Elanna Nimitz (Had About Enough)

The only adventurer recruited for the Battle of Kryptgarten who did not die or flee...

Description:

Young, rash, and beautiful, Elanna got in a LOT of trouble in her native Hillsfar for speaking up against the plight of non-humans and the evils of slavery. Her father, especially, disapproved of her antics. On the plus side, being thrown in the Arena several times taught her to be quite the competent fighter.

While she is saddened by the burning of the university and the threat of the plague in Hillsfar, she is very happy to be on a ship bound for the “Liberal North”. She has heard much of Phlan and looks forward to helping free the city.

Defining Event: I stood up to a tyrant’s agents!
Personality Trait: I misuse long words in an attempt to sound smarter.
Ideal: Tyrants must not be allowed to oppress the people.
Bond: I wish my childhood sweetheart had come with me to pursue my destiny.
Flaw: I’m convinced of the significance of my destiny, and blind to my shortcomings and the risk of failure.

Race: Female Human
Homeland: Hillsfar
Class: Fighter
Kit: Dilettante
Alignment: Neutral, Non-Lawful
Religion: Lliira
Level: 5th
Experience: 25343
Next Level: 32000
Max Level: Unlimited


Ability Scores:

Str 16 Stamina 14
Muscle 18/97 +2 attack, +5 damage
Dex 15 Aim 13
Balance 17
Con 15 Health 17
Fitness 13
Int 13 Reason 12
Knowledge 14
Wis 7 Intuition 6 -15% experience
Willpower 8
Cha 13 Leadership 13
Appearance 13

Reactions:

  • Initiative: +0
  • Surprise: +2
  • NPC Reaction: +0

Combat Statistics:
Hit Points: 47
Armor Class: 18 (Dex, Chainmail)
Base Attack Bonus: +4
Saves:

  • Paralyzation/Poison/Death: 11
  • Rod/Staff/Wand: 13
  • Petrification/Polymorph: 12
  • Breath Weapon: 13
  • Spells: 13
Weapons # Att Att Bonus Dmg Dmg (L) Type Speed Range Special
Claymore 1 +6 2d4+5 2d8+5 S 8 melee two-handed
Morningstar 1 +6 2d4+5 1d6+6 B / P 7 melee one-handed
Whip 1 +6 1d2+5 6 S 8 melee (20-ft) disarm, entangle
Light Crossbow 1 +5 2d4+1 2d4+1 P 6 60 / 120 / 180 magic

Thief Skills: (in armor)

PP 0% HS 0%
OL 0% HN 0%
F/RT 0% CW 0%
MS 0% RL 0%

Non-Weapon Proficiencies: General, Priest, Rogue, Warrior, Wizard, Psionicist

Reading/Writing (Common) 14 Tumbling 14
Modern Languages (Common) 12 Athletics 13
Modern Languages (Tharian) 12 Survival 12
Modern Languages (Dethek) 12 Etiquette 12
Persuasion 12 Alchemy 10
Hiding 11 Animal Handling 5

Weapon Proficiencies:
Long Blades Group
Clubbing Weapons Group
Crossbows Group
Whip


Special Powers:

  • Hillsfar natives can come and go from Hillsfar at will.
  • As members of the upper class, dilettantes are well-treated by most commoners and minor nobles, and receive a +1 bonus on NPC reactions against such characters.
  • Whenever a Hillsfarran successfully attacks a target from behind, he deals double normal damage (or adds 1 to his damage multiplier if he has the rogue’s Backstab ability).
  • When engaged with large numbers of weak enemies (less than 1 HD each), the warrior gains double his normal number of attacks per round (including doubling attacks with off-hand weapons). Starting at 11th level, this applies to any foe with 10 fewer HD than the warrior’s levels (so a 12th level warrior can do this against 2HD creatures).
  • A fighter can teach weapon proficiencies when he reaches 3rd level and can train students in the use of any weapon in which he is specialized. The fighter may train a number of students equal to his level in a single “training class.” A training class requires eight hours of study each and every day for one month. At the end of that time, each student must make an Intelligence check. Those who pass gain a bonus proficiency slot in that weapon. A student may only be trained once, regardless of success, with a specific weapon. Students can learn any number of new proficiencies in this manner, even beyond those slots normally allowed for a character of that level.
  • A fighter can operate heavy war machines when he reaches 4th level, including bombardment engines (such as ballistae, catapults, and trebuchets), crushing engines (such as rams and bores), and siege towers.

Penalties:

  • Zhentilar and Mulman warriors attack Hillsfarrans on sight.
  • All NPC encounters are penalized at -2 due to Hillsfar’s reputation. This increases to -4 against non-humans due to Hillsfar’s reputation for xenophobia, bigotry, and exploitation.
  • A dilettante prefers high quality equipment and fashionable clothes. Thus he always spends an extra 10% more than the listed price for everything he buys. He pays this additional amount even for items not actually worth the additional cost. Appearances must be maintained, after all.
  • Dilettantes suffer a -2 penalty on all morale checks and saving throws vs. fear, horror, or madness.
  • Because of their lack of ambition to study anything in depth, dilettantes may never spend any proficiency slots on improving non-weapon proficiencies and suffer a -1 penalty on all non-weapon proficiency checks.
  • A dilettante may never specialize in weapons or fighting styles, regardless of his class.
  • Dilettantes suffer a -10% penalty to all earned experience, due to their lack of discipline or drive (this stacks with any modifiers for an exceptionally high or low Intuition score).
  • Dilettantes receive a -2 penalty on NPC reaction rolls from any serious artist or scholar, as these individuals are annoyed with the superfluous dabbling of the dilettante.

Wizard Spells: as 3rd-level Wizard

1st 2nd 3rd 4th 5th 6th 7th
2

Paths: The Road of Pentacles, The Road of True Names, The Councilor’s Path, The Shocking Path

Spellbook:

  • 1st level: Find Familiar, Protection from Evil, Message, Shocking Grasp
  • Prepared Spells:
    • 1st: Protection from Evil

Advancement Notes

Armor Allowed:

  • Any Armor or Shields.

Weapons Allowed:

  • Any Melee weapons. No ranged weapons.
  • Dilettantes who are non-spellcasters gain the ability to cast one 1st-level wizard spell for every two levels he gains (round down). He learns paths as a rogue, but does not automatically gain access to any paths (he must find a spellbook or find someone to teach him). Since the dilettante does not fully understand the magical forces he sumons, he must make a Reason check every time he attempts to cast a spell. A failed check results in a failed spell. A natural 20 on the check results in a wild-magic surge.
  • A dilettante may buy two non-weapon proficiencies for the price of one. By spending half the normal number of slots (half-slots are allowed), he learns the proficiency but gains only half the normal proficiency score.
  • All warriors gain the ability to make more than one melee attack per round as they rise in level. At 7th level, they can make 3 attacks every 2 rounds. At 13th level and up, they can make 2 attacks per round.
  • A fighter can supervise the construction of defenses when he reaches 6th level. These include ditches and pits, fields of stakes, hasty stone and wooden barricades, and even semi-permanent stone fortifications.
  • A fighter can command large numbers of troops when he reaches 7th level. In role-playing terms, the fighter has mastered the skills and techniques to take charge of 100 soldiers per level. This includes terminology, use of messengers and signals, use of psionic and magical aids to communication, etc.

Equipment:

  • Chainmail
  • Buckler (+1 AC vs. one attack per round)
  • Claymore
  • Whip
  • Morning Star
  • +1 Light Crossbow
  • 20 Crossbow Bolts
  • Explorer’s Pack
  • Alchemist’s Supplies
  • 2 Potions of Healing
  • Shovel
  • Iron Pot
  • Common Clothes
  • Belt Pouch (276pp, 220gp, 80sp, 68cp)
Bio:

Elanna Nimitz (Had About Enough)

Ruins of Adventure Brand_Darklight SirKnightly