Editing Gil the Grey

Jump to: navigation, search

Warning: You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.
Latest revision Your text
Line 1: Line 1:
 
Back to Homepage[https://wiki.rpg.net/index.php/ADnD.AgainstTheGiants]
 
Back to Homepage[https://wiki.rpg.net/index.php/ADnD.AgainstTheGiants]
  
'''Gil the Grey''', Magic-User/Thief 4/4
+
'''Gil the Grey, Magic-User/Thief 4/4'''
  
 
==Physical Notes==
 
==Physical Notes==
[[File:ADnD.Grey.jpg|300px|right]]
 
 
'''Race''':Grey Elf; '''Sex''': Male; '''Age''': 229
 
'''Race''':Grey Elf; '''Sex''': Male; '''Age''': 229
  
Line 19: Line 18:
  
 
'''Traits''':
 
'''Traits''':
Gil has a habit of pointing out the obvious to those who refuse to acknowledge them. He is mildly charming in most company and cuttingly rude to those he dislikes.
 
 
Gil likes to project an attitude of world-weariness, but is secretly delighted by new things and places.
 
 
Gil is very protective of those he cares about and is quick to take slight on their behalf.
 
  
 
==ATTRIBUTES==
 
==ATTRIBUTES==
Line 46: Line 40:
 
:'''Experience Points''': 18,750/18,750
 
:'''Experience Points''': 18,750/18,750
 
:'''Hit Points''': 17 (4/4HD, +0 CON Mod)
 
:'''Hit Points''': 17 (4/4HD, +0 CON Mod)
:'''Armor Class''': 16 (armor 4 +dex 2)
+
:'''Armor Class''': 12 (armor +dex 2 +shield +misc)
 
:'''Attack Bonus''': +2
 
:'''Attack Bonus''': +2
 
:'''Ability Bonus -Proficiency''': +2; '''Nonproficiciency''': +1
 
:'''Ability Bonus -Proficiency''': +2; '''Nonproficiciency''': +1
Line 55: Line 49:
 
:'''Weapons''':
 
:'''Weapons''':
 
: * '''Shortbow''': Attack Bonus: +5; Damage: 1D6 +0; Qualities: Range Inc: 60ft, Two-Handed, Piercing
 
: * '''Shortbow''': Attack Bonus: +5; Damage: 1D6 +0; Qualities: Range Inc: 60ft, Two-Handed, Piercing
: * '''Shortsword +1''': Attack Bonus: +6; Damage: 1D6 +1; Qualities: Finesse, Slashing or Piercing
+
: * '''Shortsword''': Attack Bonus: +5; Damage: 1D6 +0; Qualities: Finesse, Slashing or Piercing
 
: * '''Dagger''': Attack Bonus: +4; Damage: 1D4 +0; Qualities: Finesse, Thrown Range Inc: 10ft, Piercing
 
: * '''Dagger''': Attack Bonus: +4; Damage: 1D4 +0; Qualities: Finesse, Thrown Range Inc: 10ft, Piercing
  
Line 69: Line 63:
  
 
==CLASS MAGIC-USER/THIEF ABILITIES==
 
==CLASS MAGIC-USER/THIEF ABILITIES==
'''Saving Throws''': Dexterity, Intelligence
+
:'''Saving Throws''':  
 
 
MAGIC-USER
 
:'''Arcane Spell Saving Throws''': 12 + spell's level
 
 
:'''Magic-User Spells''': Arcane Spell caster
 
:'''Magic-User Spells''': Arcane Spell caster
 
:'''Spellbook''': contains all 0 level Cantrips and 4 1st level spells (''has an addition +14 spells, gain 2 addition at 1st level and the 4 each level after that'').
 
:'''Spellbook''': contains all 0 level Cantrips and 4 1st level spells (''has an addition +14 spells, gain 2 addition at 1st level and the 4 each level after that'').
 
:'''Spellcasting Focus''': cast spells with focus and ignore most material compounents
 
:'''Spellcasting Focus''': cast spells with focus and ignore most material compounents
THIEF
 
 
:'''Backstab (+2)''': when making a melee or ranged attack against an opponent's rear facing, or when making a melee attack against a flanked foe, gain Backstab bonus. May only Backstab creatures that have a discernible anatomy. The thief must be able to see the target well enough to pick out a vital spot. They may only Backstab with weapons listed on the thief weapon proficiency list. If making ranged Backstab attacks, they must be within close range for the weapon used.
 
:'''Backstab (+2)''': when making a melee or ranged attack against an opponent's rear facing, or when making a melee attack against a flanked foe, gain Backstab bonus. May only Backstab creatures that have a discernible anatomy. The thief must be able to see the target well enough to pick out a vital spot. They may only Backstab with weapons listed on the thief weapon proficiency list. If making ranged Backstab attacks, they must be within close range for the weapon used.
 
:'''Burglar (+2)''': gain burglar bonus to all Athletics skills checks made to climb, all Disable Device checks made to open locks and disarm traps, and all Stealth checks.
 
:'''Burglar (+2)''': gain burglar bonus to all Athletics skills checks made to climb, all Disable Device checks made to open locks and disarm traps, and all Stealth checks.
Line 83: Line 73:
 
:'''Footpad''': may move at their full Movement Rate when making Stealth checks to move silently.
 
:'''Footpad''': may move at their full Movement Rate when making Stealth checks to move silently.
 
:'''Read Languages''': add Ciphers skill to Proficiency.
 
:'''Read Languages''': add Ciphers skill to Proficiency.
 +
:'''Read Language''': add Cipher skill proficiency
 
===Weapon and Armor Proficiencies===
 
===Weapon and Armor Proficiencies===
:'''Weapons''': Club, dagger, dart, hammer, hand axe, hand crossbow, light crossbow, longbow, longsword, mace, quarterstaff, scimitar, sickle, shortbow, short sword, and sling
+
:'''Weapons''':
:'''Armor''': light
+
:'''Armor''':
 
:'''Shields''': none
 
:'''Shields''': none
  
 
===Spell Slots===
 
===Spell Slots===
'''Spell Casting Saving Throws''': 12 +spell level
+
'''Spell Casting Saving Throws''': 10 +spell level
  
 
'''Spells per level'''
 
'''Spells per level'''
*'''0 level''' : All
 
*'''1st Lvl''': Charm Person, Colour Spray , Comprehend languages, Detect Magic, Feather fall, Identify, Jump, Magic missile, Protection from evil,  Shield.
 
*'''2nd Lvl''' Alter self, ESP, Forget, Invisibility, Prot from normal missiles, Pyrotechnics , Stinking cloud, Web.
 
 
 
:0 level Cantrips: 4
 
:0 level Cantrips: 4
 
:1st Level: 3
 
:1st Level: 3
Line 105: Line 92:
  
 
==SKILLS==
 
==SKILLS==
: '''''Acrobatics''''' (DEX) +4
+
: ''Acrobatics'' (DEX)
: Animal Handling (WIS) +2
+
: Animal Handling (WIS) +0
: '''''Arcana''''' (INT) +4
+
: ''Arcana'' (INT)
: '''Athletics''' (STR) +2 (+4 climbing)
+
: Athletics (STR) +0
: '''Cipher''' (INT) +4
+
: Chiper (INT) +0
: '''''Craft''''' [''Alchemy''] (INT) +4
+
: ''Craft'' [''type''] (INT)
: Deception (CHA) +1
+
: Deception (CHA) +0
: '''''Disable Device''''' (DEX) +4, +6 open locks and disarm traps)
+
: ''Disable Device'' (DEX)
: ''Disguise'' (CHA)  
+
: ''Disguise'' (CHA) +0
: History (INT) +3
+
: History (INT) +0
: Insight (WIS) +2
+
: Insight (WIS) +0
: Intimidation (CHA) +2
+
: Intimidation (CHA) +0
: ''Language'' [Common, Elvish] (INT)+4
+
: ''Language'' [type] (INT)
: Medicine (WIS) +2
+
: Medicine (WIS) +0
: Nature (INT) +3
+
: Nature (INT) +0
: '''Perception''' (WIS) +5, Find traps at full proficiency
+
: Perception (WIS) +0
: Performance (CHA) +2
+
: Performance (CHA) +0
: Persuasion (CHA) +2
+
: Persuasion (CHA) +0
: '''Poison''' (INT)+4
+
: ''Poison'' (INT)
: Profession [type] (WIS) +1
+
: Profession [type] (WIS) +0
: Religion (INT) +3
+
: Religion (INT) +0
: Sleight-of-Hands (DEX) +3
+
: Sleight-of-Hands (DEX) +0
: '''Stealth''' (DEX) +8
+
: Stealth (DEX) +0
: Survival (WIS) +2
+
: Survival (WIS) +0
  
:: '''Proficiency with these skills'''
+
:: * Proficiency with these skills
 
:: ''These skills require Proficiency to use''.
 
:: ''These skills require Proficiency to use''.
  
Line 140: Line 127:
 
|'''''2 lbs'''''
 
|'''''2 lbs'''''
 
|-
 
|-
|'''Quiver & 20 Arrows '''
+
|'''Shotsword'''
|'''''4 lbs'''''
 
|-
 
|'''Shortsword +1'''
 
 
|'''''2 lbs'''''
 
|'''''2 lbs'''''
 
|-
 
|-
|'''Daggers [2]'''
+
|'''Dagger'''
|'''''2 lb'''''
+
|'''''1 lb'''''
 
|-
 
|-
|'''Elven Chainmail Shirt'''
+
|'''XX'''
|'''''10 lbs'''''
+
|'''''x lbs'''''
 
|-
 
|-
|'''Scroll Case [2]'''
+
|'''XX'''
|'''''1 lb'''''
+
|'''''x lbs'''''
 
|-
 
|-
|500 gold pieces (in pouch)
+
|500 gold pices (in pouch)
 
|'''''0.5 lbs'''''
 
|'''''0.5 lbs'''''
 
|-
 
|-
 
|'''Total '''
 
|'''Total '''
|'''''31 lbs'''''
+
|'''''xx lbs'''''
 
|-
 
|-
 
|}
 
|}
 
'''Other'''
 
*Spellbook 5lbs
 
*Thieves tools 1lb
 
*Waterskin 1lb
 
*Small belt pouch .5lbs
 
*Canvas [sq yard] 1lb
 
*Flint and steel *
 
*Glass bottles [4] ****
 
*Silver Holy Symbol *
 
*Magnifying Glass*
 
*Mirror, small silver *
 
*Paper, 5 sheets.
 
*Vial of perfume *
 
*Writing ink *****
 
  
 
==HISTORY==
 
==HISTORY==
History: Born to a Grey elf clan originally from Celene, Gilthaniel Loemista Anarisse [Gil for short] grew up in the heart of the Axewood, a largely untouched Faerie kingdom, never even seeing a non-elf until well into his 150’s.
+
xx
Of differing opinion to his family and kind over their attitude to outside affairs, he left home on his 176th birthday.
+
==PSEUDODRAGON ALLY==
 
+
'''Pseudodragon''' --Pennoc
==ALLY - Pennoc==
+
'''Climate/Terrain''': Temperate or subtropical forests and caves
'''DRAGONET, PSEUDODRAGON'''
+
'''Frequency''': Very rare
:'''CLIMATE/TERRAIN''': Temperate or subtropical forests and caves
+
'''Organization''': Solitary
:'''FREQUENCY''': Very rare
+
'''Activity Cycle''': Day
:'''OGANIZATION''': Solitary
+
'''Diet''': Omnivore
:'''ACTIVITY CYCLE''': Day
+
'''Intelligence''': Average (8-10)
:'''DIET''': Omnivore
+
'''Treasure''': Q (×10)
:'''INTELLIGENCE''': Average (9-10)
+
'''Alignment''': Neutral (good)
:'''TREASURE''': Q (x10)
+
'''No. Appearing''': 1 (50% chance of 1-8 in nests)
:'''ALIGNMENT''': Neutral (good)
+
'''Armor Class''': 18
:'''NO. APPEARING''': 1 (50% chance of 1d8 in nests)
+
'''Movement''': 30ft, flight 160ft (B)
:'''ARMOR CLASS''': 18
+
'''Hit Dice''': 2 (10 hit points)
:'''MOVEMENT''': 30, Fl 120 (B)
+
'''No. of Attacks''': 1
:'''HIT DICE''': 2 (10 hit points)
+
'''Damage/Attack''': 1d3 P + special
:'''NO. OF ATTACKS''': 1
+
'''Special Attacks''': Poison sting
:'''DAMAGE/ATTACK''': 1d3 P + special
+
'''Special Defenses''': Chameleon power
:'''SPECIAL ATTACKS''': Poison sting
+
'''Magic Resistance''': 7 (or Conentration check 12; DMG3 p. 78)
:'''SPECIAL DEFENSES''': Chameleon power
+
Size: T (1½’ long)
:'''MAGIC RESISTANCE''': 7
+
'''Morale''': Champion (18)
:'''SIZE''': T (1’- 2’ long)
+
'''XP Value''': 420
:'''MORALE''': Champion (16-17)
 
:'''XP VALUE''': 420
 
  
 
Pseudodragons are a species of small flying lizard that inhabits heavily forested wilderness areas. These playful, benign creatures have magical powers that they can share with others, so they are often sought as companions.
 
Pseudodragons are a species of small flying lizard that inhabits heavily forested wilderness areas. These playful, benign creatures have magical powers that they can share with others, so they are often sought as companions.
  
Pseudodragons resemble miniature red dragons. They have fine scales and sharp horns and teeth. A pseudodragon's coloration is red-brown as opposed to the deep red of red dragons. Its tail is about 2 feet long (longer than the pseudodragon itself), barbed, and very flexible.
+
Pseudodragons resemble miniature red dragons. They have fine scales and sharp horns and teeth. A pseudodragon’s coloration is red-brown as opposed to the deep red of red dragons. Its tail is about 2 feet long (longer than the pseudodragon itself), barbed, and very flexible.
 
 
Pseudodragons communicate via a limited form of telepathy. If one elects to take a human companion, it can transmit what it sees and hears at a distance of up to 600 feet. Pseudodragons can vocalize animal noises such as a rasping purr (pleasure), a hiss (unpleasant surprise), a chirp (desire), or a growl (anger).
 
 
 
'''''Combat''''': The pseudodragon can deliver a vicious bite with its small, dragonlike jaws, but its major weapon is its sting-equipped tail. The creature can move it with flashing speed and attacks as a 6 Hit Die creature. Any creature struck must make a DC 11 Constitution Saving Throw or go into a state of catalepsy that lasts 1d6 days. The victim appears quite dead, but at the end of that time the character will either wake up unharmed. Large sized creatures gain +2 to this save and Huge size gain +4 to this save. Gargantuan creature are immune to the effects
 
 
 
Pseudodragons have a chameleon-like power that allows them to alter their coloration to blend with their surroundings. They can blend into any typical forest background, gaining a +11 to all Stealth checks when hiding amid plant-life. Pseudodragons have Darkvision with a 60 foot range and can see invisible objects.
 
 
 
A pseudodragon is highly magic resistant and can transmit this magic resistance to its humanoid companion via physical contact (a pseudodragon likes to be perched on the top of one's head or curled around the shoulders and upper back).
 
 
 
'''''Habitat/Society''''': These forest-dwelling creatures place their lairs in the hollows of great trees or in large caves.
 
  
A pseudodragon will very rarely take a human or demihuman as its companion. Some view these pseudodragons as the human's pet; the pseudodragon will be sure to correct this misunderstanding. There are two ways to become a pseudodragon's companion; one is to use magic to summon it (a Find Familiar spell). Another way is to find the pseudodragon on an adventure and persuade it to become a companion. The pseudodragon that searches for companionship will stalk a candidate silently for days, reading his thoughts via telepathy, judging his deeds to be good or evil. If the candidate is found to be good, the pseudodragon will present itself to the human as a traveling companion and observe the human's reaction. If the human seems overjoyed and promises to take very good care of it, the pseudodragon will accept. If not, it will fly away.
+
Pseudodragons communicate via a limited form of telepathy. If one elects to take a human companion, it can transmit what it sees and hears at a distance of up to 240 yards. Pseudodragons can vocalize animal noises such as a rasping purr (pleasure), a hiss (unpleasant surprise), a chirp (desire), or a growl (anger).
  
The personality of a pseudodragon has been described by some as catlike. A pseudodragon is willing to serve, provided that it is well-fed, groomed, and receives lots of attention. At times a pseudodragon seems arrogant, demanding, and less than willing to help. In order to gain its full cooperation, the companion must pamper the pseudodragon and make it feel as though it were the most important thing in his life. If the pseudodragon is mistreated or insulted it will leave, or worse, play pranks when least expected. Pseudodragons particularly dislike cruelty and will not serve cruel masters.
+
'''''Combat''''': The pseudodragon can deliver a vicious bite with its small, dragonlike jaws, but its major weapon is its sting-equipped tail. The creature can move it with flashing speed and strikes at +4 on attack rolls. Any creature struck in this way must make a constitution save vs. poison DC 11 or go into a state of catalepsy that lasts 1-6 days (Onset Immediate). The victim appears quite dead, but at the end of that time the character will either wake up unharmed (75% chance) or die (25% chance). Large sized creatures gain +4 to this save, Huge +8 and Gargantuan do not require to make the save they succeed automatically.
  
'''''Ecology''''': Pseudodragons are omnivorous but prefer to eat meat. Their diet consists chiefly of rodents and small birds with occasional leaves, fruits, and berries. In the wild, pseudodragons live solitary lives, protecting small personal hoards in their nests. They gather to mate once per year, in early spring, when gatherings of dozens of pseudodragons are not uncommon. After mating, males and females separate; females lay speckled brown eggs in clutches of four to six which hatch in mid-summer; females raise the young by themselves. Pseudodragons hibernate in winter; the young leave the nest in spring to mate.
+
Pseudodragons have a chameleonlike power that allows them to alter their coloration to blend with their surroundings. They can blend into any typical forest background with an 80% chance of being undetected by creatures which cannot see invisible objects. Pseudodragons have infravision with a 60 foot range and can see invisible objects.
  
Pseudodragons have a lifespan of 10-15 years. Like dragons, they are attracted to bright shiny objects. Pseudodragon eggs can be resold for up to 10,000 gold pieces while a hatchling is worth as much as 20,000 gold pieces.
+
A pseudodragon is highly magic resistant and can transmit this magic resistance to its human companion via physical contact (a pseudodragon likes to be perched on the top of one’s head or curled around the shoulders and upper back).

Please note that all contributions to RPGnet may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see RPGnet:Copyrights for details). Do not submit copyrighted work without permission!

Cancel Editing help (opens in new window)