Ruins of Adventure
|Muscle||16||+1 damage||Open Doors 9||Bend Bars 10%|
|Dex||17||Aim||18||+2 missile attack|
|Balance||16||+2 defense||+1 surprise|
|Con||16||Health||17||94% System Shock|
|Fitness||15||+1 hit point||94% Resurrection|
|Wis||12||Intuition||11||-5% earned XP||10% spell failure|
|Cha||14||Leadership||15||7 henchmen||+3 Loyalty|
- Initiative: +0
- Surprise: +1
- NPC Reaction: +0
Hit Points: 9
Armor Class: 18 (Chainmail, Dex, Optimization)
Base Attack Bonus: +0
- Paralyzation/Poison/Death: 14
- Rod/Staff/Wand: 16 (+4)
- Petrification/Polymorph: 15
- Breath Weapon: 17
- Spells: 17 (+3)
|Weapons||# Att||Att Bonus||Dmg||Dmg (L)||Speed||Range||Special|
Thief Skills: (in armor)
Non-Weapon Proficiencies: General, Warrior, Wizard
|Modern Languages (Easting)||15||Religion||12|
|Modern Languages (Tharian)||15||Spellcraft||13|
|Modern Languages (Common)||15||Engineering||12|
|Modern Languages (Gnim)||15||Weaponsmithing||12|
|Modern Languages (Burrowing Mammals)||15||Clockwork Creation||17|
|Reading/Writing (Common)||16||Lens Crafting||12|
|Detect Stonework Traps||12||Survival (Urban)||15|
|Determine Depth Underground||12||Tracking||12|
|Determine Direction Underground||12||Glassblowing||17|
Matchlock Firearms Tight Group
Clubbing Weapons Tight Group
- 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).
- Species Enemy (Chromatic Dragons): Whenever the ranger encounters that enemy, he gains a +4 bonus to his attack rolls. This enmity can be concealed only with great difficulty, so the ranger suffers a -4 penalty on all encounter reactions with creatures of the hated type. Furthermore, the ranger will actively seek out this enemy in combat in preference to all other foes unless someone else presents a much greater danger.
- If a ranger carefully approaches or tends any natural animal, he can try to modify the animal’s reactions. When dealing with domestic or non-hostile animals, a ranger can approach the animal and befriend it automatically. He can easily discern the qualities of the creature. When dealing with a wild animal or an animal trained to attack, the animal must roll a saving throw vs. rods to resist the ranger’s overtures. The ranger imposes a -1 penalty on the die roll for every three experience levels he has earned (round up). If the creature fails the saving throw, its reaction can be shifted one category as the ranger chooses.
- Whenever a Tantran comes within 10 feet of a magical item or ongoing spell effect, there is a 2-in-6 chance he detects the vibrations of a magical aura. This doesn’t mean the character knows exactly what is enchanted or the nature of the magic, only that something near him is radiating magic.
- When attacking from behind with a set of greyclaws, a Tantran deals double damage. A Tantran armed with a pair of greyclaws gains a +15% bonus to his chance to Climb Walls (to a maximum 95% chance of success). Also, the rate at which the character can climb is doubled while wearing greyclaws.
- Rangers from Tantras gain a unique thief ability: Hide Objects. For characters with fixed thief skill progressions, this skill advances at a rate equal to the Hide in Shadows skill. This skill is unaffected by armor or the character’s race.
- Like their cousins the dwarves, gnomes are highly magic resistant. This gives a +4 bonus to gnomes’ saving throws against attacks from magical wands, staves, rods, and spells.
- In melee, gnomes add +1 to their attack rolls goblins, kobolds, or lizard men.
- Gnomes gain a +4 bonus to their AC against attacks made by ogres, trolls, giants, titans, or similar creatures.
- Gnomes have infravision to a range of 60 feet.
- An artificer gains a +2 reaction bonus when dealing with other dwarves or gnomes engaged in the same craft (any dwarf or gnome with whom he has a shared craft-related proficiency).
- Unless an artificer has injured members of a community, he will gladly be given basic food and shelter in an effort to keep him around as a handyman.
- When wielding a hammer the artificer is also able to add half his level (round fractions down) as a bonus to either his attack roll or damage roll. The bonus may be divided between either attack or damage, and points may be redistributed from round to round in a melee.
- Gunsmithing: An artificer proficient in Weaponsmithing can construct Firearms. At 1st level he can construct matchlock weapons (including the arquebus), at 5th level he can make wheellocks and snaplocks, and at 9th level he can make flintlocks. It takes about 60 days to make a pistol and 90 days to make a musket; the total cost is one-fifth the sale price. Bullets can be made 100 per day for only 1 sp.
- Clockwork Creation: Artificers are skilled at chronometry and can build functional clocks. Any mechanical clock (spring-wound, water-powered, or weights-and-pendulum type) made at 1st level either gains (1-3 on 1d6) or loses (4-6 on 1d6) 6d10 minutes per day. For every level of the artificer beyond 1st, reduce the error in minutes by 1d10, and reduce the weight by half. At 7th level, the clock has an error of 1d8 minutes per day, then 1d6 minutes at 8th level, 1d4 minutes at 9th level, 1d2 minutes at 10th level, and 1 minute at 11th level (best possible accuracy). Error direction, gaining time or losing it, is re-rolled at each level. Each clock’s weight is 10d4 lbs., reduced by 1 lb. per level. A bell, chime, or other alarm can be added.
- Locksmithing: Any lock made becomes more complex, defeating attempts to pick it. For each level of the artificer making a lock, the lock applies a -5 penalty to a thief’s chances of picking it (for example, -25% penalty at 5th level).
- Lens Crafting: Artificers can construct telescopes and mocroscopes. Any optical telescope or microscope starts off at 10x magnification. The device can be made at an additional 10x for every level afterward (for example, 50x at 5th level). A simple telescope weighs 1d4+3 lbs. and is 1d3 feet long (possibly collapsible).
- All natives of Tantras suffer a -1 penalty on all saving throws vs. spells.
- The casting time for all spells cast by Tantrans increase by 1. Spells with casting times of greater than one round are not affected by this.
- Greyclaws, when worn, penalize the wearer’s rogue skills (except Climb Walls) as if he were wearing studded leather armor. The straps on a set of greyclaws requires a full round to don or remove.
- Gnomes are small-sized. They cannot use Large-sized weapons and must wield Medium-sized weapons in two hands. As small-sized creatures, gnomes have 2/3 the carrying capacity of a human of equal strength.
- Gnomes are much more comfortable with technological devices than with magical items, and suffer a 20% chance for failure every time they use any magical item except weapons, armor, shields, illusionist items, and (if the character is a thief) items that duplicate thieving abilities. This check is made each time the gnome attempts to use the device, or, in the case of continuous-use devices, each time the device is activated.
- An artificer, regardless of class, does not use a shield, thinking that a technologically sophisticated offense is the best defense. He also likes to keep one hand free at all times in case he has to grab a tool, and so cannot use the two-weapon fighting style. He refuses to use poisons because he constantly cuts his fingers when messing with mechanical items and would risk death merely by handling venomous substances.
- Artificers are by nature fascinated by mechanical devices and objects that can be employed to make mechanical devices. They tend to forget everything else to study and contemplate the possible uses of most things they find. Therefore, a -2 penalty is added to an artificer’s surprise checks in the presence of unfamiliar devices or any object that might constitute a working part of a larger machine.
- A ranger must always retain his good alignment. If the ranger intentionally commits an evil act, he automatically loses his ranger status. His ranger status can never be regained. If the ranger involuntarily commits an evil act, he cannot earn any more experience points until he has cleansed himself of that evil. This can be accomplished by correcting the wrongs he committed, revenging himself on the person who forced him to commit the act, or releasing those oppressed by evil.
- Furthermore, rangers tend to be loners, men constantly on the move. They cannot have henchmen, hirelings, mercenaries, or even servants until they reach 8th level. While they can have any monetary amount of treasure, they cannot have more treasure than they can carry. Excess treasure must either be converted to a portable form or donated to a worthy institution (an NPC group, not a player character).
- Armor Allowed: Any Armor. No Shields.
- Weapons Allowed: Any weapons.
- An artificer with the Lock Smithing proficiency can use the Open Locks thief ability, regardless of class. This ability improves by +5% for each level of the artificer.
- The Ranger’s Tracking skill improves by +1 for every three levels the ranger has earned (3rd to 5th level, +1; 6th to 8th level, +2, etc.).
- Chain Coif
- Armor Lining
- Tunic & Breeches
- Soft Boots
- Money Belt
- Smith’s Hammer (tucked through a loop)
- Survival Kit
- String of Pace Beads
- Small Belt Pouch
- Lock Picks
- Small Belt Pouch
- Smokepowder (11 charges)
- Leather Backpack
- Sleeping Bag
- Cake of Soap
- Breathing Tube
- Metal Files
- Hand-warming Lamp
- Small Magnet
- 1-lb. Finishing Nails
- 1-lb. Joining Nails
- 2 Medium Glass Rods
- 50-ft. 1/2-in Hemp Rope
- 5 Candles
- Bundle of Charcoal
- Small Funnel
- 2 Bags of Marbles
- 2 Small Sacks
- Leather Strop
- 35 copper pieces (burried in the bottom)
Base Speed: 6
Total Weight of Gear: 80 lbs. (50 after dropping backpack)
|Weight||0 – 43 lbs.||44-65 lbs.||66-87 lbs.||88-108 lbs.||109-129 lbs.||130 lbs|
Jimbobjoenedjon (Jim-bob for short) comes from a long line of tinkers (as is common for his kind). A talented warrior in his own right, he thought he would head to Phlan to make his fortune battling kobolds and giants and dragons and whatnot, then he met Lambrac (and more importantly Lambrac’s gun) on the boat, and he knew that his real mission in life was to design the perfect weapon for the talented young dragon-hunter. He thinks of himself as Lambrac’s squire (whether Lambrac wants him or not).
As a craftsman, Jim-Bob is earnest and hard-working, but easily distracted — constantly jumping from project to project. In combat he is much the same, charging from one enemy to another, nominally to “soften them all up and keep them on their back foot”, but really its just that he has trouble making decisions. Really his whole life is like that — he always carries tools for every situation, but often forgets to pack basic necessities like food, and has a habit of just dropping his whole pack of gear when it might slow him down in a fight (and forgetting to retrieve it).