Elf notes
|
Summary of elven Racial abilities:
• +1 dexterity, -1 constitution
• 90 resistance to sleep and charm spells
any pulled bow: +1 to hit
longsword and short sword: +1 to hit
languages: Common, elven, gnoll, gnomish, goblin, halfl ing,
hobgoblin, orcish. Languages in addition to these are only possible
if the character has an intelligence of 16+, with one additional
language possible for each point of intelligence over 15.
Infravision: 60 ft
detect secret doors: 1 in 6 chance to notice secret doors when
passing within 10 ft, 2 in 6 chance to discover secret doors
when searching, and 3 in 6 chance to discover concealed doors
when searching.
Surprise: 4 in 6 chance to surprise when travelling in nonmetal
armour and alone, or more than 90 ft in advance of others,
or with a party entirely consisting of elves and/or halfl ings.
If a door must be opened (or some similar task), the chance of
surprise drops to 2 in 6.
multi-class restrictions: The less restrictive of any two class
requirements apply to multi-classed elven characters, except
that thieving abilities can only be used while wearing armour
permitted to thieves.
permitted class Options: Assassin, Cleric, Fighter, Magic
user, Thief, Fighter/Magic user, Fighter/Thief, Magic user/Thief,
Fighter/ Magic user/Thief. |
|
Fighter Notes
|
the fighter character
Minimum Scores: Str 9, Dex 6, Con 7, Int 3, Wis 6,
Cha 6
Hit Die Type: d10 (max 9 hit dice)
Alignment: Any
Experience bonus: Strength 16+
Armour/Shield
Permitted:
Any
Weapons Permitted: Any
Weapon Profi ciencies: 4 + 1 every 2 levels
Penalty to hit for nonprofi
ciency:
-2
Weapon Specialisation: Optional
fighter class abilities
Bonus attacks: Fighters with melee weapons attack once per
round at 1st to 6th levels (1/1 attacks); at 7th to 12th levels, they
attack thrice every two rounds (3/2 attacks); and at 13th or
higher levels they attack twice per round (2/1 attacks). A partial
additional attack (e.g. 3/2 attacks) means that the extra attack
is taken on odd-numbered rounds in the combat sequence,
hence two attacks on the fi rst round, one on the second, two
on the third and one on the fourth, if applicable.
fighting the Unskilled: When the fi ghter is attacking creatures
with less than a full hit die (i.e. less than 1d8 hit points), the
fi ghter receives one attack for each of his or her levels of experience,
e.g. a 4th-level fi ghter attacking goblins would receive
4 attacks per round.
nB: A fi ghter exercising multiple attacks departs from the normal
initiative procedure. The fi ghter will automatically attack
fi rst in the round unless fi ghting an opponent with multiple
attacks of its own (in which case initiative should be rolled as
normal). The fi ghter’s second attack in any given melee round
will come last in the sequence.
Weapon Specialisation (optional): With the permission of
the GM, weapon specialisation may be selected during character
generation. If weapon specialisation is not selected during
character generation, it remains forever unavailable to the
character, barring some magical or divine intervention.
If weapon specialisation is in play, fi ghters may take a second
profi ciency in the same weapon as the fi rst, granting them one
extra attack every 2 rounds with the weapon (hence 3/2 attacks
with a melee weapon at 1st level, 2/1 at 7th and 5/2 at 13th), +1
to hit and +2 damage owing to their skill. Specialisation costs
one profi ciency “slot†for melee weapons and crossbows, and
two “slots†for missile weapons other than crossbows.
double Specialisation (optional): For melee weapons that
are not polearms or two-handed swords, a third weapon profi -
ciency may be used to specialise further; this increases combat
bonuses to +3 to hit and +3 damage with the weapon.
fighter level advancement
level
Base
experience
points
Required
hit dice
(d10) notes
1 0 1
2 1,900 2
3 4,250 3
4 7,750 4
5 16,000 5
6 35,000 6
7 75,000 7 Bonus attacks
8 125,000 8
9 250,000 9 Lord (Lady)
10 500,000 9+3*
11 750,000 9+6
12 1,000,000 9+9
13 1,250,000 9+12
14 1,500,000 9+15
* Constitution-based hp adjustments no longer apply
Each level gained thereafter requires 250,000 additional experience
points and gains 3hp. |
|
Weapon Proficiencies
|
Fighter Weapon Proficiencies: 4 + 1 every 2 levels
1st Level Shortsword, Specialized Shortsword, Shortbow, Mace
2nd Level Longsword
4th Level Long bow
6th Level Scimitar
8th Level Daggar
10th Level Blow Gun
12th Level Composite Shortbow
|
|
Thief Info
|
the thief character
Minimum Scores: Str 6, Dex 9, Con 6, Int 6, Cha 6
Hit Die Type: d6
Initial Hit Die: 1
22
Creating a Character
Character Classes Character Classes
(Thief) (Thief)
Alignment: Any neutral or any evil
Experience bonus: Dex 16+
Armour/Shield
Permitted:
Leather or studded leather only,
no shields
Weapons Permitted: Club, dagger, dart, oil, sling,
single-handed swords (except bastard
swords)
Weapon Proficiencies: 2 + 1 every 4 levels
Penalty to hit for nonproficiency:
-3
Weapon Specialisation: N/A
Thief Class Abilities
Backstab: If the thief can approach his or her target unobserved
and strike with a melee weapon, the attack is made at
+4 to hit. Damage from a backstab is doubled—or trebled if the
thief is of 5th level or higher. Thieves of 9th level or higher do
quadruple damage, while those of 13th or greater level quintuple
the number shown on the die. Damage modifiers (such
as those pertaining to strength or magic) are not multiplied
from a backstab.
Climb: Climbing represents a thief’s ability to scale sheer walls
and surfaces, cling to ceilings, and perform other feats of climbing
that would normally be impossible. Climbing checks must
ordinarily be repeated for every ten ft of climbing. Non-thieves
cannot climb walls, cliffs, or any vertical surface without the
use of a rope or magic, making the presence of a thief vital to
many adventuring parties.
Find T raps: This ability represents the thief’s minute visual
inspection of a new area for tiny telltale signs that something
of interest or danger may be concealed nearby. It requires a
full turn (10 minutes) to accomplish.
Hide in Shadows: Some shadow must
be present for this ability to be used,
but if the check is successful the thief
is effectively invisible until he makes an
attack or moves from the shadows. The
ability can also be used to blend in with
a crowd of people rather than disappear
into shadows.
Move Quietly: Use of this skill allows
the thief to move with preternatural
silence even over surfaces such as
squeaky floors.
Open Locks/ Disarm T raps: Opening
locks and disarming traps (without
springing them) is a skill unique to
thieves, which cannot be successfully
attempted by members of other classes.
A thief can also set traps (with the same
chance as to disarm).
Pick Pockets: If the thief’s pick pockets
check fails by 20 or more, then his or
her attempt has been discovered and
the intended victim will almost always
take hostile action.
Thief Level Advancement
Level
Base Experience
Points Required
Hit Dice
(d6) Notes
1 0 1
2 1,250 2
3 2,500 3
4 5,000 4
5 10,000 5
6 20,000 6
7 40,000 7
8 70,000 8
9 110,000 9
10 160,000 10 Master Thief; may read
scrolls
11 220,000 10+2*
12 440,000 10+4*
13 660,000 10+6
14 880,000 10+8
15 1,100,000 10+10
16 1,320,000 10+12
17,1,540,000 10+14
*Con-based hp adjustments no longer apply
Each level thereafter requires 220,000 experience points and grants +2
hit points
Level CW---FT----HN---HS----MQ----OL-----PP-----RL
16 ---99-85-55-91--91--90---91--75
Dex Bonus FT+15, HS+15, MQ+15, OL+20, PP+15
------99-96-52-105-105-106-105-70
Elf Bonus CW -5 FT+5, HN+5, HS+10, MQ+5, OL-5, PP+5, RL+10
------94-105-60-116-111-112-111-85
|
|
Sunblade
|
Sun Blade: This sword is the size of a bastard sword. However, its enchantment enables the sun blade to be wielded as if it were a short sword with respect to encumbrance, weight, speed factor, and ease of use (i.e., the weapon appears to all viewers to be a bastard sword, and inflicts bastard sword damage, but the wielder feels and reacts as if the weapon were a short sword). Any individual able to use either a bastard sword or a short sword with proficiency is proficient in the use of a sun blade.
In normal combat, the glowing golden blade of the weapon is equal to a +2 sword. Against evil creatures, its bonus is +4. Against Negative Energy Plane creatures or those drawing power from that plane (such as certain undead), the sword inflicts double damage.
Furthermore, the blade has a special sunray power. Once a day, upon command, the blade can be swung vigorously above the head, and it will shed a bright yellow radiance that is like full daylight. The radiance begins shining in a 10-foot radius around the sword-wielder, spreading outward at 5 feet per round for 10 rounds thereafter, creating a globe of light with a 60-foot radius. When the swinging stops, the radiance fades to a dim glow that persists for another turn before disappearing entirely. All sun blades are of good alignment. |
|
Mace of Disruption
|
Mace of Disruption: This appears to be a mace +1, but it has a neutral good alignment, and any evil character touching it will receive 5d4 points of damage due to the powerful enchantments laid upon the weapon. If a mace of disruption strikes any undead creature or evil creature from one of the lower planes, may utterly destroy the creature.
Skeletons, zombies, ghouls, shadows, wights, and ghasts, if hit, are instantly blasted out of existence. Other creatures roll saving throws as follows:
Creature Save
Wraiths 5
Mummies 20
Spectres 35
Vampires 50
Ghosts 65
Liches 80
Other affected evil creatures 95
Even if these saving throws are effective, the mace of disruption scores double damage upon opponents of this sort, and twice the damage bonus. |
|
Figurine
|
Ebony Fly: At a word, this small, carved fly comes to life and grows to the size of a pony. The ebony fly is Armor Class 4, has 4+4 Hit Dice, and maneuverability class C. It flies at a movement rate of 48 without a rider, 36 carrying up to 210 pounds weight, and 24 carrying from 211 to 350 pounds weight. The item can be used a maximum of three times per week, 12 hours per day. When 12 hours have passed or when the command word is spoken, the ebony fly once again becomes a tiny statuette. This was made by an orc elder and given the orc command name for Blacken which is Nixi.
Command word is Nixi |
|
Bag of holding
|
14 Days of Ration (14 Lbs)
10 Small Sacks (1 Lb)
6 Large Sacks (3 Lbs)
1 Metal Mirror (.1 lb)
1 Bell (0 lbs)
3 Greek Fire (6 Lbs)
1 Soap (1 Lb)
1 Small Tent (10 lbs)
1 Winter Blanket (3 lbs)
10 Candles (1 Lb)
10 Chalk (1 Lb)
Ring of invisibility (.1)
1 Figurine of Wonderous Power - Ebony Fly(1 Lb)
Total weight in the bag 41.2 Lbs
|
|
|