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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
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'''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
  
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'''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==
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:'''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)
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:'''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
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:'''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
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: * '''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
  
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==CLASS MAGIC-USER/THIEF ABILITIES==
 
==CLASS MAGIC-USER/THIEF ABILITIES==
'''Saving Throws''': Dexterity, Intelligence
 
 
 
MAGIC-USER
 
MAGIC-USER
:'''Arcane Spell Saving Throws''': 12 + spell's level
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:'''Saving Throws''':  
 
:'''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'').
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:'''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
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:'''Weapons''':
:'''Armor''': light
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:'''Armor''':
 
:'''Shields''': none
 
:'''Shields''': none
  
 
===Spell Slots===
 
===Spell Slots===
'''Spell Casting Saving Throws''': 12 +spell level
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'''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
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==SKILLS==
 
==SKILLS==
: '''''Acrobatics''''' (DEX) +4
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: ''Acrobatics'' (DEX)
: Animal Handling (WIS) +2
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: Animal Handling (WIS) +0
: '''''Arcana''''' (INT) +4
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: ''Arcana'' (INT)
: '''Athletics''' (STR) +2 (+4 climbing)
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: Athletics (STR) +0
: '''Cipher''' (INT) +4
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: Chiper (INT) +0
: '''''Craft''''' [''Alchemy''] (INT) +4
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: ''Craft'' [''type''] (INT)
: Deception (CHA) +1
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: Deception (CHA) +0
: '''''Disable Device''''' (DEX) +4, +6 open locks and disarm traps)
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: ''Disable Device'' (DEX)
: ''Disguise'' (CHA)  
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: ''Disguise'' (CHA) +0
: History (INT) +3
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: History (INT) +0
: Insight (WIS) +2
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: Insight (WIS) +0
: Intimidation (CHA) +2
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: Intimidation (CHA) +0
: ''Language'' [Common, Elvish] (INT)+4
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: ''Language'' [type] (INT)
: Medicine (WIS) +2
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: Medicine (WIS) +0
: Nature (INT) +3
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: Nature (INT) +0
: '''Perception''' (WIS) +5, Find traps at full proficiency
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: Perception (WIS) +0
: Performance (CHA) +2
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: Performance (CHA) +0
: Persuasion (CHA) +2
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: Persuasion (CHA) +0
: '''Poison''' (INT)+4
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: ''Poison'' (INT)
: Profession [type] (WIS) +1
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: Profession [type] (WIS) +0
: Religion (INT) +3
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: Religion (INT) +0
: Sleight-of-Hands (DEX) +3
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: Sleight-of-Hands (DEX) +0
: '''Stealth''' (DEX) +8
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: Stealth (DEX) +0
: Survival (WIS) +2
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: Survival (WIS) +0
  
:: '''Proficiency with these skills'''
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:: * Proficiency with these skills
 
:: ''These skills require Proficiency to use''.
 
:: ''These skills require Proficiency to use''.
  
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|'''''2 lbs'''''
 
|'''''2 lbs'''''
 
|-
 
|-
|'''Quiver & 20 Arrows '''
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|'''Shotsword'''
|'''''4 lbs'''''
 
|-
 
|'''Shortsword +1'''
 
 
|'''''2 lbs'''''
 
|'''''2 lbs'''''
 
|-
 
|-
|'''Daggers [2]'''
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|'''Dagger'''
|'''''2 lb'''''
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|'''''1 lb'''''
 
|-
 
|-
|'''Elven Chainmail Shirt'''
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|'''XX'''
|'''''10 lbs'''''
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|'''''x lbs'''''
 
|-
 
|-
|'''Scroll Case [2]'''
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|'''XX'''
|'''''1 lb'''''
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|'''''x lbs'''''
 
|-
 
|-
|500 gold pieces (in pouch)
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|500 gold pices (in pouch)
 
|'''''0.5 lbs'''''
 
|'''''0.5 lbs'''''
 
|-
 
|-
 
|'''Total '''
 
|'''Total '''
|'''''31 lbs'''''
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|'''''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.
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xx
Of differing opinion to his family and kind over their attitude to outside affairs, he left home on his 176th birthday.
 
 
 
 
==ALLY - Pennoc==
 
==ALLY - Pennoc==
 
'''DRAGONET, PSEUDODRAGON'''
 
'''DRAGONET, PSEUDODRAGON'''
:'''CLIMATE/TERRAIN''': Temperate or subtropical forests and caves
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'''CLIMATE/TERRAIN''': Temperate or subtropical forests and caves
:'''FREQUENCY''': Very rare
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'''FREQUENCY''': Very rare
:'''OGANIZATION''': Solitary
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'''OGANIZATION''': Solitary
:'''ACTIVITY CYCLE''': Day
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'''ACTIVITY CYCLE''': Day
:'''DIET''': Omnivore
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DIET: Omnivore
:'''INTELLIGENCE''': Average (9-10)
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'''INTELLIGENCE''': Average (9-10)
:'''TREASURE''': Q (x10)
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'''TREASURE''': Q (x10)
:'''ALIGNMENT''': Neutral (good)
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ALIGNMENT: Neutral (good)
:'''NO. APPEARING''': 1 (50% chance of 1d8 in nests)
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'''NO. APPEARING''': 1 (50% chance of 1d8 in nests)
:'''ARMOR CLASS''': 18
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'''ARMOR CLASS''': 18
:'''MOVEMENT''': 30, Fl 120 (B)
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'''MOVEMENT''': 30, Fl 120 (B)
:'''HIT DICE''': 2 (10 hit points)
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'''HIT DICE''': 2 (10 hit points)
:'''NO. OF ATTACKS''': 1
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'''NO. OF ATTACKS''': 1
:'''DAMAGE/ATTACK''': 1d3 P + special
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'''DAMAGE/ATTACK''': 1d3 P + special
:'''SPECIAL ATTACKS''': Poison sting
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'''SPECIAL ATTACKS''': Poison sting
:'''SPECIAL DEFENSES''': Chameleon power
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'''SPECIAL DEFENSES''': Chameleon power
:'''MAGIC RESISTANCE''': 7
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'''MAGIC RESISTANCE''': 7
:'''SIZE''': T (1’- 2’ long)
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'''SIZE''': T (1’- 2’ long)
:'''MORALE''': Champion (16-17)
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'''MORALE''': Champion (16-17)
:'''XP VALUE''': 420
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'''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.
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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).
 
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
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'''''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.
  
 
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.
 
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).  
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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). Habitat/Society: These forest-dwelling creatures place their lairs in the hollows of great trees or in large caves.
 
 
'''''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.
 
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.

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