Hemmor - Campaign Ended    (Gnome Male Illusionist)
Character Information   
Name: Hemmor - Campaign Ended XP/Next lvl: 0 / 2601
Class: Illusionist HP:curr/max 5 / 5
Alignment: Lawful Neutral AC:reg/rear/no shield / /
Race: Gnome Level: 1
Age: 101 Height: 3'7
Weight: Gender: Male
Encumbrance: Movement: 20 feet
Languages: Common, Dwarf, Elf, Gnome, Goblin, Kobold
Ability Scores   
STR: 11 (+0)
INT: 17 (+2, Primary)
WIS: 12 (+0)
DEX: 15 (+1)
CON: 15 (+1)
CHR: 14 (+1)

Saving Throws   
Death, Paralysis,
Poison:
Petrification,
Polymorph:
Rod, Staff
or Wand:
Breath: Spell:

Notes:

Description and Background   
Description:


Background:


Weapons
Weapon Att/Rnd Range Speed Damage sm/l Spec. Dbl. spec. THAC0 Projectiles
Left
Notes
Equipment
Qty Item Location
1 Belt worn
1 Pair of Soft boots worn
1 Trousers worn
1 Tunic worn
1 Grey Robe worn
1 Backpack (2 lbs) worn
2 Daggers (1 lb each) hips
1 Lg Belt Pouch (1 lb) worn
1 Sm Belt Pouch (.5 lb) worn
1 Waterskin (4 lb) Backpack
1 7 days rations (7 lb) Backpack
1 Pipe Backpack
1 lb of Tobacco Backpack
1 Flint & Steel (.5 lb) Backpack
1 Whistle Sm Pouch
7 Torches (1lb each) Backpack
1 Marbles (bag of multi-colored 25) (.1 lb) Backpack
1 50' silk rope (5 lb) Backpack
1 Spellbook Backpack


Wealth   Enter negative number to subtract
PP GP EP SP CP
0 20 0 19 5
Magic Items
Qty Item Location


Gems and Jewelry
Qty Item Location
1 clear quartz crystal (5 gp) Sm Pouch
Memorized Spells

Dancing Lights
Ghost Sound
Prestidigitation

Level 0
Detect Illusion
Ghost Sound
Light
Light

Level 1
Color Spray
Darkness
Silent Image


Spell Book

Dancing Lights
Ghost Sound
Prestidigitation

Level 0
Arcane Mark
Dancing Lights
Detect Illusion
Dragon Mark
Ghost Sound
Light
Magical Aura
Mending
Prestidigitation

Level 1
Change Self
Color Spray
Darkness
Minor Dark Chaos
Read Magic
Silent Image
Undetectable Aura


Notes
Animal Empathy (Gnome)
The gnomish relationship with nature and its creatures allows them to communicate with burrowing mammals (badger, fox, mole, rabbit, etc.). The communication is more telepathic and empathic than it is conversational, though posture and sounds can communicate emotions such as stress and fear. The information communicated must be relatively simple, taking place on the animal’s level of understanding and comprehension, not the gnome’s.
+1 bonus to hit kobolds and goblins in HTH
Because of these frequent and bloody
encounters, gnomes have developed special techniques for fighting goblins and kobolds. Gnomes receive a +1 bonus to hit kobolds and goblins using hand held weapons in melee combat. Using missile weapons does not confer a bonus.
Darkvision (Gnome)
In a similar manner to dwarves, gnomes can see in complete darkness for up to 60 feet. Darkvision produces images that are in shades of gray, but it is otherwise like normal sight. Gnomes can function well with no light at all. Bright lights, such as from a lantern or other light source, spoil darkvision. A gnome requires one minute to adjust his or her eyes when a light source is extinguished before gaining full use of darkvision
Enhanced Hearing (Gnome)
Gnomes have keen ears, often likened to those of a fox. No one knows whether this is due to gnome physiology, or if it is because gnomes are such close observers of their environment. Gnomes receive a +3 bonus to all listening checks.
Extra Spells (Gnome)
Gnomes have an innate ability to cast the following spells once per day as a 1st level caster: dancing lights, ghost sound, and prestidigitation. These innate spells are in addition to any spells available to gnomes of spellcasting character classes
Sharp Senses (Illusionist)
An illusionist’s innate ability to distinguish the real from the unreal imparts a +1 bonus to all illusion saving throws. The bonus increases to +2 at 4th level..
Disguise (Illusionist)
Disguise (Charisma): Using magic and props, the illusionist can disguise himself and
impersonate others. The effort requires 1d3x10 minutes of work. A disguise can include an apparent change of height or weight of no more than one-tenth the original. The Castle Keeper makes the character’s check secretly, so that the player is not sure if the disguise is successful. Illusionists can use spells, like change self, to augment their disguise and give them a greater chance of success. The following modifiers are applied to a disguise check when appropriate: sex difference -2; race difference -2; age difference -2 per 10 years. (More in PH)
Attribute Checks
If Primary Attribute (Int and Chr) then base 12 if other than base 18. Roll a d20, +1 Per Level and Modifiers from the characteristic section. The GM can give pluses or minuses as well.