Slongor the Schemer
Name: Slongor the Schemer
A character played by Julius Sleazer, and a member of The Esoteric Order of Eldritch and Superlative Sorceries
Slongor the Schemer[edit]
- Level: 5 (Thaumaturgist)
- Current XP: 22,501 (+10% bonus to earned XP due to INT 16)
- XP to next Level: 40,001
- HP: 22
- AC: 7 (-2 due to DEX 16 & -1 since wizardly robes count as AC 9 in this campaign)
- THAC0: 19
- Saving Throws:
- Paralyze/Poison/Death Magic: 14
- Petrification/Polymorph: 13
- Rod/Staff/Wand: 11
- Breath Weapon: 15
- Spell: 12
Attributes
- Strength: 11 (Open Doors on a 1-2, Bend Bars/Lift Gates 2%)
- Dexterity: 16 (Reaction/Attacking Adjustment +1, Defensive Adjustment -2)
- Constitution: 16 (+2 h.p. per hit die, System Shock Survival 95%, Resurrection Survival 96%)
- Intelligence: 16 (May use 8th level spells, 65% chance to know, Spells/Level: 7 min., 11 max.)
- Wisdom: 14
- Charisma: 17 (Max. henchmen: 10, Loyalty Base +30%, Reacton Adjustment +30%)
Estate: Slongor inhabits a crumbling stone manse of modest size that has been in his family for many generations [Location: 21:11]. It has running water and a few temperamental electric lights. More importantly, it is surrounded by an electric fence, for Slongor dwells hard by the territory of a sept of sapient humanoids who are given over to unwholesome practices.
Non-Combatant Estate Personnel: One ostler. One butler. One maid. One cook. One gardner. One dog-keeper. Four war dogs. One semi-functional automaton that serves as a reminder of grander days.
Treasury: 1x Oil of Slipperiness, 1x Potion of Plant Control, 1x Cloak of Poisonousness, 1x Javelin of Lightning
Equipment & Money Carried: (List here those things your character has in their immediate possession.)
Spells Currently Memorized: 1st: Affect Normal Fires, Hold Portal, Melt, Shield. 2nd: Melf's Acid Arrow, ESP. 3rd: Clairaudience.
Spells Known:
- 1st-Level Magic-User: Affect Normal Fires, Charm Person [Unique], Firewater, Hold Portal, Melt, Shield, Write
- 2nd-Level Magic-User: Fool's Gold, Forget, Invisibility [Unique], Melf's Acid Arrow, ESP
- 3rd-Level Magic-User: Clairaudience, Haste [Unique], Material
Weapons: (if the character has a weapon, list its pertinent combat statistics here.)
Specialties: (I will occasionally grant your character a specialty, some thing they are recognizably better at than the norm defined by their peers.)
Henchpersons[edit]
Mongro the Masterful[edit]
- Level: 4 (Hero)
- Class: Fighter
- Current XP: 9,000
- XP to next Level: 18,001
- HP: 25
- AC:
- THAC0: 17
- Saving Throws:
- Paralyze/Poison/Death Magic: 13
- Petrification/Polymorph: 14
- Rod/Staff/Wand: 15
- Breath Weapon: 16
- Spell: 16
- Description: Mongro is an arrogant foreign fighter. He delights in boasting and brawling.
Attributes
- Strength: 15 (+200 weight allowance, Open Doors on a 1-2, BB/LG 7%)
- Dexterity: 9
- Constitution: 10 (System Shock Survival 70%, Resurrection Survival 75%)
- Intelligence: 14
- Wisdom: 12
- Charisma: 12 (Max Henchmen 5)
Equipment:
- Chain Mail
- Shield
- Spear
- Scimitar
- Longbow w/ 20 arrows
Ormon the Old[edit]
- Level: 4 (Hero)
- Class: Fighter
- Current XP: 9,000
- XP to next Level: 18,001
- HP: 20
- AC:
- THAC0: 17
- Saving Throws:
- Paralyze/Poison/Death Magic: 13
- Petrification/Polymorph: 14
- Rod/Staff/Wand: 15
- Breath Weapon: 16
- Spell: 16
- Description: Ormon the Old is a decrepit man-at-arms who once served Slongor's father. While he is not the warrior he once was, he is cunning and gives beneficial counsel.
Attributes
- Strength: 9 (Open Doors on a 1-2, BB/LG 1%)
- Dexterity: 6 (Defensive Adjustment +1 (penalty))
- Constitution: 7 (System Shock Survival 55%, Resurrection Survival 60%)
- Intelligence: 11
- Wisdom: 15
- Charisma: 10 (Max. Henchmen 4)
Equipment:
- Chain Mail
- Shield
- Spear
- Scimitar
- Footman's Mace