Character Combat Info
HP 34/32 - AC: 1
Bow +3/+3 at point blank
THAC0 of 17
Character Description
Height: 5' 0" Weight: 100lbs.
Age: 143
Character History
Came into this word a wee little one and grew to be a talented individual in the arts.
Character Magick / Spells / Powers
Danger sense - DM rolls only surprised on a 1
2 neutralize poison potion
1 cure disease
6 healing potions D6
Broach of shielding (21HP)
+1 long sword (d8) - causes -1 damage per round on enemy
+1 long bow
+1 ring of protection
Ring of sustenance (details on page 187)
Ring of spell turning!
Ring of Spell Turning: This ring distorts the three normal dimensions, causing many spells cast at the wearer to rebound upon the spellcaster. Sometimes, a spell's entire effect is turned against the caster; sometimes, a portion of the effect rebounds.
Some spells are immune from the effects of a ring of spell turning:
1. Spells that affect an area, and which are not cast directly at the ring wearer, are not turned by the ring.
2. Spells that are delivered by touch are not turned.
3. Magic contained in devices (Rods, staves, wands, rings, and other items) that are triggered without spellcasting are not turned. A scroll spell is not considered a device.
When a spell is cast at an individual wearing a ring of spell turning, 1d10 is rolled and the result is multiplied by 10. This score indicates what percentage of the spell has been turned back upon its caster.
Once the spell is turned, the effects must be determined. If the spell normally allows a saving throw, the intended target (The one wearing the ring) gains an automatic plus equal to the number rolled on the turning die. The caster receives a bonus equal to the number rolled on the turning die. The caster receives a bonus equal to the number rolled on this die subtracted from 10. For example, a charm person spell is cast at a character wearing a ring of spell turning. A 7 is rolled on the die, turning back 70% of the effect. The ring-wearer gains a +7 to his saving throw; the caster has a +3.
A saving throw is also allowed for spells which normally do not have one if 20% to 80% of the effect is turned. The saving throw adjustment is calculated as given above. No further adjustments are made for race, magical items, or any other condition including existing spells. To save, the character must have a modified die roll of 20 or greater. If the saving throw is made, the effect of the spell is negated. For example, an illusionist casts a maze spell at a fighter wearing a ring of spell turning. The spell normally allows no saving throw, but the ring turns 70% of the effect. The fighter is allowed a saving throw with a +7 modifier. The illusionist must also save, gaining only a +3. The fighter's die roll is 15, which saves (15+7 = 22); the illusionist's die roll is a 16 which, while close, fails (16+3 = 19). The illusionist becomes trapped in his own maze spell.
Once a spell is turned, the effects are divided proportionately between the two targets. If the spell causes damage, determine the damage normally and then assess the amount to each according to the percentage determined, rounding fractions to the nearest whole number. If a spell caused 23 points of damage, and 30% of it was turned, the intended victim would suffer 16 points of damage, while the caster would suffer 7. Durations are affected in a similar manner. In the above case, the spell duration would be 30% of its normal length for one character and 70% for the other. The effect of permanent spells for both characters remains unchanged.
Some spells affect a certain number of levels. When one of these is aimed at the ring wearer, the spell must be able to affect as many levels as the wearer and the spellcaster combined. If this condition is fulfilled, then the procedure above applies.
If the spellcaster and spell recipient both wear spell turning rings a resonating field is set up, and one of the following results will take place:
01-70
Spell drains away without effect
71-80
Spell affects both at full effect
81-97
Both rings permanently lose their magic
98-00
Both individuals go through a rift into the Positive Energy plane
Character Notes*
Winged Guardian Shields: The inner thougts of Hunter are protected.
* Protected by Guardian
Familiar / Side Kick / Craft
Riding horse and barding. Sack of oats.
Character Equipment
GPs 18833 / SP 13 /101 CP
(1 gp = 10 sp = 100 cp = 2 ep = 1/5 pp)
Bronze plate
Shield
Composite long bow
Large quiver (holds 24)
24 arrows
Backpack Leather, holds 450gp
Leather armor
Week dry rations
Water skin
Wine skin
Flint & steel
2 torches
Bullseye lantern
Cloak
Character Storage
Was never one for keeping much that couldn't fit on person.
Game Master Notes*
Winged Guardian Protects: The secrets dispensed by Falrun are protected from prying eyes.
Last nag (warning): 10th Sep, 2016 - 5:13pm
* Protected by Guardian
Personal Rival: ?
At some point in this Character's life a foe became known - the history behind this rival can be written here.
Character Stats
S: 15 (+0/+0) WA: 200cn OD: 1-2 BB/LG: 7%
I: 14 Lang: 4
W: 12 Save Bonus: 0
D: 15 React/Att: 0 Def: -1
C: 15 HP Bonus: 1 SS: 91% Res: 94%
Ch: 12 Max Henchmen: 4 Loyalty: - React: -
Experience: 32,961
Saves:
Paralyzation, Poison, or Death Magic: 13
Rod, Staff, or Wand: 15
Petrification or Polymorph: 14
Breath Weapon: 16
Spell: 16.
Age Category: young adult
Race Info:
1) 90% resistance to sleep and charm spells
2) +1 to hit with any bow other than a crossobow, a shortsword, or a longsword
3) Speak Elvish, gnome, halfling, goblin, hobgoblin, orcish, gnoll, common, and their alignment tongue, plus 1 additional language per Intelligence point above 15
4) Infravision 60'
5) Detect secret or concealed doors within 10' (Passive) 1 on d6 (16 2/3%), actively searching can find secret doors on 1-2 on d6 (33 1/3%) and concealed doors on a 1-3 on d6(50%)
6) Improved surprise chance when alone and not wearing metal armor, 1-4 on d6 (66 2/3%), chance drops to 1-2 on d6(33 1/3%) if a portal must be opened
Secondary Skill: Bowyer/fletcher
Particulars: