Jacinta Lorinth
 Home Up Aqualung of Mask Carl Carnage Crystal Elvira the Reader Jacinta Lorinth Teggal Tallowood Johns Lizzie Marco Michelle

Personal Information
Name: Jacinta Lorinth Player: Joanne Manners
Race: Standard half-elf Gender: Female Height: 5'5" Age: 21
Class: Dweomerkeeper Level: 3 Weight: 132 lbs
XP: 4,620 Alignment: Neutral Good
Next Level: 6,000 Kit: None
Ability Scores
Str: 15 Stamina: 14 Weight Allowance: 55 lbs Bend Bars/Lift Gates: 10%
Muscle: 16 Attack Adj.: +0 Damage Adj.: +1 Max. Press: 195 lbs Open Doors: 9
Dex: 12 Aim: 12 Missile Adjustment: +0 Pick Pockets: +0% Open Locks: +0%
Balance: 12 Reaction Adjustment: +0 Armor Class: +0 Move Silently: -5% Climb Walls: +0%
Con: 12 Health: 12 System Shock: 80% Poison Save: +0
Fitness: 12 Hit Point Adjustment: +0 Resurrection Chance: 85%
Int: 15 Reason: 13 Max. Spell Level: 6th Max. Spells Per Level: 9 Illusion Immunity: None
Knowledge: 17 Bonus Proficiencies: 6 Chance to Learn New Spell: 75%
Wis: 17 Intuition: 18 Bonus Clerical Spells: 2, 2, 1, 1, 0, 0, 0 Clerical Spell Failure Chance: 0%
Willpower: 16 Magic Defense Adjustment: +2 Spell Immunity: None
Cha: 9 Leadership: 9 Loyalty Base: +0 Maximum Number of Henchmen: 4
Appearance: 9 Initial Reaction Adjustment: +0
Saving Throws
Paralyzation: 10 Poison: 10 Death Magic: 10 Petrification: 13 Polymorph: 13
Rod: 14 Staff: 14 Wand: 14 Breath Weapon: 16 Spell: 13
Combat
Hit Points: 19
Base THAC0: 20
Melee THAC0: 20
Missile THAC0: 20
Armor
Natural armor class 10
Full armor, studded leather -3
Shield, medium adj. -1
FINAL: 6
Weapon Proficiencies
Warhammer
Fighting Style:
Weapon and Shield
Non-Weapon Proficiencies
Astrology 10
Heal 11
Herbalism 12
Orienteering 12
Reading/Writing 12
Religion 11
Rope Use 14
Spellcraft 9
Swimming 10
Native Languages
Common, Elf, Gnoll, Gnome, Goblin, Halfling, Hobgoblin, Orc
Weapons
THAC0 Attacks/ Speed Damage Range (-2) (-5) (-10)
Weapon Melee Missile Round Factor Sm-Med Large Type Size PB / S / M / L / EX
Warhammer 20 20 1 4 1d4+2 1d4+1 B M 2 4 6
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'.
Less sleep - The half-elf requires only four hours worth of sleep to be rested. This is especially valuable to spellcasters.
Resistance - 30% resistance to sleep and charm spells.

Class Abilities
Dweomerkeeper
    Read Magic - Dweomerkeepers can Read Magic as the 1st-level wizard spell and can also read the different mage-script used in the South in Mulhorand and elsewhere. This does not enable them to cast wizard spells, merely to understand all magical writings.
    Reduced Casting Time - Dweomerkeepers can cast priest spells faster than other priests. Their casting time on all priest spells of one round or less is reduced by 3. Spells taking more than one round to cast still require the usual amount of time. Priest spells cast by a dweomerkeeper always have a casting time of at least 1.
    Saving Throw Bonus - Dweomerkeepers have a +2 to their saving throws agains any sort of magic.
    Spell Immunity - At 15th-level, dweomerkeepers become immune to the effects of any three specific spells they choose.
    Wild Magic and Dead Magic - Dweomerkeepers function normally in both dead magic and wild magic areas.
    Minor Spheres of Magic - Animal, Plant, Sun, Weather
    Major Spheres of Magic - All, Astral, Chaos, Charm, Combat, Creation, Divination, Elemental, Air, Elemental, All, Elemental, Earth, Elemental, Fire, Elemental, Water, Guardian, Healing, Law, Necromantic, Numbers, Protection, Summoning, Thought, Time, Travelers, Wards
    Free Spell - At level 1, Dweomerkeepers are able to cast Detect Magic as the Wizard Spell once a day
    Free Spell - At level 3, Dweomerkeepers are able to cast Nystul's Magical Aura as the Wizard Spell once a day
    Free Spell - At level 5, Dweomerkeepers are able to cast Dispel Magic once a day
    Free Spell - At level 9, Dweomerkeepers are able to cast Air Walk once a day

Traits
Double-jointed - Sucessful Dexterity/Balance check allows character to excape bonds. 1d6 rounds is required for each limb that is bound. Metal bonds require a check at one half the ability score. Halflings recieve a +1 bonus to their check.

Disadvantages
Irritating Personality - A sucessful Wisdom/Willpower check is required in social situations, or the character must roleplay their irritating personality qualities.


Inventory
  • Items Carried
    • Backpack
      • Flint and steel
      • Healer's bag
      • Holy item
      • Tent, small
      • Winter blanket
  • Items Readied
    • Warhammer
  • Items Stored
    • Dry rations (1 week)
    • Lantern, bullseye
    • Sling
    • Sling, sling bullet x40
  • Items Worn
    • Baladrana
      • Gown, common
      • Hose
      • Pin
    • Baladrana
    • Belt
      • Belt pouch, small
    • Boots, soft
    • Full armor, studded leather
    • Pantaloons
    • Shield, medium
    • Tunic
  • Spending Money
    • * Copper Pieces x61
    • * Gold Pieces x370
    • * Silver Pieces x13
Movement and Encumbrance
Encumbrance: Unencumbered Light Moderate Heavy Severe
Weight (lbs): 0-55 56-85 86-115 116-145 146-170
Movement: 12 9 6 3 1
THAC0: -1 -2 -4
AC: +1 +3
Currently carrying 73.40 pounds (Light Encumbrance, 9 Movement)

Spells
Class 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
Dweomerkeeper 4 3
Cleric Spell Failure Rate: 0% Maximum Wizard Spells Per Level: 9
Wizard Chance to Learn New Spell: 75% Maximum Wizard Spell Level: 6th
Spells Memorized
  • Dweomerkeeper
    • 0th Level
    • 1st Level
      • Command
      • Cure Light Wounds x2
      • Sunscorch
    • 2nd Level
      • Heat Metal
      • Hold Person
      • Spiritual Hammer

Dweomerkeeper Spells Granted
Spell Time Range Area of Effect Components
1st Level
Analyze Balance 1 rd 80 yds 1 creature, object, or 10' sq V, S, M
Animal Friendship 1 hr 10 yds 1 animal V, S, M
Anti-Vermin Barrier 1 30 yds 10-ft cube/lvl V, S, M
Astral Celerity 4 0 The caster V, S
Battlefate 4 20 yds 1 creature V, S, M
Bless 1 rd 60 yds 50-ft cube V, S, M
Blessed Watchfulness 4 Touch Creature touched V, S
Calculate 4 0 The caster S, M
Call Upon Faith 1 0 The caster V, S, M
Calm Animals 4 60 yds Special V, S
Cause Fear 1 10 yds 1 creature V, S
Cause Light Wounds 5 Touch Creature touched V, S
Combine* 1 rd Touch Circle of priests V, S
Command 1 30 yds 1 creature V
Create Water 1 rd 30 yds Up to 27 cubic ft V, S, M
Cure Light Wounds 5 Touch Creature touched V, S
Curse 1 rd 60 yds 50-ft cube V, S, M
Darkness 4 120 yds 20-ft radius globe V, S
Destroy Water 1 rd 30 yds Up to 27 cubic ft V, S, M
Detect Evil 1 rd 0 10 ft x 120 yds V, S, M
Detect Good 1 rd 0 10 ft x 120 yds V, S, M
Detect Magic 1 rd 0 10 ft x 30 yds V, S, M
Detect Poison 4 0 Special V, S, M
Detect Snares & Pits 4 0 10 x 40 ft V, S, M
Dispel Fatigue 4 30 yds 1 creature V, S, M
Emotion Read 3 5 yds/lvl 1 creature V, S, M
Endure Cold/Endure Heat 1 rd Touch Creature touched V, S
Entangle 4 80 yds 40-ft cube V, S, M
Faerie Fire 4 80 yds 10 sq ft/lvl within a 40-ft radius V, M
Firelight 4 Touch 1 object V, S, M
Frost Fingers (Auril) 3 0 The caster V, S
Invisibility to Animals 4 Touch 1 creature/lvl S, M
Invisibility to Undead 4 Touch 1 creature V, S, M
Know Age 1 0 1 object or creature V, S, M
Know Direction 1 0 Special V, S, M
Know Time 1 0 The caster V, S
Light 4 120 yds 20-ft radius globe V, S
Locate Animals or Plants 1 rd 100 yds + 20 yds/lvl 20 yds/lvl x 20 ft V, S, M
Log of Everburning 1 Touch Special V, S
Magical Stone 4 Touch 3 pebbles V, S, M
Mistaken Missive 1 Touch 1 page/lvl V, S, M
Orison 4 10 yds Varies V, S
Pass Without Trace 1 rd Touch 1 creature V, S, M
Personal Reading 2 turns 0 1 creature V, S, M
Protection From Evil 4 Touch 1 creature V, S, M
Protection From Good 4 Touch 1 creature V, S, M
Protection from Chaos 4 Touch 1 creature V, S, M
Purify Food & Drink 1 rd 30 yds 1 cubic ft/lvl, in 10 sq ft V, S
Putrefy Food and Drink 1 rd 30 yds 1 cubic ft/lvl, in 10 sq ft V, S
Remove Fear 1 10 yds 1 creature/4 lvls V, S
Ring of Hands* 5 0 Special V, S
Ring of Woe* 5 0 Special V, S
Sacred Guardian 1 Touch Creature touched V, S, M
Sanctuary 4 Touch 1 creature V, S, M
Shillelagh 2 Touch 1 oak club V, S, M
Speak With Astral Traveler 1 rd Touch 1 creature V, S
Strength of Stone 4 Touch 1 creature V, S, M
Sunscorch 4 40 yds 1 creature V, S
Thought Capture 3 0 10 yds V, S
Weighty Chest 1 Touch 5-ft cube V, S, M
Wind Column 1 0 The caster S
2nd Level
Aid 5 Touch 1 creature V, S, M
Astral Awareness 5 0 The caster V, S
Augury 2 rds 0 Special V, S, M
Aura of Comfort 2 Touch Creature touched V, S
Badberry 1 rd Touch 2d4 fresh berries V, S, M
Barkskin 5 Touch 1 creature V, S, M
Calm Chaos 1 20 yds 1d6 creatures/lvl V, S
Cause Moderate Wounds 5 Touch Creature touched V, S
Chant 2 rds 0 30-ft radius V, S
Chaos Ward 5 Touch Creature touched V, S, M
Charm Person or Mammal 5 80 yds 1 person or mammal V, S
Chill Metal 5 40 yds Special V, S, M
Create Holy Symbol 2 0 The caster V
Cure Moderate Wounds 5 Touch Creature touched V, S
Detect Charm 1 rd 30 yds 1 creature/rd V, S
Dissension's Feast 2 turns Touch Special V, S
Draw Upon Holy Might 2 0 The caster V, S, M
Dust Devil 2 rds 30 yds 5 x 4 ft cone V, S
Enthrall 1 rd 0 90-ft radius V, S
Ethereal Barrier 1 turn 120 yds Two 10-ft sqs/lvl V, S, M
Find Traps 5 0 10 ft x 30 yds V, S
Fire Trap 1 turn Touch Object touched V, S, M
Flame Blade 4 0 3-ft long blade V, S, M
Frisky Chest 2 Touch 10-ft cube V, S, M
Frost Whip (Auril) 5 0 Flexible 6-foot-long beam 4 inches in diameter V, S
Goodberry 1 rd Touch 2d4 fresh berries V, S, M
Heat Metal 5 40 yds Special V, S, M
Hesitation 2 30 yds 20-ft radius circle V, S, M
Hold Person 5 120 yds 1d4 persons in 20-ft cube V, S, M
Idea 4 0 The caster V, S, M
Iron Vigil 1 turn 0 The caster V, S
Know Alignment 1 rd 10 yds 1 creature or object V, S
Lighten Load 2 30 yds 10-ft cube V, S, M
Messenger 1 rd 20 yds/lvl 1 creature V, S
Mind Read 2 5 yds/lvl Special V, S
Moment 1 rd 0 50-ft radius V, S, M
Music of the Spheres 4 50 yds 20-ft diameter circle V, S, M
Mystic Transfer* 1 rd 0 The caster V, S
Nap 2 Touch 1 creature/lvl V, S, M
Obscure Alignment 1 rd 10 yds 1 creature or object V, S
Obscurement 5 0 (lvl x 10)-ft sq V, S
Produce Flame 5 0 Special V, S
Resist Acid and Corrosion 5 Touch Creature touched V, S
Resist Fire/Resist Cold 5 Touch 1 creature V, S, M
Restore Strength 5 Touch Creature touched V, S
Sanctify* 1 turn 10 yds 10 yd x 10 yd sq/priest V, S, M
Silence, 15-foot Radius 5 120 yds 15-ft radius V, S
Slow Poison 1 Touch 1 creature V, S, M
Snake Charm 1 30 yds 30-ft cube V, S
Soften Earth and Stone 5 10 yds/lvl 10-ft sq/lvl V, S, M
Speak With Animals 5 0 1 animal within 30 ft V, S
Spiritual Hammer 5 10 yds/lvl Special V, S, M
Straighten Wood 5 10 yds/lvl Special V, S
Trip 5 Touch 1 object up to 10 ft long V, S
Undetectable Charm 1 rd 30 yds 1 creature/rd V, S
Warp Wood 5 10 yds/lvl Special V, S
Watery Fist 5 60 yds Special V, S, M
Withdraw 5 0 The caster V, S
Wyvern Watch 5 30 yds 10-ft radius V, S, M
Zone of Truth 2 30 yds 5-ft sq/lvl V, S, M

Portrait

Generated by the Advanced Dungeons & Dragons Core Rules 2.0 Expansion on 10/17/2001 10:16 PM