John (Me)
Also, John Bel in the Elflands, Nexus in New Avalon, Aiwendil in Dwarvenhome, and John Whorfin to the Eternal Party.
Str |
10 |
1-6 doors, 2% bars |
Int |
13 |
3 languages, 55% learn, 9 spells max |
Wis |
16 |
+2, 2-1st, 2-2nd level spells |
Dex |
17 |
+2 missles, -3 AC |
Con |
14 |
88% shock, 92% ress. |
Cha |
13 |
5 henchfolk, +1 react |
|
 |
A Skill-Based Eternal Character |
XP: 11,823 (plus displacer beasts) |
Race: Elf, Human, and Other Influences |
Level Equivalent (as Rogue): 5 |
Gender: Male |
Age: Eternal - Special |
Deity: Several and Many |
Height: 5 ft 2 in, 113 lbs |
Alignment: Neutral Good |
Move: 15" |
AC: 1 w/Armor spell, -3 w/shield |
This Sheet: Current as of Day 1,097 |
Hit Points: 26 - History: 8, 2, 8, 8 |
Old Me: Born on Day 649, Day 737 |
Attack Chart
|
7 |
6 |
5 |
4 |
3 |
2 |
1 |
0 |
-1 |
-2 |
-3 |
-4 |
-5 |
damage |
Warrior 3 |
11 |
12 |
13 |
14 |
15 |
16 |
17 |
18 |
19 |
20 |
20 |
20 |
20 |
- |
Hand Ax +1 |
10 |
11 |
12 |
13 |
14 |
15 |
16 |
17 |
18 |
19 |
20 |
20 |
20 |
1-6/1-4+2 |
Hand Ax (off) +1 |
12 |
13 |
14 |
15 |
16 |
17 |
18 |
19 |
20 |
20 |
20 |
20 |
20 |
1-6/1-4+2 |
Short Bow |
9 |
10 |
11 |
12 |
13 |
14 |
15 |
16 |
17 |
18 |
19 |
20 |
20 |
1-6 /1-6 |
Non-proficiency penalty: -2.
Saving Throws (as Wizard 1)
Paralyzation, Poison, Death |
14 |
+4 vs magic and poison (con, race) |
Petrification, Polymorph |
11 |
+3 dexterity |
Rod, Staff, Wand |
13 |
+2 wisdom |
Breath Weapon |
15 |
+2 saves against alignment shifts away from Good. |
Spells |
12 |
(Result of being in contact with the GoodString for an extended period)
|
Spells
|
1 |
2 |
3 |
4 |
5 |
|
Cleric 3 |
2 (+2) |
1 (+2) |
- |
- |
- |
|
Wizard 1 |
1 |
- |
- |
- |
- |
|
Skills - for more info, see past skills and the skill system rules. -- NOTE: 25 xp unused!
|
Level |
XP |
Goal |
Notes |
Warrior Attacks (1800) |
3 |
3,600 |
7,200 |
Use of Warrior Attacks. THAC0: 18. |
Ranger Hit Dice (400) |
3 |
800 |
1,600 |
4d8 at 3rd lvl. |
Two-Handed Ax (300) |
1 |
0 |
300 |
1st Hand -2, 2nd Hand -4, mod by Dex. |
Weap Skill - Hand Axe (200) |
3 |
400 |
800 |
-1 init, +1 dam. |
Weap Skill - Short Bow (200) |
2 |
200 |
400 |
-1 init. |
Weapon Smith (450) |
1 |
0 |
450 |
Craft weapons. |
Survival (300) |
1 |
0 |
300 |
Known Terrain: Forest. |
Tracking (350) |
2 |
350 |
700 |
Base Roll for success: 14. |
Special Monk Dodge (400) |
3 |
800 |
1,600 |
-15% damage from ranged attacks. |
Special Monk Move (400) |
1 |
0 |
400 |
Move at 15". |
Move Silently (200) |
3 |
400 |
800 |
15%b +10l +5r +10a +5d = 45%. |
Climb Walls (150) |
3 |
300 |
600 |
65%b +10l -10r +10a = 75%. |
Hide in Shadows (200) |
3 |
400 |
800 |
10%b +10l +10r +5a +5d = 40%. |
Detect Noise (150) |
3 |
300 |
600 |
20%b +10l +10r = 40%. |
Language, Dwarf (150) |
1 |
0 |
150 |
Speak with dwarves. |
Language, Centaur (150) |
1 |
0 |
150 |
Speak with centaurs. |
Priest Research (150) |
3 |
300 |
600 |
Allows creation of new spells. |
Priest Spell Casting (400) |
3 |
800 |
1,600 |
Cast 2 1st lvl, 1 2nd lvl spells. |
Priest Spheres (400) |
3 |
800 |
1,600 |
Cast spells as 3rd lvl cleric. |
Wizard Research (450) |
2 |
450 |
900 |
Allows creation of new spells. |
Wizard Spell Casting (1200) |
1 |
198 |
1200 |
Cast 1 1st lvl spell. |
Wizard Schools (1400) |
2 |
1400 |
2,800 |
Cast spells as 2nd lvl wizard. |
Wizard Saving Throws (200) |
1 |
0 |
200 |
Use of Wizard Saving Throws. |
Total |
5 |
11,498 |
|
|
(17 skills of 17 from 17 Dex; 4 of 4 from 4 hit dice; 2 of 3 from free languages)
Special Racial Abilities
- 30 ft Infravision (half-elf, elf, hobbit) - This is just like a Mixed-blood Halfling's limited infravision ability.
- Secret Door Detection (half-elf, elf) - This is just like a Half-elf's detection ability.
- 30% Resistance to Sleep and Charm (half-elf, elf) - This is just like a Half-elf's ability.
- Con-Based Save Bonuses vs Magic and Poison (centaur, gnome, hobbit) - This is just like a Gnome's or Halfling's Con-based save bonus - +4 with 14 Con.
- Surprise Ability (elf, hobbit, plant) - This is just like a Halfling's or Elf's surprise ability, but it works only when alone and in a natural environment (in foliage).
- Limited Photosynthesis (plant) - This cuts food needs in half and allows fasting up to a week with no ill effect. This requires normal amounts of water and daily exposure to sufficient light: at least four hours of direct natural sunlight or eight hours of indirect daylight. A Continual Light will not do. Without sufficient light, food needs rise to normal (human).
- Thief Racial Adjustments: pick pockets +5%, move silently +5%, hide in shadows +10%, hear noise +10%, climb walls -10%, open locks -%, find and remove traps -%.
- Native (Racial) Languages: Common (Teth), Elvish.
Special Abilities
- Past Skills - Some skills are Past Skills for my character, because they are partially remembered from past lives. It is easier to learn Past Skills than usual.
- Gain First Level - For normal, unknown skills, training to get to first level takes bxp/200 in weeks. My character learns a first level Past Skill in bxp/200 days.
- Train - For normal, unknown skills, training requires money, time, and a teacher. For my character, if no teacher is available and no money is spent, then training for a Past Skill IS possible and takes double normal time. If only a teacher or money is available, training time for a Past Skill is normal. If both teacher and money are available, training time for a Past Skill is halved. Also, the GM may allow training for Past Skills during an adventure, if appropriate.
- Here is a List of Past Skills.
- Past Spells - Some spells are Past Spells for my character, because they are partially remembered from past lives. It is easier to learn Past Spells than usual.
- Learn Past Spells - For wizard spells I never encountered, a normal Int roll is made to learn a spell, as per second edition rules. For Past Spells, a +25% bonus is given to learn if the Past Spell was known previously. A -25% penalty is given to learn spells that were in a past PC's Can't Book.
- Research Past Spells - If a Past Spell does not exist in second edition, then it can be researched easily. If a library and lab / shrine is available, then research costs are one-third normal and chance of failure is halved after the minimum required time is spent. If no research facility is available, then normal research expenditures will suffice and chance of failure is halved after the minimum required time. Researched spells are still subject to the approval and modification of the GM.
- Here is a List of Past Spells.
Restrictions and Disadvantages
- Result of Con-based Save Bonuses: Any magic item that is worn next to the skin has a 20% chance of failure. Roll once when the item is first worn - on a percentile roll of 1 to 20, the item will always be inactive when worn. Items affected include rings, hats, gloves, necklaces, torcs, phylacteries, robes, lenses worn in the eye, bracers, etc. Unaffected items are those that do not touch skin when worn, such as boots, belts, capes, and ioun stones.
- Result of Limited Photosynthesis: The spells Charm Plant and Hold Plant act as Charm Person and Hold Person. Other Plant-affecting spells may or may not have an affect, at the GM's option.
- Result of Special Past Spell Ability: A -25% penalty is given to learn spells that were in a past PC's Can't Book.
- Result of Honoring Many Gods: Must donate 10% of all wealth to worthy NPC causes. Cannot cast spells that bestow information directly from or intervention directly by a god; so no Augury, Divination, Commune, or Gate spells can be cast.
- Result of Monk and Wizard Skills: No armor or helm can be worn (any shield is okay).
- Result of Monk Movement Skill: Limitations on magic items: only 3 weapons, 4 other items, and 5 non-permanent items may be owned. Extras must be donated to worthy NPC causes. Physical objects with spells cast on them (like a continual light stone or a spell book protected with a secret page spell) do not count against these limits.
- Result of Monk Dodging Skill: No hirelings or henchmen are allowed until 8th level in Monk Dodging is gained.
- Result of Ranger Hit Dice Skill: The Ranger Ethos must be followed, and personal wealth is restricted exclusively to: wealth that can be carried, wealth used to maintain a modest residence, and wealth used for spell research facilities. A modest residence must be made of wood and must not exceed 100 sq ft per Ranger Hit Dice level. Moreover, no stronghold may be established at any level.
Personal Details
- Ancient History: This character is based on twelve characters played in lives past, all of whom are reflected in this true Eternal Character. Here is a short account of the twelve, with their contributions in deriving ability scores.
- Appearance: A short half-elf with black hair, green skin, a big nose, and a horse tail. Dresses in vest, shorts, and sandals.
- Birthday: Born into the world on Eternal Day 649, the ninth day of the tenth month of the 51st year of the establishment of the New Avalon Colony on the continent of Anhktosl.
Special Items
- Magic Weapons (3 max).
- Eternal Gold Hand Ax +1 (Goblin Gnasher: +3 and 2x dam vs goblins/humanoids?).
- Other Permanent Magic Items (4 max).
- Torc of Protection +2 AC.
- Ring of Spell Concentration: Takes over spell concentration for one round once per day.
- Non-Permanent Magic Items (5 max).
- Oil of Impact (4 applications; +3/+6; each app lasts 1d4+8 rounds).
- Non-Magic Items (5 max).
- +3 Bulette Shield.
- +1 Mithral Hand Ax.
Mundane Items
- Gold: 65 gp, Party owes me 1,125, and 3,333 gp in Shoal.
- Lucky Coins Collection: 1 Morkoth gp, 1 Mithral piece, 1 New Avalon gp, 1 New Orc coin (thanks Tim!), 1 Teth gp (thanks, Jean!).
- Components.
- Clothes.
- Belt.
- Belt Pouches.
- Holy Symbol with Continual Light.
- Holy Symbol (No Light, Concealed).
- Machine Tool Kit.
- Short Bow, Quiver, 20 Arrows.
- Oak Cudgel.
- Hammer, Three Spikes.
- Backpack.
- One Displacer Beast Hide
- 100 ft. Silk Rope.
- Spell Book.
- Ink and Paper.
- Personal papers: Maps, Message from Me, Gem Transcription.
- 2 Vials Holy Water.
- 2 Vials Acid (2d4 damage).
- 20 sample vials (6 filled).
- Filled Sample Vials:
- Walker Hydraulic Fluid.
- Acid.
- Water.
- Non-magic Cold Waterfall Water.
- Flame Thrower Oil.
- Troll Ashes.
Donations
- To the Treeleaf Family on Rottnes Island - 500 gp.
- To Mage Sonethos of Rottnes Island - Ring of Holding, 20 gal. capacity - on each side.
- To Jonathan the Friendly Heffalump Druid - 100 gp.
- To Doc the Dwarf Cleric - 150 gp and one +1 bulette shield.
Spell Book (elvish-style loose-leaf book)
- Armor (3 pages)
- Identify (5 pages)
- Metamorphose Liquids (1 page)
- Read Magic (2 pages)
- Shocking Grasp (6 pages)
-
- Filled 17 of 19 pages (maximum 100 page capacity).
New Cleric Spells
- Traditional Bless
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Site Map | 7 June 01
copyright © 2001 by Michael Moran Alterio, Michael Babriecki, Harry Ching, Stephen Martin, and Donald R. Parrish III (all rights reserved)