Ruins of Adventure
Large
Description:
Large was, as far as anyone can tell, a big baby, for that is what her elven mother said her name should be, before her mother died. Born with a bad eye and a dead mother, Large never had a particularly easy time in life. For a while, her father, Delbar, apprenticed her to the mage Aumry of Umbar. Aumry taught her a few things, and sexually abused her, but when her father’s money ran out to pay for the apprenticeship Large was tossed into the streets — the Slums of Old Phlan specifically.
Luckily for Large, a cute face, a clear disability, and reasonable skill with the pan pipes has enabled her to stay alive. Also, she has discovered, she is very good at opening locks — a skill apparently in high demand.
Despite her name, years of mistreatment and malnutrition has left her a bit on the small side.
After much coaxing, Large was finally taken in by Desolate and accepted as an apprentice to Silren the Burnt. Shortly after beginning this second apprenticeship, Large was murdered by Silren when she refused to reveal her Grimoire to him.
Height: 4 feet. 6 inches
Weight: 70 lbs.
Bio:
Race: Half-Elf (Female, 12 years)
Homeland: Moonsea
Class: Thief / Wizard
Kit: Beggar
Alignment: Non-Lawful, Good
Religion:
Level: 1st
Experience: 1,160
Next Level: 1250 / 2500
Max Level: 12th / 12th
Ability Scores:
Str | 12 | Stamina | 9 | ||
Muscle | 15 | Open Doors 8 | Bend Bars 7% | ||
Dex | 12 | Aim | 16 | +1 Missile Attacks | |
Balance | 8 | ||||
Con | 8 | Health | 9 | 65% System Shock | |
Fitness | 6 | 55% Resurrection | -1 hp/level | ||
Int | 12 | Reason | 14 | Max Spell Level 7th | Max Spells/Level 19 |
Knowledge | 9 | +2 proficiencies | 35% Learn Spell | ||
Wis | 10 | Intuition | 10 | ||
Willpower | 10 | ||||
Cha | 14 | Leadership | 11 | ||
Appearance | 16 | +5 NPC Reactions |
Reactions:
- Initiative: +0
- Surprise: -2
- NPC Reaction: +2 (vs. Rogues +5)
Combat Statistics:
Hit Points: 3
Armor Class: 8 (partial blindness)
Base Attack Bonus: -2
Saves:
- Paralyzation/Poison/Death: 13
- Rod/Staff/Wand: 11
- Petrification/Polymorph: 12
- Breath Weapon: 15
- Spells: 12
Weapons | # Att | Att Bonus | Dmg | Dmg (L) | Speed | Range | Special |
Club | 1/round | -2 | 1d6 | 1d3 | 4 | melee |
Thief Skills: (no armor)
PP | 40% | HS | 0% |
OL | 45% | HN | 0% |
F/RT | 0% | CW | 45% |
MS | 0% | RL | 0% |
Non-Weapon Proficiencies: General, Priest, Rogue, Warrior, and Wizard
Modern Languages (Common) | 12 | Ancient History (Moonsea) | 11 |
Modern Languages (Tharian) | 12 | Heraldry | 12 |
Modern Languages (Cormanthan) | 12 | Etiquette | 14 |
Modern Languages (Espruar) | 12 | Observation | 12 |
Modern Languages (Thieves’ Cant) | 12 | Disguise | 9 |
Literacy | 13 | Begging | 18 |
Information Gathering | 12 | Survival (Urban) | 16 |
City Familiarity (Phlan Slums) | 16 | Lock Smithing | 12 |
Signature Spell (Alarm) | — | Dodge | 9 |
Musical Instrument (Pan Pipes) | 11 |
Weapon Proficiencies:
Staves Group
Club
Special Powers:
- Moonsea natives can prepare an additional spell for each spell level available to them. These additional spells must come from the abjuration school. This stacks with any bonus spells from high ability scores, specialization, or other sources.
- Half-elven characters have a 30% resistance to sleep and all charm-related spells.
- Half-elven infravision enables them to see up to 60 feet in darkness.
- Merely passing within 10 feet of a concealed door (one hidden by obstructing curtains, etc.) gives the half-elven character a one-in-six chance (roll a 1 on 1d6) of spotting it. If the character is actively seeking to discover hidden doors, he has a one-in-three chance (roll a 1 or 2 on 1d6) of spotting a secret door (one constructed to be undetectable) and a one-in-two chance (roll a 1, 2, or 3 on 1d6) of locating a concealed door.
- When the Disguise proficiency is used to mimic an injury or affliction but not to disguise his actual identity, the beggar gains a +2 bonus on the proficiency check.
- Backstab: When attacking someone by surprise and from behind, a thief can improve his chance to successfully hit (+4 modifier for rear attack and negate the target’s shield and Dexterity bonuses) and deal double (2x) normal damage with the blow. The multiplier applies only to the base damage of the weapon before modifiers for Strength or magical bonuses are added. The weapon’s standard damage is multiplied. Then Strength and magical weapon bonuses are added.
- Beggars are particularly adept at sizing up potential targets. By making a successful Observation proficiency check, a beggar can accurately determine the subject’s class group. A second check can be made to determine the character’s level. If this check succeeds, the beggar learns whether the level of the subject is less than his own (yes or no). A roll of 1 on either check reveals exact information. If the subject is disguised, a -5 penalty applies to both types of check.
- A beggar gains an exceptional knowledge of the city in which he lives. He knows of passages through sewers and alleyways, abandoned rooms, and other escape routes and hiding places. If a beggar is being pursued but manages to elude his pursuers for only one round, he has an 8% chance per level of completely evading pursuit by seeming to vanish into thin air. He is not visible to any form of magical true seeing as he is hidden behind other objects and possibly moving farther away with every second. Unless extraordinary magic is used (DM’s option), he cannot be found until he decides to come out again. The maximum chance to hide in this manner is 95%.
- The beggar’s Survival skill lies in urban areas. He is so good at this skill that he can successfully find food, shelter, and clothing for himself without making a proficiency check under normal city conditions. He raids garbage and sleeps in hidden spots, managing to stay alive with the barest necessities. During wartime, natural disasters, extreme heat or cold, major civil disorders, and so forth, a check must be made daily to thrive; if it is failed, the beggar is hungry, thirsty, or cold.
- If the beggar normally appears to be carrying no weapon but has one or more concealed weapons on his person, he gains a -2 bonus to his first initiative roll if threatened or attacked. This happens as he pretends to cower or turn to flee, instead pulling out a weapon and confronting his attacker.
Penalties:
- Mooneyes from the city-states are at -2 for encounters with Zhentilar, Red Plumes, or Mulman warriors.
- Characters from the city-states have a lax attitude towards petty or non-violent crimes, being more concerned with the constant violence and calamity in the region. Thieves picking a Mooneye’s pocket gain a 10% bonus to their chance of success.
- Any spell cast by a caster of the city-states that directly harms an opponent has a -1 penalty for every die rolled for damage (minimum 1 per die).
- Blind in right eye. -2 on attack rolls and AC. -2 on Surprise.
- Beggars are scorned by most of society. Even characters who share their wealth with Beggars tend to feel a sort of disgust or condescension, though they may try to hide it. Other thieves, however, recognize the talents and value of Beggars. For this reason, Beggars suffer -3 on reaction rolls with NPCs who aren’t rogues.
- For every point of visible AC better than their natural armor class, beggars suffer a -1 penalty to their Begging proficiency checks. Even modest clothing reduces the opportunities for begging by -5, as does any visible magic item. Any form of fancy dress negates the chance of begging entirely.
- Regardless of the Beggar’s class(es), any followers the beggar gains will be fell beggars (rogues with the Beggar kit). The number and levels of followers is the same as any other member of his class.
Wizard Spells: Caster level 1st
1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
1 + A + S | 0 |
Paths Known: Apprentice’s Path, Beastmaster’s Path, Locksmith’s Path, Path of the Beggar
Spell Book:
- 1st level: Alarm [A], Animal Sanctuary [A], Conjure Spell Component, Prestidigitation, Read Magic
-
Prepared Spells:
- 1st: Alarm, Animal Sanctuary, Prestidigitation
Advancement Notes
- Armor Allowed: Leather, Padded, Studded Leather, or Elven Chain.
- Weapons Allowed: Club, Slings Group, Staves Group, and Short Blade Group.
Equipment:
- Large’s Glass Eye
- Tattered Shirt and Trousers, Battered Hat, Sandals
- Mini-blade
- Small Sack
- Lock Picks (1 lb)
- Spellbook (3 lbs)
- Pan Pipes (3 lbs)
- “Club” (any random bit of semi-hard garbage picked up, 3 lbs)
Encumbrance:
Base Speed: 12
Total Weight of Gear: 10 lbs.
Unencumbered | Light | Moderate | Heavy | Severe | Max | |
Weight | 0 – 35 lbs. | 36-69 lbs. | 70-103 lbs. | 104-136 lbs. | 137-169 lbs. | 170 lbs |
Movement | 12 | 9 | 6 | 5 | 2 | 1 |