Spelljammer
Quent Werlin
Player:Marty Player Email:mghaught@gmail.com 
Experience Points
Name:Quent WerlinHome City/Region: Starting Points:58000
Race:HumanBirth Date: Earned EXP:108,000
Class:FighterNative Language(s): Total EXP:166,000
Religion: Characteristics:00
Sex:MaleFlaw:Skills and Spells:163,502
Alignment:Lawful Good Flaw:Total Cost:163,502
Description: Available EXP:2,498
Overall Level:7
Money:1436 Silver Pieces
 
Characteristic
Start
Points Bought
EXP
Cost
Cost for
+1 to stat
Other Modifiers
GM
Modifiers
Value
Miscellaneous Information
STR
21
0
0
2000
2
0
23
Encum:
110 lbs
TMR:
73
DEX
23
0
0
2000
0
0
23
IM:
3
DEF:
62
CON
22
0
0
2000
0
0
22
Hit Points:
84
Heal Rate:
1/day
INT
16
0
0
4000
0
1
17
Bend Bars:
20%
Open Doors:
70%
KNOW
15
0
0
3000
0
2
17
Insight:
4
Attune:
61
WP
15
0
0
2000
0
1
16
Remember:
55
EveryLore:
0
MA
15
0
0
4000
0
1
16
Service:
85
Info:
0
LUCK
17
0
0
4000
0
1
18
Luck Pts:
1
Fate Pts:
0
CHA
15
0
0
1000
0
0
15
Secret Door:
40/10
Subtle PER:
15
PER
20
0
0
1000
0
0
20
Saving Throws
TOTAL:
0
Normal 63Magic 46
Weapon Specialization
Single Specialist: All Missile Weapons, All Swords
Luck 51Mental 46
Disbelieve 51
 
Ranged Weapon
Applicable Skill
Strike Chance
Damage
Attacks Per Rnd
Initiative
Min Range
PB Range
Ranged
Master
+1 Long Bow - MediumAll Missile Weapons
108 
1d10 + 6 
1 
6 
0 
40 ft 
-1 per 4 ft 
Master 
----------
 
 
 
 
 
 
 
 
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Melee Weapon
Applicable Skill
Strike Chance
Damage
Attacks Per Rnd
Initiative
Master
DaggerAll Swords
103 
1d6 + 4 
2 
3 
 
+2 Long SwordAll Swords
118 
1d10 + 10 
2 
6 
Master 
+2 Two-Handed SwordAll Swords
128 
3d6 + 10 
2 
6 
Master 
+1 DaggerAll Swords
108 
1d6 + 5 
2 
3 
 
----------
 
 
 
 
 

ComboArmorShieldHelm
Protection
LOW
Defense
DEX Mod
Current
No ArmorNo ShieldNo Helm
2
0
62
0
1
1 Human-+2 Leather ArmorHelm of Protection +2
7 
2 
62 
0 
2
8 
1 
59 
 
3
 
 
 
 
4
 
 
 
 
5
 
 
 
 
 
General Skills
Area Lores, Cultural Lores & Languages
A to IJ to RS to ZAll
Acrobatics (3):
--Acrobatics Knowledge: 21%
--Acrobatics Roll: 39%
--High Jump: 6.5 feet
--Leap: 9.5 feet
--Pole Vault: 13 ft with 7.8 ft pole
--Running Broad Jump: 9 feet
--Safe Drop Down: 15 feet
--Standing Broad Jump: 7.5 feet
All Missile Weapons (5): (No tasks)
All Swords (8): (No tasks)
Anatomy (6):
--Anatomical Knowledge: 36%
--Cause of Death: 36%
--Dissect Target: 54%
--Surgery: 45%
Armor Lore (4):
--Armor Knowledge: 26%
Blind Fighting (3):
--Range - Normal Darkness: 19 feet
--Range - Total Darkness: 11 feet
Body Speak (4):
--Skill Bonus: 38%
Bowyer/Fletcher (2):
--General Knowledge: 16%
--Make Arrow: 25%
--Make Bow: 19%
--Time Required to Make Arrow: 56 mins
Brawling (8):
--Attacks: 2 per round
--Damage: 1d6+4
--Strike Chance: 109%
Danger Sense (3):
--Danger Sense Roll: 30%
Defense (8):
--Bonus: 28%
Diving (2):
--High Dive Height: 57 ft
--High Dive Roll: 34%
--Hold Breath: 1.7/2.5 minutes
--Max Safe Depth: 74 feet
--Stay Afloat: 24 hrs
--Subsurface TMR: 16
--Surface TMR: 21
Endurance (5):
--Hitting Extra Hard: 10 points
Find Weakness (1):
--Roll: 15%
First Aid (6):
--Points Healed: 1d8 points (reroll 1s)
--Skill Roll: 48%
Hit Points (8): (No tasks)
Hunting (5):
--Butcher Animal: 40%
--General Hunting Knowledge: 31%
--Hunt: 49%
--Identify Hunting Grounds: 35%
--Skin Animal: 49%
Maneuver in Armor (4): (No tasks)
Master Bowman (3):
--Fire Into Melee: Add 9 to roll
--Grievous Chance: 29%
--Range Penalty: Reduced by 9
--SC Melee Modifier: Reduced by 3
--SC Movement Modifier: Reduced by 6
Master Swordsman (8): (No tasks)
Monster Lore (6):
--Common Monster: 46%
--Rare Monster: 26%
--Recognize Monster Noise: 45%
--Uncommon Monster: 36%
--Very Rare Monster: 16%
Range of Field (8):
--Bonus: 16 vs. outnumbering
Running (5):
--Bonus: 47%
--TMR Bonus: 5 bonus
Survival (6):
--Construct Shelter: 45%
--Environmental Endurance: 51%
--Forage: 40%
--Improvise: 36%
--Start Fire: 36%
--Survival Knowledge: 36%
Weapon Lore (4):
--Weapon Knowledge: 26%
 
All Skills
Skill RankNext RankEXP Cost
Acrobatics 320003000
All Missile Weapons 5450011250
All Swords 8666026640
Anatomy 610503150
Armor Lore 411252250
Blind Fighting 315002250
Body Speak 4375750
Bowyer/Fletcher 210501050
Brawling 800
Danger Sense 316002400
Defense 8607524300
Diving 212001200
Endurance 512003000
Skill RankNext RankEXP Cost
Find Weakness 1600300
First Aid 628008400
Hit Points 8540021600
Hunting 59002250
Maneuver in Armor 427005400
Master Bowman 316002400
Master Swordsman 8360014400
Monster Lore 621006300
Range of Field 823589432
Running 512003000
Survival 621006300
Weapon Lore 412402480
 163502
 

Psionic Attack Mode
Initiative
# of Attacks
Psionic Strike Chance
Damage
Range
Notes
Ego Whip
2d6+
ft
Id Insinuation
2d6+
ft
Non-lethal Damage, Duration
Mind Thrust
2d6+
ft
Non-lethal Damage, Armor Piercing
Psionic Blast
2d8+
ft
Non-lethal Damage, Area Effect
Psychic Crush
2d6+
ft
Lethal Damage

Psionic Defense Mode
Area
MDef
MProt
CostNotes
Intellect Fortress
ft radius
1 NL/END per round
Mental Barrier
Self
NoneHardened
Mind Blank
Self
NonePersistent
Thought Shield
1 target
1 NL/END per 3 rounds
Tower of Iron Will
ft diameter
2 NL/END per round

Magic Items With Bonuses
List of magic items and effects that provide bonuses to hit points, saving throws and DEF. Bonuses listed here will be reflected in the appropriate totals above. Let the GM know if you have items you need listed here (the GM must add them).
Bonus To:Item(s):Bonus:
Hit Points
TMR:
Normal Save
Mental Save
Magic Save
Luck Save
Disbelieve Illusions
Everything Lore
Attunement
DefenseRing of Defense (+1)6
Protection
Melee Dmg
All Combat SC
All Combat Dmg
Unarmed Conbat SC
Unarmed Combat Dmg
Luck Points:
Fate Points:
Psionic SC:
Psionic Dmg:
Mental DEF:
Mental PROT:

Equipment
Worn or Carried
In Pouches
In Backpack
Two Handed Sword +2
Longbow, Medium +1
Leather +2
Girdle of Giant Strength
Helm of Protection +2
Quiver with 20 arrows
Ring of Defense +1
Rain Cloak, 3x day Telepathy - Cause 1d6 damage
Dagger
Rod of Lordly Might
Backpack
Bedroll
Flint & steel
Hooded lantern
Lamp Oil
Mess kit
Change of clothes
Field rations for 5 days
50 feet of rope
50 feet of twine
Large sack
Toilet kit
Whetstone
Sea Ghost
Elsewhere
Elsewhere
Longsword +1

Character Notes
Background Info
Family Info
Animals
Rod of Lordly MightSpell Like Functions

Paralyzation upon touch, if the wielder so commands (magic save to avoid)
Fear upon all enemies viewing it, if the wielder so desires (6-foot maximum range) (mental save to avoid).
Drain 2d4 hit points from a touched opponent and bestow them upon the rod wielder, up to the rod wielder's normal maximum.


Each function uses one charge from the rod.

Weapon Functions
These functions do not use charges.

+2 Mace - In rod form.
+2 Sword of Flame - When button #1 is pushed. A blade springs from the ball; the ball becomes the sword's hilt. The weapon shortens to an overall length to three feet. The flames cause an additional 1d6 damage with each successful hit if the target is not magically protected from fire or heat.
+2 Battle Axe - When button #2 is pushed.
+3 Quarterstaff - When button #3 is pushed, the rod lengthens and can be used as a staff.



Mundane Functions
These functions do not use charges.

Climbing pole - When button #4 is pushed, a spike that can anchor in granite is extruded from the ball, while the other end sprouts three sharp hooks. The rod lengthens 5 to 50 feet in a single round, stopping when button #4 is pushed. Horizontal bars three inches long fold out from the sides, one foot apart, in staggered progression. The rod is firmly held by spike and hooks and will bear up to 4,000 pounds weight. It retracts by pushing button #5.
Ladder - The ladder function can also be used to force open doors. The rod's base is planted 30 feet or less from the portal to be forced and is in line with it. The force exerted is equal to storm giant strength.
Depth - When button #6 is pushed, the rod will indicate magnetic north and give the possessor a knowledge of his approximate depth beneath the surface (or height above it).
Girdle of Giant StrengthA girdle of giant strength is a belt of the type often used to carry sword
sheaths, hang belt pouches, etc. Wearing the girdle of giant strength will
grant the attuned wearer a +1 STR. However, up to three times per day, for
10 minutes each, the girdle can be invoked to increase the size and strength
of the wearer, as indicated below. It takes a full round to change size.
Note that the magic of the girdle will cause all other items worn or carried
also grow in proportion unless the GM rules otherwise for particular items.
In general, non-magical items will grow but the GM may rule that certain
magical items will not grow.

A Girdle of Giant Strength does not stack with other magical items that
provide bonus to strength such as a Ring of Strength or Gauntlets of Ogre
Power.

For the Ettin strength girdle, you would grow to 14' tall and gain a +4
STR with a max of 29.
Other
Other
Other