Ruins of Adventure
Thiondar Cadorna
Bio:
Race: Half-Elf
Homeland: Outskirts of Phlan
Class: Fighter \ Mage
Kit: Patrician
Alignment: Lawful Good
Religion: Tyr
Level: 6th / 5th
Experience: 42,117 / 42,117 (ready to level Mage)
Next Level: 64,000 / 40,000
Max Level: 14th / 12th
Ability Scores:
Str | 14 | Stamina | 15 | Weight Allowance: 65 lbs | ||
Muscle | 12 | Max Press: 140 lbs | Open Doors 7 | Bend Bars 4% | ||
Dex | 11 | Aim | 12 | |||
Balance | 9 | |||||
Con | 12 | Health | 13 | System Shock 75% | ||
Fitness | 10 | Resurrection Chance 70% | ||||
Int | 13 | Reason | 14 | Max Spell Level 7th | Spells/Level 19 | |
Knowledge | 12 | +3 proficiencies | +1 paths | 50% learn spell | ||
Wis | 11 | Intuition | 7 | -5% earned XP | ||
Willpower | 14 | +0 Mental saves | ||||
Cha | 17 | Leadership | 10 (18) | 15 Henchmen | +8 Loyalty | |
Appearance | 15 | +3 NPC reactions |
Reactions:
- Initiative: +0
- Surprise: +0
- NPC Reaction: +3
Combat Statistics:
- Hit Points: 27
- Armor Class: 16 (elven chain & shield)
- THAC0: 15
-
Saves:
- Paralyzation/Poison/Death: 11
- Rod/Staff/Wand: 11
- Petrification/Polymorph: 12
- Breath Weapon: 13
- Spells: 12
Weapons | # Att | Att Bonus | Dmg | Dmg (L) | Speed | Range | Special |
Dagger, Thrown | 3/round | +2 | 1d4+3 | 1d3+3 | 2 | 10 / 20 / 30 | Can make full attack and half move. |
Dagger, melee | 3/2 rounds | +3 | 1d4+3 | 1d3+3 | 2 | melee | |
Shield (off-hand) | 1/round | -4 | 1d3 | 1d3 | 3 | melee | -2 attack with main hand. Shield-Punch, Shield-Rush, or Parry maneuvers only. |
Thief Skills: (no armor)
PP | — | HS | — |
OL | — | HN | 0% |
F/RT | — | CW | 50% |
MS | — | RL | — |
Non-Weapon Proficiencies: General, Priest, Rogue, Warrior, and Wizard
Modern Languages (Common) | 13 | Ancient History (Old Phlan) | 12 |
Modern Languages (Espruar) | 13 | Local History (Phlan) | 17 |
Modern Languages (Tharian) | 13 | Etiquette | 17 |
Modern Languages (Cormanthan) | 13 | Heraldry | 14 |
Modern Languages (Orcish) | 13 | Land-based Riding (horses) | 10 |
Literacy | 14 | Tactics of Magic | 12 |
Alchemy | 11 | Hypnotism | 15 |
Arcanology | 10 | Battle Command | 14 |
Weapon Proficiencies:
Weapon and Shield Style, Specialized
Thrown Weapon Style, Specialized
Fisticuffs (Punching), Specialized
Dagger, Master (3)
Horseman’s Mace
Long Spear
Longsword
1 open slot
Special Powers:
- Half-elven infravision enables them to see up to 60 feet in darkness.
- 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 engaged with large numbers of weak enemies (less than 1 HD each), a Fighter gains double his normal number of attacks per round (including doubling attacks with off-hand weapons).
- Merchants in Phlan extend a 5% discount on all goods to Phlan natives.
- Spellcasters from Phlan have turned away from offensive magic favored by their neighbors and mastered the more subtle and defensive elements of spellcasting. As a result, they 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.
- The Patrician has a family, clan, or estate to support him. If he wishes, the noble can live with his relations indefinitely, enjoying a life of ease and luxury. Even when not living with relatives, the noble can choose to accept a stipend of 10gp per level each month from his family, though a noble living off his family’s fortune will find that his family expects his full loyalty.
- The noble receives a +3 bonus on NPC reactions from anyone of his own culture, and a +2 bonus against nobles of other cultures. When travelling, he can demand shelter from anyone in his own nation who is of lower social status than he. Likewise, most people of his own status or higher (regardless of homeland) will offer him shelter as well—plus shelter for up to two additional persons per level.
- In his own land, the noble can administer low justice upon commoners—acting as judge, jury, and executioner for minor crimes her comes across (subject to the laws of his homeland).
- A fighter can teach weapon proficiencies 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 Reason 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, including bombardment engines (such as ballistae, catapults, and trebuchets), crushing engines (such as rams and bores), and siege towers.
Penalties:
- Characters from Phlan suffer a -2 penalty on NPC encounters with Zhentilar, Red Plumes, or Mulmans.
- Characters from Phlan 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 Phlannar’s pocket gain a 10% bonus to their chance of success.
- While Phlannar spellcasters have mastered the art of protective magic, they have become less proficient when using magic to inflict damage on their enemies. Any spell cast by a caster from Phlan that directly harms an opponent has a -1 penalty for every die rolled for damage (minimum 1 per die).
- A noble is expected to live well. After character creation, the noble must spend an additional +10% per level on all goods, services, and equipment he buys. This extra cost is not a tip, the character is buying higher quality goods to reflect his noble tastes and requirements.
If the noble is unable to spend this extra money because of lack of funds, he may settle for lesser goods, but his bonus on reactions will be reduced, at -1 per such incident (to a minimum of a -3 penalty), as he develops a reputation as a miser, penny-pincher, and shabby dresser. If enough of his equipment is shabby, common-quality goods, people may not believe that he is a nobleman and may refuse him shelter or other benefits of the kit (DMs discretion).
He can only regain his former bonus through conspicuous consumption—buying a new set of clothes and new equipment for himself and all of his retainers (with the necessary mark up) and throwing a large banquette or similar gathering (at a cost of 1000gp per level). - Just as other nobles are expected to extend shelter to the Noble PC, he is expected to offer shelter to other nobles when they are travelling through his territory or when they meet on the road while he is encamped and they are not.
- If the noble is living off his family and using their estate as his home base, his relations are glad to have him around and will often ask him for favors or support. At least once per week, the character will have to fulfill some family obligation; he may have to use his skills as an adventurer against the house’s enemies, he may be asked to spy on a rival house, he may be asked to serve as the house’s representative in a royal court (or a legal court), or he may even be subject to an arranged political marriage. A PC who asks his family to buy new weapons for him and all of his friends had better be prepared to pay for it with his time and effort.
- While the noble is able to administer justice, his decisions can always be overruled by a noble or greater status (in Phlan his decisions are also be subject to review by the town Council and the church of Tyr).
- Since your soul already left your body once, you are more susceptible to possession. When forced to make a saving throw against possession, either via a Magic Jar spell or the special abilities of certain undead creatures or extraplanar creatures, you must roll twice and take the worse result.
Wizard Spells: Caster level 4th
1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
3 + A | 2 + A |
Paths Known: Apprentice’s Path, Road of Dreams, Path of Missiles, Knight’s Road, King’s Road, Councilor’s Path, The Locksmith’s Path
Spell Book:
- 1st level: Armor, Cantrip, Conjure Spell Components, Detect Untruth, Disarm, Filth’s Bane, Friends, Magic Missile, Message, Mount, Read Magic, Sleep, Cantrip, Comprehend Languages, Know Faction, Hold Portal, Lightning Bug
- 2nd level: Fascinate, Flann’s Finery [A], Magic Missile Reflection [A], Poisonstar, Power Word Sleep, Protection from Cantrips [A], Seal Mouth, Slumberward [A], Snilloc’s Snowball Swarm, Wizard Lock, Words of Fire, Thundaerl’s Universal Taster, Summon Equine Beings, Hold Portal Open, Knock, Leomund’s Trap, Enter Dream
- 3rd Level: Dispel Magic[A], Alahandra’s Questing Call, Mailed Might, Erik’s Quills, Healing Dream, Slumber
-
Prepared Spells:
- 1st: Disarm, Friends, Detect Untruth, Lightning Bug
- 2nd: Poison Star, Snilloc’s Snowball Swarm, Slumberward [A]
- 3rd: Erik’s Quills, Dispel Magic [A]
Advancement Notes
- Armor Allowed: Any Armor or Shields. Cannot cast spells in non-magical armor.
- Weapons Allowed: Any weapons.
- Starting at 5th level, a wizard’s lifespan is extended by his constant exposure to the arcane. The wizard’s maximum lifespan increases by an amount equal to five times his level.
- A fighter can supervise the construction of defenses when he reaches 6th level.
- 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.
- Once a fighter reaches 10th level, he attracts his first unit of followers. This first unit always consists of warriors of the same race and background as the fighter.
Equipment:
(Cash)
- 197.25 gp
Worn:
- Nozgo’s Armor of Command (20 lbs)
- Medallion of Purity (vs. Dwarves)
- Gloves
- 6 Knife Sheaths
- Backpack (2 lbs)
- Wineskin (1 lbs) empty
- Spellbook (3 lbs)
- Metal Mirror
- Scroll Case
- Perfume
- Sealing Wax
- Potion of Fire Resistance
- Scroll of Dismissal
- 1 flask Greek Fire (2 lbs)
- Buckler Shield w/ Holy Symbol of Tyr (3 lbs)
- Tent of Luxury (10 lbs)
- Necromancer’s Bane (4 lbs)
- The Wizard’s Eye
- Bloodstained Book of Fairy Tales (1 lbs)
- Pearl-inlaid Golden Crown (unknown value)
-
Heavy Burden (10 lbs)
**Bottle of Carcosan vintage wine
Carried:
- 3 Daggers (3 lbs)
- Parrying Dagger (1 lb)
- Green Steel Mace (15 lbs)
- The Snakewood Staff (4 lbs)
- Avalanche Shield (10 lbs)
Left at Cadorna Townhouse:
- Riding Horse
- Tack: riding saddle, bit and bridle, horseshoes, halter, and saddle blanket.
Encumbrance:
Base Speed: 12
Total Weight of Gear: 92 lbs. (light load)
Unencumbered | Light | Moderate | Heavy | Severe | Max | |
Weight | 0 – 65 lbs. | 66-100 lbs. | 101-135 lbs. | 136-140 lbs. | 140 lbs. | 140 lbs |
Movement | 12 | 9 | 6 | 5 | 2 | 1 |