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These scores apply only to second edition are are posted here purely for refrence.
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King Window Trimalon
Personal Information
Name: Windo Trimalon
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Player: Mark Ayers
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Race: Human
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Gender: Male
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Height: 5'11"
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Age: Unknown
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Classes: Thief/Mage
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Levels: 15/13
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Weight: 182 lbs
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XP: 1,100,000/1,151,400
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Alignment: Lawful Neutral
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Next Level: 1,320,000/1,500,000
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Kit: None
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In the official rules, Dual-Class characters must have higher scores than Windo has. However, I never understood that. If Windo wanted to stop being a thief and learn as much magic as he could with his Intelligence of 14 (well above average), I don't see the problem with it. So, in this aspect, Windo "breaks the rules". Also see the combat section.
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Ability Scores
Str:
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14
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Weight Allowance: 55 lbs
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Bend Bars/Lift Gates: 7%
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Attack Adj.: +0
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Damage Adj.: +0
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Max. Press: 170 lbs
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Open Doors: 8
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Dex:
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15
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Missile Adjustment: +0
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Pick Pockets: +0%
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Open Locks: +0%
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Reaction Adjustment: +0
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Armor Class: -1
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Move Silently: +0%
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Climb Walls: +0%
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Con:
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14
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System Shock: 88%
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Poison Save: +0
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Hit Point Adjustment: +0
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Resurrection Chance: 92%
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Int:
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14
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Max. Spell Level: 7th
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Max. Spells Per Level: 9
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Illusion Immunity: None
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Bonus Proficiencies: 4
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Chance to Learn New Spell: 60%
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Wis:
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14
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Bonus Clerical Spells: 2, 0, 0, 0, 0, 0, 0
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Clerical Spell Failure Chance: 0%
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Magic Defense Adjustment: +0
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Spell Immunity: None
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Cha:
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13
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Loyalty Base: +0
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Maximum Number of Henchmen: 5
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Initial Reaction Adjustment: +1
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Saving Throws
Paralyzation: 10
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Poison: 10
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Death Magic: 10
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Petrification: 9
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Polymorph: 9
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Rod: 7
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Staff: 7
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Wand: 7
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Breath Weapon: 11
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Spell: 8
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Combat
Hit Points:
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60
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Base THAC0:
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16
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Melee THAC0:
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16
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Missile THAC0:
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16
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I like the idea of Dual-class characters, but one thing that never made sense to me is that dual-class characters use the THAC0 of their newest class, even if it's much worse than their old one! I say that if a character has learned to fight, then he can still use his old tricks in combat until he learns some new ones (his new class' THAC0 becomes better than the old one). Therefore, Windo uses the THAC0 of a 15th level thief, not a 13th level mage.
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Armor
Natural armor class
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10
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Dragon Orb magic adj.
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-20
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DEX Defensive adj.
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-1
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FINAL:
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-10
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Weapon Proficiencies
Crossbow, hand
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Quarterstaff
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Short bow
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Sword, broad
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Sword, long
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Sword, short
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Non-Weapon Proficiencies
Ancient History
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13
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Armorer
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12
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Boatwright
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15
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Endurance
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14
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Heraldry
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14
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Jumping
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14
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Reading/Writing
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15
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Seamanship
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16
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Spellcraft
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12
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Survival
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14
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Swimming
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14
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Tumbling
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15
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Native Languages
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Draconian, Goblin, Titan
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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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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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Amber Crystal
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0
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Staff of the Fourth King
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17
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1
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0
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6d10
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6d10
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B
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L
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Dragon Orb
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0
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Class Abilities
Thief
Backstab - Surprise attack may inflict double damage. For every four levels beyond first, the damage multiplier increases by one.
Climb walls* 105% - Able to climb vertical or smooth surfaces.
Detect noise* 86% - May hear faint noises.
Find/remove traps* 56% - Skill at finding and disarming traps.
Followers - Attracts followers when a stronghold is built and name level is reached.
Hide in shadows* 100% - Grants the ability to hide in shadows.
Move silently* 74% - May move without making a sound.
Open locks* 95% - Skill at opening locks with the proper tools.
Pick pockets* 33% - Skill at pilfering small items from pockets or purses.
Read languages* 81% - Skill at deciphering unknown texts.
Scroll Use 75% - May use magic scrolls at 9th level.
Thieves' cant - Knowledge of the secret language of thieves.
Rogue Skills
Skill
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Base
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Racial Mods
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Ability Scores
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Discretionary Points
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Armor
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Final
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Climb walls
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60
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+0
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+0
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+35
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+10
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105%
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Detect noise
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15
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+0
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+0
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+71
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+0
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86%
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Find/remove traps
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5
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+0
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+0
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+51
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+0
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56%
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Hide in shadows
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5
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+0
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+0
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+90
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+5
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100%
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Move silently
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10
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+0
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+0
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+54
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+10
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74%
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Open locks
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10
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+0
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+0
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+85
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+0
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95%
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Pick pockets
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15
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+0
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+0
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+13
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+5
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33%
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Read languages
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0
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+0
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+0
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+81
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+0
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81%
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Mage
Schools of Magic - Abjuration, Alteration, Conjuration/Summoning, Enchantment/Charm, Greater Divination, Illusion/Phantasm, Invocation/Evocation, Necromancy
Spell Level
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1
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2
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3
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4
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5
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6
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7
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8
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9
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# Spells
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5
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5
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5
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4
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4
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2
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-
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-
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-
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Inventory
 Items Carried
 Backpack
 Flint and steel
 Rope, hemp (50 ft) x2
 Staff of the Fourth King
 Thieves' picks
 Items Readied
 Amber Crystal
 Items Stored
 Lantern, bullseye
 Items Worn
 Boots, soft
 Dragon Orb
 Pouch
 Cloak Made from white dragon (Flamekiller's) scales
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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0-55
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56-85
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86-115
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116-145
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146-170
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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 29.10 pounds (None Encumbrance, 12 Movement)
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WINDO TRIMALON'S SPECIAL MAGIC ITEMS
The Amber Crystal
The Amber Crystal is a powerful artifact that gives it's user many special abilities including:
Twice a day, the weilder may use an Amber Bolt for 20d6 damage.
Truesight, as the priest spell, permanent, but the user must look through the gem
Psychic Armeggedon once/day (confuse + erase psps, save = int -10)
Flight at will
Infravision
Immune to fire/heat effects
Know all languages
3/day fireball (10d6)
neutralize fire (20 points/round)
Wall of fire, once per day
Dragon Orb
This legendary artifact allows the user to control dragons at will. Great Wyrms have a 10% chance to refuse an order given by the weilder of the orb, but cannot take actions against the weilder.
In addition, while the weilder has the orb upon his person, it creates a magical feild that cannot be dispelled, granting the user an armor class of -10.
Limited chain lightning - (under construction)
The Staff of the Fourth King
This staff is a powerful artifact that acts like a rod of rulership, but has many other abilities as well, making it incredibly powerful.
The wearer is immune to mind attacks of any kind, and can absorb 40 hit point of energy per round (including damage from fire, lightning, and the like).
In addition, the staff holds 50 charges. Each charge used allows the weilder to cast a spell of 7th level or less (mage). The staff recharges itself, one charge per week.
Finally, the user of this artifact has an awareness of the prime material plane he exists on, knowing when great dangers are about to befall a kingdom.
Rod of Rulership (description here for refrence)
The individual who possesses this magic rod is able to command the obedience and fealty of creatures within 120 feet when he or she activates the device. From 200 to 500 Hit Dice (or levels of experience) can be ruled, but creatures with 15 or greater Intelligence and 12 or more Hit Dice/levels are entitled to a saving throw vs. spell. Ruled creatures will obey the wielder of the rod of rulership as if he or she were their absolute sovereign. Still if the wielder gives a command that is absolutely contrary to the nature of the creatures commanded, the magic will be broken. The rod has a casting time of 5. Each charge lasts for one turn. The rod cannot be recharged.
Spell Book
Click on the spell book above to view Trimalon's spells!
Special Items
The following items were gained by Windo during his adventures. It remains to be seen what he will do with them.
34 shields made from White Dragon scales.
100,000 gold pecies.
1 suit of armor made from White Dragon scales
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