Slongor the Schemer

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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

  • 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: (Self-explanatory)
Spells Known:

  • 1st-Level Magic-User: Affect Normal Fires, Firewater, Hold Portal, Melt, Shield, Write
  • 2nd-Level Magic-User: Fool's Gold, Forget, Melf's Acid Arrow, ESP
  • 3rd-Level Magic-User: Clairaudience, 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

Mongro the Masterful

  • Level: 4 (Hero)
  • Class: Fighter
  • Current XP: 9,000
  • XP to next Level: 18,001
  • HP:
  • AC:
  • THAC0:
  • 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 fighting.


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

  • Level: 4 (Hero)
  • Class: Fighter
  • Current XP: 9,000
  • XP to next Level: 18,001
  • HP:
  • AC:
  • THAC0:
  • 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