These scores only apply to second edition, and are here only as a refrence
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Novid Copperleaf
Personal Information
Name: Novid Copperleaf
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Player: Bruce Dodson
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Race: Standard half-elf
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Gender: Male
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Height: 5'8"
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Age: 43
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Class: Illusionist
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Level: 22
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Weight: 127 lbs
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XP: 4,515,800
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Alignment: Chaotic Good
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Next Level: 4,875,000
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Kit: None
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Ability Scores
Str:
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16
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Weight Allowance: 70 lbs
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Bend Bars/Lift Gates: 10%
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Attack Adj.: +0
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Damage Adj.: +1
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Max. Press: 195 lbs
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Open Doors: 9
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Dex:
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18
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Missile Adjustment: +2
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Pick Pockets: +10%
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Open Locks: +15%
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Reaction Adjustment: +2
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Armor Class: -4
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Move Silently: +10%
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Climb Walls: +10%
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Con:
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17
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System Shock: 97%
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Poison Save: +0
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Hit Point Adjustment: +2(+3)
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Resurrection Chance: 98%
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Int:
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25
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Max. Spell Level: 9th
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Max. Spells Per Level: All
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Illusion Immunity: 7th Level
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Bonus Proficiencies: 20
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Chance to Learn New Spell: 100%
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Wis:
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18
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Bonus Clerical Spells: 2, 2, 1, 1, 0, 0, 0
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Clerical Spell Failure Chance: 0%
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Magic Defense Adjustment: +4
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Spell Immunity: None
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Cha:
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15
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Loyalty Base: +3
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Maximum Number of Henchmen: 7
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Initial Reaction Adjustment: +3
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Saving Throws
Paralyzation: 6
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Poison: 6
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Death Magic: 6
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Petrification: 3
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Polymorph: 3
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Rod: 1
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Staff: 1
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Wand: 1
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Breath Weapon: 5
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Spell: 2
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Combat
Hit Points:
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60
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Base THAC0:
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-1
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Melee THAC0:
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-1
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Missile THAC0:
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-3
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Armor
Natural armor class
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10
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Ring of Protection +2 magic adj.
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-2
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DEX Defensive adj.
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-4
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FINAL:
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4
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Weapon Proficiencies
Quarterstaff
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Throwing Circle
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Non-Weapon Proficiencies
Astrology
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25
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Blacksmithing
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16
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Craft, metals (requires blacksmith)
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16
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Direction Sense
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19
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Gem Cutting
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16
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Heal
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16
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Hiding
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21
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Spellcraft
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23
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Swimming
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16
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Native Languages
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Gnome, Goblin, Halfling, Hobgoblin, Orc
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Reading/Writing
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27
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Common, Elf
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Weapons
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THAC0
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Attacks/
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Speed
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Damage
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 |
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Range
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(-2)
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(-5)
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Weapon
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Melee
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Missile
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Round
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Factor
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Sm-Med
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Large
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Type
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Size
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Short
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Medium
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Long
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Quarterstaff
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13
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1
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4
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1d6+1
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1d6+1
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B
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L
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Throwing Circle
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13
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11
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1
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1
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1d4+1
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1d6+1
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S
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S
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20
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40
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60
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Racial Abilities
Detect secret doors - Because of their acute senses, half-elves are quick to spot concealed doors and hidden entranceways. Merely passing within 10' of a concealed door allows an elf a one-in-six chance (a 1 on 1d6) to notice it. If actively searching, an elf's chances improve to a two-in-six chance (1 or 2 on 1d6) to find secret doors, and a three-in-six (1, 2, or 3 on 1d6) to notice a concealed door.
Infravision - Infravision with a range of 60'.
Resistance - 30% resistance to sleep and charm spells.
Special Abilities
Magic Resistance: 45%
Class Abilities
Illusionist
Automatic spells - Gains one free spell every time the mage gains a new level of spells. Elementalists do not recieve one free spell every level, but may add 1d4 effective levels once a day to a spell
they cast.
Bonus spells - Memorize one free spell for each spell level. This spell must be chosen from their area of speciality.
Intense magic - -1 penalty to all saving throws on spells cast from the chosen school. Elementalists enjoy a
-2 penalty to all saving throws on spells cast from their chosen element. Wild mages do not recieve a modifyer to their spells.
Learning bonus - +15% bonus to learning any spell in the chosen school. Elementalists recieve a +25% bonus to their chosen element, and +15% to other elemental spells, but are unable to learn opposing elemental spells. Wild mages recieve a +10% bonus to learning wild magic spells.
Learning penalty - -15% penalty to learning rolls on spells outside the chosen school. Elementalists are unable to learn opposing elemental spells, and suffer a -25% penalty to learn nonelemental spells. Wild mages recieve a -5% penalty to learn standard schools of magic.
Research bonus - When researching spells in the chosen school, treat the spell as one level lower.
Saving throw bonus - +1 bonus on saves against spells in their chosen school. Elementalists recieve a +2 bonus
to their saving throws versus spells in their chosen element. Wild mages do not recieve a bonus to their saving throws.
Schools of Magic - Alteration, Conjuration/Summoning, Enchantment/Charm, Greater Divination, Illusion/Phantasm
Movement and Encumbrance
Encumbrance:
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Unencumbered
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Light
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Moderate
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Heavy
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Severe
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Weight (lbs):
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0-70
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71-100
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101-130
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131-160
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161-195
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Movement:
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12
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8
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6
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4
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1
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THAC0:
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-1
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-2
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-4
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AC:
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+1
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+3
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Currently carrying 24.40 pounds (None Encumbrance, 12 Movement)
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Class
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1st
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2nd
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3rd
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4th
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5th
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6th
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7th
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8th
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9th
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Illusionist
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6
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6
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6
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6
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6
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6
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5
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5
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4
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Cleric Spell Failure Rate: 0%
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Maximum Wizard Spells Per Level: All
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Wizard Chance to Learn New Spell: 100%
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Maximum Wizard Spell Level: 9th
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Inventory
 Items Carried
 Backpack
 Belt pouch, large
 Candle x10
 Holy item
 Map
 Oil, lamp (per flask)
 Rope, hemp (50 ft)
 Items Readied
 Quarterstaff
 Throwing Circle
 Items Stored
 Caltrop
 Vial x4
 Items Worn
 Fine fur cloak
 Ring of Fire Resistance
 Ring of Protection +2
original artwork for the "illusionary" novid that appears above
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