cybersavant Posted January 24 Clone Share Posted January 24 (edited) Kordannaghlan Penniesaver, Gnome fighter/thief sheet +1 int, -1 wis Str 15 Hit 0 Dmg 0 Wt 55 Press 170 Open 8 Bend 7% Dex 15 surprise 0 Missile 0 Def -1 Con 11 hp 0 sys sh 75 res 80 poison 0 regen 0 Int 12 13 +1 profs 3 spell lvl 6 learn 55 max sp 9 sp immune 0 Wis 10 09 -1 def 0 bonus sp 0 sp fail 20 sp immune 0 Cha 09 henchmen 4 loyalty 0 reaction 0 pick pockets 20% open locks 60% find traps 45% move silent 40% hide in shadows 30% detect noise 25% climb walls 70% read languages 0% backstab x2 broadsword, dagger, short bow, 24 flight arrows, 12 sheaf arrows gnome, common, giant, goblin, kobold statstatstatstatstatstat age 60 + age height 38 weight 45 hair that often sprouted from their heads in odd directions; hair varied wildly in color from blond and brown to more exotic colors like white, orange, or even green; skin of gnomes ran in hue from reddish tans to earthy browns or even shades of gray; eyes glittering black or blue Gnomes also suffer a 20% chance for failure every time they use any magical item except weapons, armor, shields, illusionist items, and items that duplicate thieving abilities. Like dwarves, gnomes can sense a cursed item if the device fails to function. In melee, gnome characters add 1 to their attack rolls to hit kobolds or goblins. When gnolls, bugbears, ogres, trolls, ogre magi, giants, or titans attack gnomes, they must subtract 4 from their attack rolls because of the gnomes' small size and combat skills against these much larger creatures. Gnomish infravision enables them to see up to 60 feet in the dark. Being tunnelers of exceptional merit, gnomes are able to detect the following within 10 feet (exception: determine their approximate depth or direction underground at any time.). They must stop and concentrate for one round to use any of these abilities. Detect grade or slope in passage 1-5 on 1d6 Detect unsafe walls, ceiling, and floors 1-7 on 1d10 Determine approximate depth underground 1-4 on 1d6 Determine approximate direction underground 1-3 on 1d6 belt, soft boots, breeches, cloth cloak, tunic, vest backpack, large belt pouch, 2x quivers, chalk piece, flint & steel, 50' silk rope, thieves picks, whetstone, wineskin Background Originally from Hillsfar, he fled when Maalthiir and the Red Plumes rose to power. On the road he met others who wandered about, looking for work and adventure. Personality Reserved and quiet around the taller species, especially humans. innately curious race creativity gave them a strong ability for ingenuity acquiring knowledge merely as a hobby but others explored lost ruins overcome obstacles through cunning and innovation Edited January 27 by cybersavant (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls stat 14 4d6 4,3,4,3 stat 13 4d6 3,4,5,1 stat 18 4d6 4,3,6,5 stat 16 4d6 6,3,6,1 stat 13 4d6 4,3,5,1 stat 10 4d6 1,3,5,1 age 10 3d12 1,8,1 height 38 3 1d6 3 weight 72 15 5d4 2,2,3,4,4 Link to comment Share on other sites More sharing options...
cybersavant Posted January 24 Author Clone Share Posted January 24 coinage f lvl2 hp t lvl2 hp t lvl 3 hp Name xDiceName xDiceResult xDiceString xDiceRolls coinage 10 5d4 4,3,1,1,1 f lvl2 hp 8 1d10 8 t lvl2 hp 6 1d6 6 t lvl 3 hp 3 1d6 3 Link to comment Share on other sites More sharing options...
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