Hexalon Glowfoot 'Hex'    (Halfling Male Illusionist )
Character Information   
Name: Hexalon Glowfoot 'Hex' XP/Next lvl: 2259 / 4500
Class: Illusionist HP:curr/max 10 / 10
Alignment: Chaotic Neutral AC:reg/rear/no shield 6 / 10 / 6
Race: Halfling Level: 2nd
Age: 35 yrs Height: 3'3'
Weight: 75lbs Gender: Male
Encumbrance: Movement: 9'
Languages: Common/ Alignment / Dwarf /Elf /Gnome / Halfling / Orc / Goblin / +1 more
Ability Scores   
STR: 11 (+0/+0/normal/1-2/2)
INT: 17 (1/75 :8:14)
WIS: 7 (-1 )
DEX: 18 (+3/-4)
CON: 16 (+2/95/ 96)
CHR: 14 (6/+05 / +10)

Saving Throws   
Death, Paralysis,
Poison:
Petrification,
Polymorph:
Rod, Staff
or Wand:
Breath: Spell:
14 13 7* 15 8*

Notes: -1 to mind spell's from wisdom : +4 vs rods/staves/wands&spells * included above. +4 vs attacks that can be dodged like most breath weapons/fireballs etc from dex.

Description and Background   
Description:
Hexalon Glowfoot, known as Hex to his friends, is a hair foot hobbit. He stands 3 feet 3 inches tall and wears a multi-coloured rainbow robe and a white fur lined cloak complete with hood. Secret pockets are sown into the inner lining of his robe to hold his spell component. He wears his sandy blonde hair long in a topknot to his waist and his side burns run to his jaw. Blue piercing eyes look out from an open and handsome face. He is most proud of his blonde covered hair feet, and like most of his race forgoes the wearing of shoes. Dextrous and clever the young halfling is too reckless and lacking in much common sense.

Background:
Born in the shire with an inherant gift for creating illusions his poor parents thought at first the burrow was haunted. Whenever Hex was grouchy or upset as a baby strange noises would appear as if out of no where. Finally understanding his unusual natural magical talent (for the average halfling) he was soon shipped off to study under an intrigued Phantasmist named The Great Gaspalto in the human city closest to the shire some weeks away. Not a particularly pleasant apprenticeship, Hex studied hard and mastered his spell's eventually, but his curiosity and lack of common sense endlessly got him in trouble with his human master, the shine of having the most unusual apprentice swiftly vanishing like an illusion dismissed. Finally completing his training and reluctantly given a spell book of his own Hex went out into the word from his relieved masters tower and is eager to make a name for himself and learn more Phantasmal arcana.


Weapons
Weapon Att/Rnd Range Speed Damage sm/l Spec. Dbl. spec. THAC0 Projectiles
Left
Notes
Dagger/Dagger 2in1 0 2 1d4/1d3 n n 20/21 Two weapon fighting +0/-1 to hit
Sling 1in1 200' 1in1 1d4+1/1d6+1 n n 22 Non proficient -5 penalty +3 attack bonus from dex
Thrown daggers 2in1 30' 2 1d4/1d3 n n 17 8 +3 to hit at 10' or less. +1 to hit at 20' or less. -2 to hit at 21-30'
Equipment
Qty Item Location
1 Multi-coloured Robe and White fur lined cloak with hood Body
1 Backpack Back
1 Belt and large belt pouch Waist
4 Daggers Waist/thighs/boots
1 Tinderbox flint and steel Pack
1 50' rope Pack
1 Spellbook Pack
1 Waterskin Pack
2 1wks iron rations Pack
5 Candles Pack
1 Sling Waist
19 Sling bullets Pouch
1 Spell components x1 Small crystal prism / Secret pocket in robe
1 Bandages from the Church of Lunia Pack
1 Blanket of Luna Pack
1 Vial of holy water Pouch
1 Large lion/ram etched coin from frogs Pouch


Wealth   Enter negative number to subtract
PP GP EP SP CP
0 18 0 0 0
Magic Items
Qty Item Location
1 Gloves of the blessed crook Pack


Gems and Jewelry
Qty Item Location
1 100gp Large Ruby Pouch
Memorized Spells


Level 1
Colour Spray
Hypnotism


Spell Book


Level 1
Audible Glamor
Colour Spray
Gaze Reflection
Hypnotism
Read Illusionist Magic


Notes
Halflings receive a bonus to saving throws Vs Rods, Staves, Wands and Spells. For every 3.5 points of constitution halflings receive +1 to saving throws. Hexalon receives a +4 bonus to his saves against these attack forms.
When not in metal armour and alone or with elves also not in metal armour, and more than 90' in advance of others halflings surprise opponents 4 in 6.
Illusionists upon reaching 7th level can scribe magical scrolls of spell's they know and have in their spell books.
Illusionists can use magic-user scrolls which contain spell's with the same name as those on the illusionists spell list.
Illusionists at 11th level can create one shot or charged magical items without permenancy such as potions, wands they can utilise or a gem of brightness or non permenant ring of spell storing for example
Illusionists of 14th level or higher may create permenant magical items such as a gem of true seeing, +3 Longsword or ring of invisibility for example.
Illusionists with access to a library can begin spell research at anytime, if they have appropriate funds to do so