm magic (druid) |
Spells |
12 |
12 |
-2 vs cold based attacks (penalty, see below) |
Spells -
|
1 |
2 |
3 |
4 |
5 |
Mage |
3 |
2 |
0 |
0 |
0 |
|
|
|
|
|
|
Druid |
3 |
2 |
0 |
0 |
0 |
Wisdom Bonus |
2* |
2* |
(1) |
(1) |
0 |
|
|
|
|
|
|
Total Druid |
5 |
4 |
0 |
0 |
0 |
* - Wisdom Bonus Spell Picks, these do not have to be prayed for ahead of time. Instead, they can be chosen at the time of casting.
Special Abilities -
- Half-Elf Abilities
- 30% resistant to sleep/charm.
- Infravision 60'.
- Detects concealed doors 1 in 6 in passing, 3 in 6 if searching.
- Detects secret doors 2 in 6 if searching.
- Mage Abilities
- Use Mage Items.
- Research new spells.
- Druid Abilities
- Use Druid items.
- Identify plants, animals and pure water with perfect accuracy.
- Pass through overgrown areas (thick thorn bushes, tangles vines, briar patches, etc.) without leaving a trail and at his normal movement rate.
- Psionic Abilities [3rd Level Power: 29 + 4 + 4 = 37 Psi Points] - These powers were changed over to 2nd ed. Psionics.
- Molecular Manipulation [as per 2nd ed. Psi HB]. [NOTE: This ability has never been used in the presence of any members of the Eternal Party. Abrac guards the knowledge of this ability with intense secrecy].
- Object Reading [as per 2nd ed. Psi HB].
- Telekinesis [as per 2nd ed. Psi HB].
- Secondary Skills: Gemologist & Alchemist.
- Standard Languages: (7) Common, Tethian Mage, Lotharian Mage, Elvish, Dwarven, Nomad's Barbarian, Thieves' Cant, plus Druid Added Languages (see above).
Special Notes -
- Religion: This Druid is a Priest of The Force of Nature and The Perpetual Balance. The source of Abrac's druidical power is not a standard god or goddess but the Nature Force which exist in all universes. Some say that this force precedes all standard gods and powers. This force is not a fully sentient being but a powerful energy source that can be drawn upon by those who seek to obey its tenets and perpetuate its existence. This "god" only rarely ever manifests itself in actual form. The druids themselves and the powers they muster and channel are the deity's physical components.
- Religious Symbols: In addition to the standard Objects of Power (Greater and Lesser Mistletoe, Holly and Oak Leaves) the Druid of this sect may employ any and all living vegetable matter (of neutral alignment and non intelligence) in the casting of druidical magical spells. These other items may be substituted for the Druid's standard religious symbol with the following penalties and reductions on casting of druid spells (where applicable): Range = 25%, Duration = 25%, AOE = 25% and +3 on saving throws. The living vegetable matter only substitutes in place of Mistletoe, not as additional material components that may be required.
Restrictions & Disadvantages -
- Druidical Vegetarian: Consuming red meat will reduce the effectiveness of ALL Druid abilities to 50% for a duration of 24 hr.. This is a psychic phenomena. This disadvantage does not apply while druidically shape shifted into animal form.
- Cold Sensitive: -2 (penalty) on saving throws versus cold based attacks.
- Abrac's original Charisma was 17, now 15. This is due to extensive physical disfigurement received on the Abysmal Layer of Astaroth. As a result he no longer receives a 10% bonus for druid xp gained. RESTORED.
- Abrac died long ago in the "dragon adventure" and has lost 1 point of Constitution, which was later RESTORED. More recently, he died in the Squeemish/Ambrosia adventure, so his Con is now 14.
Magic In Effect -
- Armor Spell (Mike A w/full Eternal boost) = AC: 4 w/17 pt Armor spell.
Magic and Notable Items on Person -
Notable:
- Mage Spell Components.
- Greater Mistletoe, Holy, Oak Leaves and additional Druid Spell Components.
- Spell Books (7 original volumes), original 3rd level is carried, others in Top. Copies of the levels 1 and 2 are carried.
- Keys to Top; Prime Key to Top given to Alterio's PC on Day 1045 [start of Sqeemish/Ambrosia] for use and safekeeping. Second Key to Top given to Tim on Day 1044 [end of Desilu] for use and safekeeping.
Major Magic:
- Flying Carpet: Mental command, 1-4 people, 24", shrink or expand (min 3' x 5'). Attack - Activation word still unknown.
- +1 Dagger, magic.
- Headband of Death and Associated Ritual Sacrifice Items: Rope & Goblet. Description: A band of cloth designed to be bound around the wearer's forehead. The band is made of fine, supple, black leather. In the center of the band is a flat, jet-black, circular gemstone of unearthly origin. It is not obvious how the gemstone is affixed to the band. When worn, the gemstone rests in the center of the forehead.
- Major Power: The band grants a power of divination. The power operates at random intervals. Information gained is almost always accurate. It functions like this: The wielder writes a question on a scrap of paper and reads it over and over for five minutes. Then, 11-30 minutes later, if there is an answer, the wielder will receive it mentally. The answer may be cryptic or clear. This divination can be attempted at any time with any frequency - the chance of receiving an answer is randomly determined.
- Minor Powers: The user can expend the following spell like effects at will as a mental function. Casting time is as per the spell. All variables (range, duration, etc.) are as if cast by a 14th level wizard.
- Vampiric Touch [3rd level Mage] x 4
- Summon Shadow [5th level Mage] x 2
- Animate Dead [5th level Mage] x 5
- Ritual Sacrifice: Healing [5th level Mage, Special Campaign spell discovered] x 7
- Death Spell [6th level Mage] x 2
- Once expended, these spell effects cannot be regained or recharged. After all spell effects have been used, the item loses all magical power. Any character can use this item. If a wizard uses the item and expends three charges, he can attempt to learn the spell and put it in his spell book.
- Bag of Holding: 500 lb. capacity [from Squeemish/Ambrosia adventure].
- +3 Bullet Shield (total +4 armor bonus), borrowed from Marvin the Piggy Fighter [before he died in Squeemish's lair].
- Magical Shield, bonus and abilities unknown, small wooden, [from Squeemish/Ambrosia adventure].
Minor Magic and Other Items:
- Potions:
- Unholy Water, 1.
- Extra Healing, 1.
- Fire Resistance, 1.
- Unknown, 1, [from Squeemish/Ambrosia adventure].
- Scrolls:
- Mage - Spectral Hand, Shatter, Irritation. [Gift from Nomad]
- Druid - Detect Evil, Meld into Stone.
- Copper Rings x 3, Continual Light
- Iron Rings, x 3, Continual Darkness
- Ioun stone - burnt out (gives 10 psi points [once per day] as per 1st ed. DMG).
- Wand of Lightning - 0 charges & rechargeable. Know both command words.
- +1 Scimitar of Mithril (non magical weapon of quality), +1 to hit, no damage bonus.
- +1 Dagger of Mithril (non magical weapon of quality), +1 to hit, no damage bonus.
- Ring of Mithril. (non magical item of quality).
- 3 Mithril pieces.
Magic Items, Other Locations -
Bould Hill - Stoned Shaped into Hedge Rock
- A small wooden container which houses fresh Mistletoe, Holy and Oak leaves.
Mundane Items on Person -
Mage Spell Books -
#/ LEVEL: |
1 |
|
|
|
1st |
2nd |
3rd |
1 |
Read Magic |
Bind |
Dispel Magic |
2 |
Burning Hands |
Continual Light |
Blink |
3 |
Comp Lang ® |
Darkness 15' rad |
Clairvoyance |
4 |
D Magic |
Detect Invis |
Explosive Ruins |
5 |
Feather Fall |
ESP |
Feign Death |
6 |
Hold Portal |
Flaming Sphere |
Fireball |
7 |
Identify |
Invisibility |
Gust of Wind |
8 |
Magic Missile |
Irritation |
Hold Person |
9 |
Enlarge ® |
Knock ® |
Hold Undead |
10 |
Mount |
Know Align ® |
Lightning Bolt |
11 |
Pro Evil ® |
Locate Object ® |
Non-Detection |
12 |
Phantasmal Force |
Magic Mouth |
Pro Normal Missiles |
13 |
Shield |
Melf's Acid Arrow |
Sepia Snake Sigil |
14 |
Shocking Grasp |
Mirror Image |
Slow |
15 |
Sleep |
Rope Trick |
Suggest |
16 |
Taunt |
Strength |
Tongues ® |
17 |
Unseen Servant |
Stinking Cloud |
Vampiric Touch |
18
|
Wizard Mark |
Wizard Lock |
Water Breath ® |
19
|
Copy Script* |
|
|
#/ LEVEL: |
|
|
|
|
4th |
5th |
6th |
1 |
Charm Monster |
Cloudkill |
Invis. Stalker |
2 |
Detect Scrying |
Dismissal |
Stone to Flesh ® |
3 |
Dim Door |
Hold Monster |
Monster Sum IV |
4 |
Fire Shield |
Ritual Sacrifice: Heal** |
|
5 |
Fire Trap |
Telekinesis |
|
6 |
Massmorph |
Top Invisibility* |
|
7 |
Minor Globe Inv |
Wall of Force |
|
8 |
Phantasmal Killer |
Teleport |
|
9 |
Polymorph Self |
|
|
10 |
Remove Curse |
|
|
11
|
Stoneskin |
|
|
- ® - These spells have a reversible form.
- * - Personally researched spell.
- ** - Campaign spell discovered.
-
Abrac's Spell Books - In detail.
The Official Eternal (2nd edition) List of Druid Spells
Animal Friends (via Animal Friendship)
R01: Flying Squirrel, AC 7, 9"/15" (MC E for short spaces), <1HD, 1 hit point, 1 attack, 1 point damage, surprise on 4 in 6.
|
5 |
4 |
3 |
2 |
1 |
0 |
-1 |
-2 |
-3 |
-4 |
-5 |
damage |
Teeth/Claws |
15 |
16 |
17 |
18 |
19 |
20 |
20 |
20 |
20 |
20 |
20 |
1 |
B01: Brown Bear, AC 6, 12", 5+5HD, 30 hit points, 3+hug, 1-6/1-6/1-8, hug on 18 for additional 2-8, -9 dead, large.
|
5 |
4 |
3 |
2 |
1 |
0 |
-1 |
-2 |
-3 |
-4 |
-5 |
damage |
Teeth/Claws |
11 |
12 |
13 |
14 |
15 |
16 |
17 |
18 |
19 |
20 |
20 |
See description |
Eternal Site Map | 2 December 01
copyright © 2001 by Michael Moran Alterio, Michael Babriecki, Harry Ching, Stephen Martin, and Donald R. Parrish III (all rights reserved)