Valgrim Cendrashson

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System: AD&D (Skills and Powers)

Valgrim Cendrashson

Personal Information

Name: Valgrim "Silvereye" Cendrashson Player: Octalus
Race: Dwarf (half duergar-half azakar) Gender: Male Height: 3'11" Age: 21
Class: Rune Caster Level: 17 Weight: 144 lbs
XP: 2,760,921 Alignment: True Neutral
Next Level: 3,000,000 Kit: Explorer

Ability Scores

Str: 16 Stamina: 14 Weight Allowance: 55 lbs Bend Bars/Lift Gates: 40%
Muscle: 18/00 Attack Adj.: +3 Damage Adj.: +6 Max. Press: 480 lbs Open Doors: 16(6)
Dex: 15 Aim: 13 Missile Adjustment: +0 Pick Pockets: +0% Open Locks: +0%
Balance: 17 Reaction Adjustment: +2 Armor Class: -3 Move Silently: +5% Climb Walls: +5%
Con: 14 Health: 12 System Shock: 80% Poison Save: +0
Fitness: 16 Hit Point Adjustment: +2 Resurrection Chance: 96%
Int: 18 Reason: 18 Max. Spell Level: 9th Max. Spells Per Level: 18 Illusion Immunity: None
Knowledge: 18 Bonus Proficiencies: 7 Chance to Learn New Spell: 85%
Wis: 16 Intuition: 18 Bonus Clerical Spells: 2, 2, 1, 1, 0, 0, 0 Clerical Spell Failure Chance: 0%
Willpower: 14 Magic Defense Adjustment: +0 Spell Immunity: None
Cha: 14 Leadership: 14 Loyalty Base: +1 Maximum Number of Henchmen: 6
Appearance: 14 Initial Reaction Adjustment: +2

Saving Throws

Paralyzation: 3 Poison: 0 Death Magic: 3 Petrification: 4 Polymorph: 4
Rod: 2 Staff: 2 Wand: 2 Breath Weapon: 4 Spell: 3

Combat

Hit Points: 121
Base THAC0: 4
Melee THAC0: 1
Missile THAC0: 4

Armor

Natural armor class 10
Full armor, dwarven scale mail +5 -5
Magic Armor adj. -5
Balance Defensive adj. -3
FINAL: -3
FINAL with shield+5: -9

Weapon Proficiencies

Axe, battle (Specialist)
Axes, Picks, and Hammers
Clubs, Maces, and Flails
Crossbows
Swords
Fighting Style:
Two Weapon (+2)

Non-Weapon Proficiencies

Adaptation, Warrior HL 14
Alertness 14
All-round Attack HL N/A
Ancient History 12
Animal Lore 15
Appraising 13
Camouflage 12
Cartography 12
Contact 5
Distance Sence 12
Etiquette 13
Frighten/Chalenge HL 10
Herbalism 12
Hunting 12
Local History 13
Monster Lore 20
Mountaineering 8
Set Snares 13
Spellcraft 13
Survival 13
Swimming 10
Tracking 24
Weather Knowledge 12
Native Languages
Char Pai, Daqwe, Kothian, Mulhorani, Sterillian, Tausu, Dwarf,
Duergar, Elf, Giant, Gnome, Kenderspeak, Ogre Mage, Pixie,
Undercommon, Ursoi
Reading/Writing 16
Kothian, Dwarf, Elf, Ogre Mage

Weapons

THAC0 Attacks/ Speed Damage Range (-2) (-5) (-10)
Weapon Melee Missile Round Factor Sm-Med Large Type Size PB / S / M / L / EX
Axe, battle +3 vorpal -3 5/2 4 1d8+11 1d10+11 S M
Axe, battle +4 -4 5/2 4 1d8+12 1d10+12 S M
Crossbow of speed, heavy 3 2 10 P M
Crossbow, heavy quarrel 1d8+2 1d10+2 P S 16 32 48
Crossbow, heavy quarrel +1 1d8+3 1d10+3 P S 16 32 48
Crossbow, heavy quarrel +2 1d8+4 1d10+4 P S 16 32 48
Dagger +1 0 3 2 1 1d4+7 1d3+7 P S 2 4 6
Mace, giant's +4 -3 2 3 1d12+10 1d8+10 B M
Sword, bastard +2/+4 Giant Slayer -1 2 4 1d8+8 1d12+8 S M
Sword, two-handed +2 Dragon Slayer, red -1 2 8 1d10+8 3d6+8 S L
Sword, long +2/+4 Giant Slayer, Silence 3/d -1 2 3 1d8+8 1d12+8 S M

Racial Abilities

Infravision - Dwarves have infravision to 60 feet - the ability to see heat patterns given off by living warm-blooded creatures in the dark.
Invisibility - The dwarf can turn invisible once per day as per the spell casted by a wizard of twice the level of the dwarf, to a maximum of level 10.
Melee combat - Dwarves have a +1 bonus to their attack rolls vs. orcs, half-orcs, goblins, and hobgoblins. Further, when ogres, half-ogres, ogre magi, trolls, giants, or titans fight dwarves, these aggressors suffer a -4 penalty on all attack rolls. Dwarves are small and have defensive tactics against these large foes.
Mining detection abilities - A character with this skill is familiar with mining, tunnelling and stonework. By concentrating for one round the character can:
Determine the approximate depth underground, 1-3 on 1d6.
Detect any sliding or shifting walls or rooms, 1-4 on 1d6.
Detect any grade or slope in the passage they are passing through, 1-5 on 1d6.
Detect stonework traps, pits, and deadfalls, 1-3 on 1d6
Detect new construction in stonework, 1-5 on 1d6.
Saving throw bonuses - Bonus to saving throws vs. poison, rods, wands, and spells based on their Constitution/Health subability score.
Stone tell - Once a day a dwarf with this ability can use the stone tell ability, as a priest of the same level.

Class Abilities

Rune Caster
Empathy with animals - May befriend animals.
Hide in shadows 99% - May hide in natural settings.
Move silently 99% - May move silently through natural settings.
Speak with animals - May speak with animals as the spell, once per day.
Special enemy - Familiar with one type of creature; granted a +4 to attack rolls and a -4 penalty to reaction rolls when encountering this creature = Shadow dragons
Tracking proficiency - Given the tracking proficiency, and will improve by 1 for every three levels.
Two-weapon style - May fight with two weapons with no penalty if wearing studded leather armor or lighter.
Weapon specialization - May specialize in one weapon.
Rune spells - May begin to cast Priest spells at 8th level, but only rune related spells (granted by Cendrash). At any lavel the character can use any rune he knows.

Traits

Ambidexterity - reduces two weapon fighting penalty by 2.
Artistic Ability - Items created by chracter will fetch 1-50% over standard sale price.
Lucky - A successful Wisdom/Intuition check allows the character to have a stroke of luck.
Precise Memory - With a minimal amount of studying, any object may be memorized perfectly. If the reading/writing proficiency is possessed, written material may also be memorized.

Disadvantages

Compulsive Honesty - Wisdom/Willpower check must be successful for character to act deceitful, and will only attempt to lie in a life or death situation.
Phobia: Enclosed spaces - Each time the character is presented with their phobia, they must make a Wisdom/Willpower check every 2d6 rounds they are exposed to it. If failed, the character must flee the source of the phobia for 1d6 rounds, and must make another check.
Shortsightedness

Psionics

PSPs: 220 MTHAC0: 10 MAC: 8
Attacks: Id Insinuation (II), Psionic Blast (PB), Psychic Crush (PsC)
Defenses: Mental Barrier (MB), Intellect Fortress (IF), Tower of Iron Will (TW)
Power PSPs Range Area of Effect MAC
Wild Talent
Sciences
Clairvoyance 5/2 Unlimited Special 7
Devotions
Dimension Walk 5/2 Not applicable Personal 8
Molecular Agitation 7/3 40 yards 1 Item, 20 pounds 10

Kit - Explorer

The restless spirit of the Explorer makes him the most nomadic of all rangers. His travels take him around the world, as he continually seeks new lands to investigate and new cultures to study. No region is too remote, no society too primitive to pique the Explorer's interest. An expert in communication, survival, and anthropology, the Explorer's skills are invaluable for safely navigating uncharted terrain and negotiating with suspicious natives.

Special Benefits:

Languages: An Explorer has the capability of learning twice the normal number of languages allowed by his Intelligence score (see Table 4 in Chapter 1 of the Player's Handbook). For instance, an Explorer with an Intelligence score of 12 can learn six languages instead of the usual three. All languages still cost a proficiency slot each.

Find the Path: The Explorer can use this ability to sense the correct direction that will eventually lead to a desired geographical locale, which must be in an outdoor setting. The Explorer must have some clue, map, information, or body of research about the locale in order to use this ability. It can be used once per week, providing a day's worth of guidance (hence it is of greatest use on an expedition of weeks or months duration).

Culture Sense: This ability allows the Explorer to acquire general knowledge about the laws and customs of a tribe, village, or settlement. Once per week, the Explorer may attempt to use this ability by touching a member of the tribe or village. The villager must have the knowledge the Explorer wishes to gain; for instance, the villager can't be an infant or mentally deficient. Cooperation of the villager isn't required; touching an attacking or sleeping villager works as well.

The villager must make a saving throw vs. spells. If the throw succeeds, the Explorer learns nothing. If the throw fails, the Explorer acquires an instant understanding of the villager's laws and customs, including those applicable to related clans or tribes (such as the social etiquette pertaining to all aarakocra in the region, not just this particular group). Information learned through this ability might include local laws (no one is allowed on the village streets after dark without written permission), accepted courtesies (strangers bow to all children), and cultural taboos (hats and other head coverings are considered offensive). Successful use of this ability also gives the Explorer a +1 reaction adjustment when encountering any other members of the tribe, village, or settlement.

The DM may limit the quality and amount of information in any way he sees fit. The knowledge acquired through this ability doesn't ensure proper conduct; the Explorer's behavior (and the player's decisions) will ultimately determine the reaction of all villagers.

Special Hindrances:

Limited Animal Empathy: Because he spends little time in one place, and much of his time is spent on native cultures and geographical studies, an Explorer does not develop animal empathy to the degree of other rangers. When dealing with wild or attack-trained animals, the animal's saving throw vs. rods has a +2 bonus. Further, the Explorer must make a successful Wisdom check when trying to calm or befriend domestic animals.

Few Followers: The Explorer would travel lightly, unencumbered by followers that require his attention. Thus, he will have no more than two followers at the same time. If he already has two followers, a new follower won't arrive until one of his current followers is dismissed, lost, or killed.

No Fortifications: An Explorer has little interest in the responsibilities associated with property ownership. He will never build a castle or any other fortification.

Known Runes

Lore Rune (1): Casting 1d8 hours. Prophetic dream after 1d6 nights. If failed, 6 specters come, one each night after csting.

Health Rune (3): Casting 1d8 hours. Creates potion of extra healing from pure water. Creates a poison from type J on natural 20.

Death Rune(3): Casting 1d8 hours. Inscribed on a weapon, it causes triple damage for specific creature for one battle.

Trimph Rune(1): Casting 1d3 hours. Confers +1 to hit/+1 to damage for one specific battle and for one specific warrior.

Shield Rune(3): Casting 1d8 turns. Improves AC +1/level of the Rune, for one battle.

Strength Rune(1): Casting 1d12 hours. Improves strength by one for 1d4 hours. Inscribed on helm or girdle.

Change Rune(1): 1d3 rounds. Shapeshift for 1d6 hours into a natural animal.

Imprisonment(1): special...

Love Rune(1): casting 1d8 hours. Creates Philter of Love

Levitation Rune(1): as spell, for 3 turns per level of Rune.

Sight(1): fortune telling

Fortune(1): fortune telling

Inventory

  • Items Carried
    • Amulet of the Planes
    • Backpack
    • Crossbow of speed, heavy
    • Crossbow, heavy quarrel x24
    • Crossbow, heavy quarrel +1 x2
    • Crossbow, heavy quarrel +2 x5
    • Dagger +1
    • Hammer of thunderbolts
    • Horn of Valhalla (Iron)
    • Mace, giant's +4
    • Shield, medium +5
    • Sword, bastard +2/+4 Giant Slayer (from Against the Giants)
    • Sword, two-handed +2 Dragon Slayer, red (from Against the Giants)
  • Items Readied
    • Axe, battle +3 vorpal
    • Axe, battle +4
  • Items Worn
    • Adamantine Helm, shaped as a shadow dragon head.
    • Belt pouch, large
    • Boots of Elvenkind (gift for saving an avariel -winged elves- city)
    • Cloak of Elvenkind (gift for saving an avariel -winged elves- city)
    • Full armor, dwarven scale mail +5
    • Gem of Elemental Command, Fire
    • Gloves
    • Good cloth cloak
    • Hose
    • Jewelled scabbard (2000 gp)
      • Sword, long +2/+4 Giant Slayer, INT 12, N, Silence 3/d (from Against the Giants)
    • Medallion of ESP (60' range)
    • Jewelled Pin (500 gp)
    • Red Dragon Hide Jacket
    • Ring of Elemental Command, Water
    • Shirt
  • Items Stored
    • Avariel Cristal Statue (4.000 gp)
    • Bloodstone Statue of Cendrash (1900 gp)
    • Boots of Levitation, 560 lbs
    • Cloak of the Bat
    • Cosmetic set (11.900 gp)
    • Cube of Frost Resistance
    • Elixir of Fluidiness
    • Full armor, chain mail +3
    • Full armor, dwarven plate + 1
    • Full armor, ring mail +1
    • Full armor, scale mail +4
    • Full armor, studded leather +5
    • Gold and silver Egg (5000 gp)
    • Javelin of lightning x5
    • Oil of Elemental Invulnerability (Fire)
    • Oil of Etherealness
    • Oil of Narzissus
    • Oil of Slipperiness
    • Oil of XYZ
    • Philter of Love x2
    • Philter of Persuasiveness
    • Platin Drinking Horn (9.000 gp)
    • Platinbox (5.000 gp)
    • Potion of Animal Control (mammal/marsupial)
    • Potion of Animal Control (mammal/marsupial/avian)
    • Potion of Clairvoyance x3
    • Potion of Diminution
    • Potion of Dragon Control (Black)
    • Potion of ESP x2
    • Potion of Gaseous Form
    • Potion of Giant Control (Fire) x4
    • Potion of Giant Control (Frost) x2
    • Potion of Giant Control (Storm)
    • Potion of Human Control x2
    • Potion of Invulnerability
    • Potion of Plant Control x2
    • Potion of Poison x7
    • Potion of Pseudotreant
    • Potion of Snake Crawling
    • Potion of Super-heroism
    • Potion of Water Breathing x4
    • Quaal's Feather Token, Bird
    • Ring of Fire Resistance
    • Scroll of Protection from Elementals
    • Scroll of Protection from Magic x2
    • Scroll of Protection from Possession
    • Scroll of Protection from Water
    • Spell Scroll, Priest
    • Spell Scroll, Priest
    • Spell Scroll, Priest
    • Spell Scroll, Wizard
    • Sword, katana +1
    • Sword, long +1
    • Sword, long +1, +3 vs. regenerating creatures
    • Sword, long +3 Frost Brand
    • Sword, sabre +3, cristal
    • Sword, short +1
    • Wand of Globs
    • Wand of Magic Detection
    • Wand of Wonder
    • Wind Fan
  • Spending Money
    • * Copper Pieces x9,120
    • * Electrum Pieces x32,650
    • * Gold Pieces x418,053
    • * Platinum Pieces x25,972
    • * Silver Pieces x178,928
    • Alexandrite (1 gp) x200
    • Alexandrite (200 gp) x6
    • Alexandrite (50 gp) x55
    • Amber (1 gp) x200
    • Amber (200 gp) x6
    • Amber (50 gp)
    • Amethyst (1 gp) x200
    • Amethyst (100 gp) x78
    • Amethyst (10000 gp)
    • Aquamarine (1 gp) x66
    • Aquamarine (250 gp) x2
    • Aquamarine (500 gp)
    • Azurite (50 gp) x40
    • Banded Agate (10 gp) x69
    • Banded Agate (50 gp) x65
    • Banded Agate (9 gp)
    • Black Opal (1000 gp) x12
    • Black Opal (10000 gp)
    • Black Opal (2000 gp) x24
    • Black Sapphire (100 gp)
    • Black Sapphire (4000 gp)
    • Bloodstone (10 gp) x71
    • Bloodstone (60 gp)
    • Blue Quartz (100 gp)
    • Blue Quartz (5 sp)
    • Blue Quartz (50 gp)
    • Blue Quartz (6 gp)
    • Blue Quartz (9 gp)
    • Carnelian (1000 gp)
    • Carnelian (5 gp)
    • Carnelian (500 gp)
    • Chalcedony (50 gp) x23
    • Chrysoberyl (50 gp)
    • Chrysoprase (10 gp)
    • Chrysoprase (100 gp) x2
    • Chrysoprase (50 gp) x22
    • Citrine (40 gp)
    • Citrine (50 gp) x23
    • Coral (100 gp)
    • Coral (200 gp) x2
    • Coral (50 gp) x22
    • Diamond (100 gp) x10
    • Diamond (1000 gp) x2
    • Diamond (3000 gp) x8
    • Diamond (4000 gp) x3
    • Diamond (4500 gp) x41
    • Diamond (50 gp) x104
    • Diamond (5000 gp)
    • Diamond (8000 gp)
    • Ebony folding screen (1.500 gp)
    • Emerald (100 gp) x10
    • Electrum service (200 gp) x17
    • Eye Agate (100 gp) x10
    • Fire Opal (100 gp) x10
    • Fire Opal (1400 gp)
    • Fire Opal (5000 gp)
    • Fire Opal (900 gp) x4
    • Garnet (100 gp) x11
    • Garnet (250 gp)
    • Garnet (500 gp) x10
    • Gold Flacon (6.000 gp)
    • Gold Jewell (300 gp)
    • Gold Jewell (400 gp)
    • Gold Jewell (500 gp) x4
    • Gold Jewell (600 gp)
    • Gold Jewell (800 gp)
    • Gold Service (2000 gp) x2
    • Gold Service (2100 gp) x2
    • Hematite (1 gp) x32
    • Hematite (100 gp) x12
    • Hematite (20 gp)
    • Hematite (9 gp)
    • Jacinth (100 gp) x10
    • Jacinth (10000 gp)
    • Jacinth (7000 gp) x2
    • Jacinth (8000 gp)
    • Jade (100 gp) x10
    • Jade Statue (1000 gp)
    • Jade Statue (2000)
    • Jade Statue (3000 gp)
    • Jade Statue (4000 gp)
    • Jade box (4000 gp)
    • Jasper (100 gp)
    • Jasper Service (3.000 gp)
    • Jewelled Bracelet (2.000 gp)
    • Jewelled Crown (12000 gp)
    • Jewelled Dagger (600 gp) x11
    • Jewelled Girdle (6600 gp)
    • Jewelled Girdle (7000 gp)
    • Jewelled Ivory Statue (1.400 gp) x12
    • Jewelled Necklace (15.000 gp)
    • Jewelled Necklace (3.000 gp)
    • Jewelled Scepter (10.000 gp)
    • Lapis Lazuli (500 gp)
    • Lapis Lazuli Service (5.000 gp)
    • Machite box (8.000 gp)
    • Malachite (50 gp)
    • Mirror (500 gp)
    • Moonstone (10 gp)
    • Moonstone (30 gp) x2
    • Moonstone (40 gp)
    • Moonstone (50 gp) x2
    • Moonstone (5000 gp) x2
    • Moss Agate (10000 gp) x2
    • Obsidian (1000 gp) x39
    • Obsidian (50 gp)
    • Onyx (100 gp) x12
    • Opal (2000 gp) x12
    • Opal (800 gp)
    • Opal (900 gp)
    • Oriental Amethyst (100 gp) x10
    • Oriental Amethyst (1000 gp) x10
    • Oriental Amethyst (2000 gp)
    • Oriental Cosmetic Jar (1.400 gp) x8
    • Oriental Emerald (100 gp) x54
    • Oriental Emerald (2500 gp)
    • Oriental Emerald (4000 gp)
    • Oriental Emerald (5000 gp)
    • Oriental Topaz (2000 gp)
    • Oriental Topaz (500 gp) x20
    • Oriental Topaz (900 gp) x4
    • Pearl (100 gp) x27
    • Pearl (500 gp) x6
    • Peridot (500 gp) x5
    • Rhodochrosite (500 gp) x5
    • Rock Crystal (500 gp) x25
    • Ruby (1000 gp) x11
    • Ruby (4000 gp) x2
    • Ruby (500 gp) x62
    • Ruby (5000 gp) x3
    • Sapphire (10 gp) x222
    • Sapphire (100 gp) x5
    • Sapphire (1000 gp) x2
    • Sapphire (10000 gp)
    • Sapphire (50 gp) x17
    • Sapphire (500 gp) x2
    • Sapphire (600 gp) x31
    • Sardonyx (10 gp) x9
    • Sardonyx (1000 gp) x12
    • Silver Jewell (100 gp)
    • Silver Jewell (200 gp)
    • Silver Jewell (300 gp) x3
    • Silver Jewell (500 gp)
    • Silver mirror (300 gp) x2
    • Star Rose Quartz (20000 gp) x3
    • Star Rose Quartz (50 gp)
    • Star Ruby (1000 gp) x6
    • Star Ruby (20000 gp) x5
    • Star Ruby (5000 gp) x2
    • Star Sapphire (7000 gp) x9
    • Tapestry (1.560 gp)
    • Topaz (100 gp)
    • Topaz (250 gp)
    • Topaz (300 gp)
    • Topaz (500 gp) x15
    • Topaz (800 gp)
    • Tourmaline (100 gp) x12
    • Tourmaline (80 gp)
    • Turquoise (13 gp)
    • Wood and Ivory Statue (4000 gp) x8
    • Zircon (100 gp) x51

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