Filius Dinwiddle    ( Male Gnome)
Character Information   
Name: Filius Dinwiddle XP/Next lvl: 0 / 3000
Class: Gnome HP:curr/max 5 / 5
Alignment: AC:reg/rear/no shield 11 / 12 / 11
Race: Level: 1
Age: Height:
Weight: Gender: Male
Encumbrance: Movement: 120' (40')
Languages: Alignment language, Common, Gnomish, Dwarvish, Kobold, the secret language of burrowing mammals
Ability Scores   
STR: 10 (Open Doors 2-in-6, no melee modifier)
INT: 9 (Native languages only, literate)
WIS: 8 (-1 to Magic saves)
DEX: 4 (-1 AC, -2 To-hit w/ missiles, -1 Initiative)
CON: 13 (+1 hp)
CHR: 7 (-1 to NPC reactions, Max Retainers: 3, Loyalty: 6)

Saving Throws   
Death, Paralysis,
Poison:
Petrification,
Polymorph:
Rod, Staff
or Wand:
Breath: Spell:
8 10 9 14 11

Notes: BX/OSE Saves: Death/Poison, Paralysis/Petrification, Wands, Breath Attacks, Spell, Rod & Staff

Description and Background   
Description:
Filius comes across as an exceptionally eager yet bumbling little fellow eager to explore new things in the world around him (and not always making the smartest decisions as he does so). Dressed in unkempt workaday clothing in mottled greens and browns, aside from a floppy, bright red hat of which he is extraordinarily proud and possessive. (Think Indian Jones and his hat).

Background:


Weapons
Weapon Att/Rnd Range Speed Damage sm/l Spec. Dbl. spec. THAC0 Projectiles
Left
Notes
Short Sword 1 - 1d6/1D6 n n 19 [0]
Sling 1 40'/80'/160' 1D4/1D4 n n 20 [-1] (-1 to hit from DEX)
Equipment
Qty Item Location
1 Leather Armor Worn
1 Short Sword
1 Sling
1 Backpack (400cn cap) Worn
1 Waterskin Backpack
1 Rations, Iron (7 days) Backpack
1 Spellbook Backpack
1 Tinderbox Backpack
4 Oil (1 flask) Backpack
1 Rope, 50' Backpack
2 Sack, Lg (600cn cap) Backpack
3 Sack, Sm (200cn cap) Backpack
2 Small plowing pumpkins


Wealth   Enter negative number to subtract
PP GP EP SP CP
0 16 0 0 0
Magic Items
Qty Item Location


Gems and Jewelry
Qty Item Location
Memorized Spells


Level 1
Phantasmal Force


Spell Book


Level 1
Phantasmal Force


Notes
Gnome Racial Abilities
Arcane Magic - Gnomes use Arcane magic in the usual manner, casting spells from the Illusionist spell lists. May carry out magical research, and create magic items at 8th level. They may use magic scrolls of spells on their spell list and items that may only be used by arcane spell casters.
Defensive Bonus - +2 AC vs greater than human-sized opponents
Detect Construction Tricks - 2-in-6 chance of being able to detect new construction, sliding walls, or sloping passages
Hiding - 90 chance of success in woodland cover, 2-in-6 in dungeons to hide in shadows or behind cover
Infravision- 90'
Listen At Doors - 2-in-6 chance of success
Speak With Burrowing Animals - often keep burrowing mammals such as badgers and moles as pets and know the secret language of such creatures.
Phantasmal Force
Duration: Concentration Range: 240’
A visual illusion of the caster’s choosing manifests in a 20’ cube area.
Three types of illusions may be created:
1. An illusionary monster: That can be directed to attack. The monster has AC 9 [10] and vanishes if hit in combat.
2. An illusionary attack: For example, an avalanche, a falling ceiling, a magic missile, etc. Targets who save versus spells are unaffected.
3. A scene: Either changing the appearance of the affected area or creating
the appearance of something new. The scene disappears if touched.
Stipulations: The following apply,
â–¶ Concentration: Is required to maintain the illusion. If the caster moves or loses concentration, the spell ends.
â–¶ Illusionary monsters or attacks: May appear to be harmful but never inflict real damage. A character who appears to die actually falls unconscious, a character turned to stone will actually be paralyzed, and so on. Such effects last for 1d4 turns.
â–¶ Illusions from imagination: If the illusion is of something the caster has not personally seen, the referee should grant targets a bonus to any applicable saving throws.
Party Treasure
From our advance payment: 37gp