Abrac Adabra - Mage/Druid
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 |
15 [17] |
7 henchmen, +3 loyalty, +3 reaction bonus |
Half-Elf Mage/Druid Levels: 9 [10] / 9 [10] |
XP Accumulated: 251,705 / 156,920
|
Religion: Force of Nature |
Bonus: +10% / +0%
|
Alignment: True Neutral |
Next Level Goal: 375,000 / 200,000
|
AC: 0 [with potential + from staff] |
Height: 5' 8" Weight: 141 lbs
|
Hit Points: |
Hair Color: Brown Eye Color: Grey
|
45 [natural base - [9/9]] |
Movement Rate: 12"
|
57 [+ 12 with staff] |
This PC Sheet Current As Of: Day 721
|
08 [Stoneskin Protection Units] |
Old Abracs: Day 230, Day 500, Day 609
|
Attack Chart -
|
5 |
4 |
3 |
2 |
1 |
0 |
-1 |
-2 |
-3 |
-4 |
-5 |
Damage |
Lvl 9 Druid |
11 |
12 |
13 |
14 |
15 |
16 |
17 |
18 |
19 |
20 |
20 |
- |
Staff +1 |
10 |
11 |
12 |
13 |
14 |
15 |
16 |
17 |
18 |
19 |
20 |
1-6+1 |
Dagger +2 |
9 |
10 |
11 |
12 |
13 |
14 |
15 |
16 |
17 |
18 |
19 |
1-4/1-3+2 |
Bullets +1 |
9 |
10 |
11 |
12 |
13 |
14 |
15 |
16 |
17 |
18 |
19 |
2-5/2-7+1 |
Sling Bullets |
10 |
11 |
12 |
13 |
14 |
15 |
16 |
17 |
18 |
19 |
20 |
2-5/2-7 |
Sling Stones |
10 |
11 |
12 |
13 |
14 |
15 |
16 |
17 |
18 |
19 |
20 |
1-4 |
+Punch/Kick |
11 |
12 |
13 |
14 |
15 |
16 |
17 |
18 |
19 |
20 |
20 |
1-4/1-3 |
Mage Weapons of proficiency: staff, dagger; -5 non-prof, 1/6.
Druid Weapons of proficiency: staff, scimitar, sling, dagger; -4 non-prof, 1/5.
Saving Throws -
|
Mage |
Druid |
|
Paraly, Poison, Death Magic |
13 |
7 |
+4 for wisdom |
Rod, Staff, Wand |
9 |
11 |
+1 for dexterity |
Petrification, Polymorph |
11 |
10 |
+2 vs fire & lightning plus immunity to woodland creature charm magic (druid) |
Breath Weapon |
13 |
13 |
-2 vs cold-based attacks (penalty, see below) |
Spells |
10 |
12 |
+2 ring (all creatures and things within a 5' radius) |
Spells -
|
1 |
2 |
3 |
4 |
5 |
Mage |
4 |
3 |
3 |
2 |
1 |
Ring Doubles |
- |
3 |
- |
- |
- |
Total Mage |
4 |
6 |
3 |
2 |
1 |
|
|
|
|
|
|
Druid |
4 |
4 |
3 |
2 |
1 |
Wisdom Bonus |
2* |
2* |
1 |
1 |
- |
Total Druid |
6 |
6 |
4 |
3 |
1 |
* - 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.
- Create magical potions and scrolls.
- Research new spells.
- Druid Abilities
- Use Druid items.
- Shapechange into a reptile, bird, or mammal up to three times per day. Each form can only be used once per day. The size can vary from that of a bullfrog or small bird to as large as a black bear. Upon assuming a new form, the druid heals 10% to 60% of all damage he has suffered (round fractions down). The druid can only assume the form of a normal (real world) animal in normal proportions, but by doing so he takes on all of that creature's characteristics - its movement rate and abilities, its AC, number of attacks and damage per attack. The druid's clothing and one item held in hand [clothing and two items] also become part of the new body; these reappear when the druid resumes his normal shape. The items cannot be used while the druid is in animal form.
- Identify: plants, animals, pure water.
- Pass through overgrown areas without leaving trace at normal movement. [SOP]
- Immunity from charm spells cast by woodland creatures: dryads, nixies, sylphs, etc.
- Meta-Psionic Abilities
- Molecular Manipulation [as per 1st ed. PH] - Range: 1", Duration: Permanent, AOE: Special, Strength Point Cost: Once every 10 days, Saving Throw: None. By exercise of this science, the possessor is able to alter the molecular arrangement of an item so as to make it weak and fragile and easily broken. The ability currently operates at the 9th level of mastery. Able to manipulate the equivalent of - Iron bar of 1/6' diameter, steel bar of 1/12' diameter. The science requires 1 round to exercise. All magic items so attacked are entitled to a saving throw versus magical fire, with each basic +1 giving the item +1 on saving throw dice. This ability advances with level. [NOTE: This ability has never been used in the presence of any known sentient being including members of the Eternal Party. Abrac guards the knowledge of this ability with intense secrecy].
- Object Reading [similar to 1st ed. PH]: range touch, duration 1 round, no saving throw. Detect psychic impressions left on an object by previous owner includes race, alignment, probable fate. Possible long & legendary history of object. Visions of past back through history. 90% chance of correct vision, otherwise "gray nothingness." Functions once every 30 days. This ability does not advance with level.
- Detect Invisibility 15%/round natural function of Intelligence & Level.
- Secondary Skills: Gemologist & Alchemist.
- Standard Languages: (7) Common, Tethian Mage, Lotharian Mage, Elvish, Dwarven, Nomad's Barbarian, Thieves' Cant.
- Druid Languages: (7) Druid's Cant, titan, centaur, dryad, green dragon, treant, nixie.
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 hrs. 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.
- Abrac has died one time(s); in the "dragon adventure" and has lost 1 point of Constitution.
Magic In Effect -
- Stoneskin - See first page of character sheet for current status.
Magic Items on Person -
Major:
- Mage Spell Components.
- Greater Mistletoe, Holy, Oak Leaves.
- Key to Top. [Around neck on a leather thong].
- Spell Books (6 volumes). [In Pouch of Holding].
- Ring of Wizardry: Doubles 2nd level mage spell capability. [Left Hand].
- Bracers: AC 4.
- Ring of Protection: +2 (with a +2 on all saves in a 5 ft radius of wearer). [Right hand].
- Necklace of Adaptation: Ignore all gases, breath underwater, exist in vacuum for 7 days. [Around neck].
- Pouch of Holding: 15 lbs weight, 500 lbs capacity, 70 cu ft. Contains most adventuring and traveling items, see detailed lists.
- Staff of Might +1:
- Possession adds 12 HP to owner's max hit point total.
- Adds +1 to hit and damage in combat unless a charge is used.
- At the beginning of a round, the owner can use one charge (only one) and receive 12 points to divide among to-hit rolls, damage, and/or AC. Activating this is a mental function so long as the staff is touching the owner. The application of bonus points happens before initiative is rolled, and does not count as the owner's action for the round. The bonus points last until the end of the round.
- Max Charges: 12. Current Charges: [5]. An Enchant an Item spell recharges the staff to 12 again. (Even at zero charges the hit point bonus and +1 to hit/damage remain in effect.)
- Cloak of Elvenkind: Cloak of neutral gray cloth. When worn and hood drawn, the cloak enables the wearer to be nearly invisible. The cloak has chameleon-like powers. Outdoors in natural surroundings the wearer is almost totally invisible; in other settings, he is nearly so. However, the wearer is easily seen if violently or hastily moving, regardless of surroundings. The invisibility bestowed is:
- Outdoors, natural surroundings:
- Heavy growth 100%
- Light growth 99%
- Open field 95%
- Rocky terrain 98%
- Outdoors, other:
- Buildings 90%
- Brightly lit room 50%
- Underground:
- Torch/lantern light 95%
- Infravison 90%
- Light/continual light 50%
- Dagger: +2.
- Platinum Sling Bullets: +1 to hit and damage, 13 in number (these are reusable if retrieved).
- Circlet of Underwater Speaking - see Odd Magic Items.
Minor:
- Scrolls:
- Priest: Dispel Magic, CLW, Water Walk.
- Mage: Feign Death, Comp Lang x 2.
- Special: Protection from Lycanthropy.
- Potions:
- Holy water, 1.
- Unholy, 1.
- Change Self.
- Poison-Gas (4D10, save for half).
- Extra-healing.
- Plant control.
- Non-Rechargeable: [All rings slipped thru thick silver chain, in small pouch on belt].
- Ring Detect Magic (6 charges), silver.
- Ring of Obscure Lie (4 charges), bronze.
- Ring of Non-Detection (2 charges), brass.
- Continual Light Ring (white gold) & Continual Darkness Ring (darkened iron).
Magic Items Stored in Top -
- Headband of Death and Associated Ritual Sacrifice Items: Rope & Goblet - see Odd Magic Items.
- Ring of Air: See description in Top write-up.
- Magical Telescope: See description in Top write-up.
- Rejuvenation Tubes: 1 functional and 1 non-functional [only usable for parts for the first unit]. See description in Top write-up.
- Potions:
- Holy water, 7
- Unholy, 3
- Extra-healing x 1
- Fire resistance
- Speed
- Ioun stone - burnt out.
- Scrolls:
- Spectral Hand, Shatter, Irratation. [Gift from Nomad]
Magic Items Taken on 2nd Overseas Trip and to be Sold -
- Ring of Protection +1
- +1 longsword
- +1 short sword
- Potions:
- Heroism
- Longevity x 2
- Polymorph x 2
- Climbing
- Extra-healing
Magic Items, Other Locations -
Bould Hill - Stoned Shaped into Hedge Rock
- Potion of Growth [to be used in the construction of Bould Hill].
- A small wooden container which houses fresh Mistletoe, Holy and Oak leaves.
Kazz -
Mundane Items on Person -
Mage Spell Books -
#/ LEVEL: |
4 |
3*2=6 |
3 |
|
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: |
2 |
1 |
0 |
|
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 |
|
|
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
Situational Spell Contingencies - Mage and Druid.
Animal Friends (via Animal Friendship)
What's New Abrac? | 29 MAY 99 | Abrac Site Map
copyright © 2001 by Michael Moran Alterio, Michael Babriecki, Harry Ching, Stephen Martin, and Donald R. Parrish III (all rights reserved)