Umrick Histix    (Gnome Male Fighter)
Character Information   
Name: Umrick Histix XP/Next lvl: 55 / 2000
Class: Fighter HP:curr/max 5 / 11
Alignment: Lawful Neutral AC:reg/rear/no shield 5 / 5 / 5
Race: Gnome Level: 1
Age: 73 Height: 3 foot 11 15/16 inches
Weight: 92 Gender: Male
Encumbrance: Movement:
Languages: Common, Lawful Neutral, Gnome, Dwarven, Halfling, Goblin, Kobold, Troll, Burrowing Mammal
Ability Scores   
STR: 17 (+1/+1/+500/ Open Doors 1-3/ Bend Bars- Lift Gates 13)
INT: 9 (+1 language)
WIS: 12 (-)
DEX: 12 (-/-)
CON: 15 (+1/ Sys. Shock 91/ Res. Surv. 94)
CHR: 9 ()

Saving Throws   
Death, Paralysis,
Poison:
Petrification,
Polymorph:
Rod, Staff
or Wand:
Breath: Spell:
14 15 12 17 13

Notes:

Description and Background   
Description:
Umrick Histix is quite tall for a gnome, coming in at just under four foot tall (hecamethisclose to being the first gnome anyone could recall to break the four foot ceiling, but fell just short). Not a particularly handsome gnome...well, his personality isn't that great, either. He does seem to know his way around an armory, decked out in chain mail and wearing a bastard sword that is taller than he is strapped to his back. He has a spear that doubles as a walking stick as well. Add in a crossbow hanging from his belt and a couple of strategically placed daggers, and he would look pretty deadly...if he was a little taller.

Background:
Growing up, Umrick was picked on for being taller than the other kids. This led to him getting into a number of fights. As a result, nobody wanted him around their tinker's shops or their labs as he was apt to find trouble, and he didn't really have the fine dexterity needed to manipulate the intricate pieces of gnomish inventions anyway. He also didn't enjoy playing pranks like most gnomes do, as he was a frequent recipient himself. Not really fitting in with gnomish life, he went to live with the dwarves. Unfortunately for Umrick, he didn't really take to the traditional dwarven lifestyle, either. He did, however, take to combat training. He learned to spar with the young dwarven warriors. They tried to get him to use a hammer or an axe, like proper dwarves do, but he had to remind them that he wasn't a dwarf at all, let alone a proper one. He did find a rusty bastard sword lying in a dark corner one day. This was the weapon for him! Despite (or maybe in spite of) being laughed at by the dwarves for using a weapon taller than him, he trained hard with his sword. It wasn't a dwarven weapon- no one could recall how it came to be in their armory- and that appealed to him. If he was a misfit, he would use a misfit weapon! He spent many an hour, cleaning and polishing and sharpening his sword, until it became a weapon a warrior would be proud to own. But he was not a warrior. At least, not yet. Through rigorous training, he eventually became quite skilled with the blade, using it two-handed, like the dwarves do with their battle-axes and warhammers. Eventually, the time came to say goodbye to his dwarven friends and set out on his own path, so last Thursday (it was going to be Wednesday, but mutton was on the menu for that evening and he does so fancy a good mutton chop, so Thursday seemed like an excellent time to leave instead) he strode forth, looking for adventure, fame and fortune wherever he may find it. Unfortunately, all that he has found so far is a small, backwater village by the name of


Weapons
Weapon Att/Rnd Range Speed Damage sm/l Spec. Dbl. spec. THAC0 Projectiles
Left
Notes
Bastard Sword 1 2d4+1/2d8+1 n n 19 Uses as a two-handed sword.
Dagger 2 (thrown) 1/2/3 1d4+1/1d3+1 n n 19 2
Spear 1 1/2/3 1d6+1/1d8+1 n n 19 1
Light Crossbow 1 6/12/18 1d4/ n n 20 40
Equipment
Qty Item Location
1 Chain Mail Worn
1 Travelling Clothes BP
1 Back Pack Worn
1 Boots, high hard Worn
7 Rations, Iron BP
1 Waterskin Belt
1 Belt pouch, small Belt
1 Quiver, 2 score bolts cap. Back
1 Bedroll BP (External)
1 Rope, 50' BP (External)


Wealth   Enter negative number to subtract
PP GP EP SP CP
0 9 0 5 10
Magic Items
Qty Item Location


Gems and Jewelry
Qty Item Location
Memorized Spells



Spell Book



Notes
Magic Resistance
+4 to Save vs. Magic Wands, Staves, Rods and Spells.
Infravision 60'
Mining Detections
Detect grade or slope in passage- up or down 80

Detect unsafe walls, ceilings or floors 70

Determine approximate depth underground 60

Determine direction of travel underground 50

Must be actively trying to determine information.
Melee Combat
+1 to hit versus kobolds or goblins.

If attacked by gnolls, bugbears, ogres, trolls, ogre magi,
giants or titans, opponent is -4 to hit due to his small size.
+10 XP for High Strength
Weapon Proficiencies
Bastard Sword, Dagger, Light Crossbow, Spear

-2 penalty, 1/3 levels