Polyhedron | - | 1st Ed. AD&D | - | Polyhedron #17 |
Ren Dwarfson | - | - | - | Gungir Wolfsblood |
REN DWARFSON
MODIFIED ARMOR CLASS: -1
MOVE: 6"
HIT POINTS: 49
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 2-8+5 / 2-8+3 (vs. giant class 3-12+6)
SPECIAL ATTACK: +1 to hit on goblins, orcs, and hobgoblins
SPECIAL DEFENSES: save at 4 levels higher
MAGIC RESISTANCE: As above
SIZE: S (4') <M?>
ALIGNMENT: Neutral
FIGHTER: 8th level
S:17
I: 10
W: 6
D: 17
C: 18
Ch: 11
Ren Dwarfenson is the loyal henchman
of the mighty wizard, Lidabmob. The
dwarf rose in ability and power while
adventuring with this magic-user.
Although most dwarves search for ordinary
gold and glory, Ren has modified
this stereotypic trait somewhat by professing
an interest in magical things.
His magical items include:
a dwarven throwing hammer,
+1 chain mail, +3 shield,
Ring of Invisibility, flying carpet,
and many potions.
Ren's greatest passion in life is to
fight giants of all types. He personally
claims credit for having done away with
5 frost giants, 17 ogres, 9 fire giants, 3
hill giants, and 6 stone giants, and the
list grows constantly.
Although Ren has little or no respect
for other types of fighters or clerics, he
highly regards all magic-users and their
powers. As a result, he stays out of
their way dring combat or while in the
towns he frequents on the Wild Coast.
Ren has shaped the largest share of
his gold into the form of a lovely dwarven
woman. He refuses to talk about
this work, but most of the gold he
brings home from his adventures goes
into additions to this already substantial
work. The sculpture is worth over
1,000,000 gp.
Ren has also started collecting rare
art objects from the numerous treasures
he has gained. Although often chided
by his comrades on this "undwarvenly"
interest, they all respect the value of his
collection, which includes sculptures in
jade, amber, ivory, and diamond.
Ren has a group of nine dwarven
men-at-arms that he takes with him on
less dangerous quests. These fighters
usually stand guard over Ren's treasures.
Each of them has a magic
weapon given to them by Ren.
Created by James M Ward
ARMOR CLASS: -1 (2 from behind)
MOVE: 12"
HIT POINTS: 83
NO. OF ATTACKS: 3/2 (2 w/bow)
DAMAGE/ATTACK: By weapon type (+3)
SPECIAL ATTACKS: Magic weapons
SPECIAL DEVICES: Magic devices
MAGIC RESISTANCE: Standard
SIZE: M (6'3" tall)
ALIGNMENT: Neutral
FIGHTER: 8th level
PSIONIC ABILITY: Nil
S: 18(03) (+1, +3)
I: 15
W: 11
D: 13
C: 17
CH: 12
Gungir Wolfsblood is a half-orc who
was
raised by a barbaric human tribe in a
wilderness land. Having never known
orcish society, he has a few of the mannerisms
that one would expect of him,
though he is still a rough and uncivilized
character. He speaks the common
tongue and his alignment language.
Rejecting the use of heavy armor,
Gungir wears only furs and light clothing.
A set of Bracers of AC2 and a +3
medium shield serve him well as protection.
A Ring of Water Breathing on his
left hand allows him ot swim without
fear of drowning, and he has learned to
be proficient at underwater combat
using a short sword. A +3 Scimitar
named Slayer (with no intelligence) and
a +2 throwing axe round out his major
magical devices. His longbow was
made to allow his strength bonuses to
apply to missile fire.
Gungir is well aware that his orcish
looks can bring unwelcome attention,
so he is careful about his traveling companions.
It is difficult to resist his air of
command and experience, however,
and he knows how to manipulate the
attitudes of those around him. He
strongly dislikes dwarves and elves,
mainly because of their dislike of his
appearance; he gets along well with
humans, however, and has led several
adventuing expeditions.
Gungir is being hunted by agents of
several orcish tribes, in retaliation for a
raid he once made against a temple of
Gruumsh. He feels no particular racial
loyalties, and is regarded as a traitor
and renegade by orcs in general. He
maintains a footloose lifestyle, never
settling down for longer than two weeks
at most in any one particular place.
Created by Roger E. Moore
POLYHEDRON Newszine wants your characters!
Send in a couple of your favorite regulation characters in the format
used above and we'll try to print them. We're looking for balanced characters with short but complete descriptions (so we can print as many as possible). We can't return them or evaluate all of them, so keep copies. Mail your typed or legibly-written character sketches soon, and maybe you'll see them in the next issue of POLYHEDRON Newszine! |
Polyhedron | - | 1st Ed. AD&D | - | Polyhedron #18 |
Argramund of the Rock | - | - | - | Lidabmob the Wizard |
ARMOR CLASS: 7
MOVE: 12"
HIT POINTS: 36
NO. OF ATTACKS: 1
DAMAGE/ATTACK: By weapon type (+2)
SPECIAL ATTACKS: Spells
SPECIAL DEFENSES: Magic devices
MAGIC RESISTANCE: Standard
SIZE: M (6' tall)
ALIGNMENT: Lawful neutral
MAGIC-USER: 7th level
PSIONIC ABILITY: 166
ATTACK/DEFENSE MODES: D,E/F,G,I
S: 18 (+1, +2)
I: 17
W: 13
D: 15
C: 16
CH: 14
Argramund is one of several lawful
adventurers who took over a previously
chaotic fortress and renamed it "The
Rock." Using the fortress as their base of
operations, these adventurers have made
numerous raids against chaos and those
who support it, particularly against chaotic-evil
enclaves. None of the adventurers
will discuss their "set up" at The
Rock, or future expeditions.
A powerfully-built man, Argramund
travels through surrounding lands wearing
a black cloak and carrying a huge
gnarled staff. His craggy face, rough
black beard, and piercing dark eyes make
him an imposing figure; few people
bother him and this seems to suit him
well. His staff is known to be magical
(though no one knows it is a Staff of
Power, fully charged), and he uses it well
in combat. He carries no other weapons.
An inventive spellcaster, Argramund
has developed variations of some common
spells and carries them with him. He has
a variant Monster Summoning
I spell
that will bring 2-8 monodrone modrons to
assist him, and is working out plans for a
variant Monster Summoning II spell that
will summon 1-6 duodrone modrons. All
spells are as per the Players Handbook.
Argramund is currently searching for a
lawful sword, Sunlight, that was stolen by
a slaad some months ago. He is looking
for adventurers to accompany him on an
expeditoin to the slaad's lair in some
nearby hills, but will not immediately tell
those he travels with what exactly he is
searching for, unless they identify themselves
as being of his alignment. Sunlight
was made by Argramund's old magic
tutor, who was slain by the slaad thief.
Argramund suspects the slaad is a green
one and thus quite dangerous.
Though he tends to be abrupt and
secretive, Argramund is quite charismatic.
He says little or nothing about his
own life yet seems to know much about
everyone else (through careful use of his
three psionic talents: Clairvoyance, ESP,
and Object Reading). He would rather
not be the leader of an expedition; however,
he freely lends his support and
advice, thus indirectly manipulating the
party's decisions.
Created by Susan Lawson
AC: 7
MOVE: 12"
HIT POINTS: 69
NO. of ATTACKS: 1
DAMAGE/ATTACK: By weapon type
SPECIAL ATTACKS: Spells
SPECIAL DEFENSES: Magic devices
SIZE: M (5'10" tall)
ALIGNMENT: Lawful evil
MAGIC-USER: 14th level
PSIONIC ABILITY: None
ATTACK/DEFENSE MODES: None
S: 10
I: 18
W: 18
D: 18
C: 18
CH: 18
Lidabmob was a magic-user of the Wild
Coast region who grew in power while
exploring the ruins of Greyhawk castle,
and has seen many strange and unusual
things in those old ruins. With the help of
a large band of fellow adventurers he
fought and defeated many fierce creatures
in the dungeon therein. He won against
vampires and liches, demons and devils,
wizards like himself, and clever traps that
took the lives of many before him.
A thin man with a brash nature, Lidabmob
has a passion for magic items of all
types. In his years of adventuring he has
gone through fifteen different fully
charged wands, a Staff of Power, and
several hundred potions. At his career
peak he had a castle on a river near Greyhawk
with hundreds of men at arms and
knights to serve him. These included a
high level fighter, an elf magic-user/fighter,
several elf fighters, and one very
powerful dwarf fighter.
At one point he was forced to deal with
devils to save his life and the lives of several
of his followers. This act caused him
to lose almost everything he had, including
his castle and lands, to a pit fiend.
Now he roams the Wild Coast with a
loyal dwarf.
He has his magical books stored away
in a special magic box that performs like a
Bag of Holding. He wears a Ring of
Regeneration and a +3 Ring of Protection.
He has several useful Protection
scrolls, an Ebony Fly, a Paralyzation
wand, and a supply of potions.
His only goal at present is to get out
from under the evil forces that have
brought him to his current situation.
Created by James M. Ward
ANTHER JINSANG
ARMOR CLASS: 5
MOVE: 12"
HIT POINTS: 62
DAMAGE/ATTACK: By weapon type
SPECIAL ATTACKS: Magic weapons, spells
SPECIAL DEFENSES: Druidic resistance, spells
MAGIC RESISTANCE: Standard
SIZE: M (6' tall)
DRUID: 9th level
PSIONIC ABILITY: Nil
S: 11
I: 15
W: 17
D: 16
C: 16
CH: 17
Anther is a female druid who roams the
forests looking for unusual trees. She has
catalogued over twenty types of magical
and enchanted trees, and has discovered
the location of thirteen dryad oaks.
Outdoor adventures are Anther's greatest
joy, and despite the danger, she constantly
talks her companions into looking
into mysterious groves or poking into
some enchanted lake or stream. She dislikes
dungeon adventures and will go on
them only if promised several above
ground excursions in return. She hasn't
had much luck with underground areas,
having been carried out of dungeons
several times near her death.
Anther dreams of creating the perfect
druid grove and spends a great deal of
time and effort in this pursuit. She has
taken seeds from some unusually large
oaks and planted them in the area where
she wants the grove to grow. Her adventuring
friends have helped her clear
unwanted creatures from the surrounding
lands, but she is currently searching for
treants to help her in this task.
Whenever she is not adventuring to
gain skills and power she is at work in her
grove. It has already gained fame in distant
lands for its beauty and unusualness.
The archdruid herself has come for a visit
and approved of the things Anther is
doing.
Anther fights with scimitar and shield.
She can also use darts to great effectiveness.
Her only magical items are a ring of
invisibility and ring of shooting stars.
The unusual purple sparks that fly out of
her ring have caused her to take to wearing
different shades of purple wherever
she goes.
Her equipment always includes fresh
herbs of several types, strong wine, a
trained hawk, and two small potted rose
bushes she uses in her plant growth spell.
Anther also owns two giant boars which
she is training as guards for her grove.
NEVILLE SPARHAWKE
ARMOR CLASS: 4 (chain and shield) plus dex.
MOVE: 12"
HIT POINTS: 43
NO. OF ATTACKS: 1/round
SPECIAL ATTACKS: Turns undead as a
4th-level cleric
SPECIAL DEFENSES: 10' radius protection
from evil (paladin ability);
makes all saving throws at +2 to die roll
(paladin ability)
SIZE: M (5'8")
ALIGNMENT: Lawful Good
PALADIN: 6th-level paladin
PSIONIC ABILITY: Nil
SPECIAL ABILITIES: Detect evil up to
60' (paladin ability)
S: 16
I: 14
W: 15
D: 16
C: 15
Ch: 18
Neville is a 26-year-old male, raised and
educated by the Brothers of St. Elsbeth, a
sect of the religion of Oghma (see
the
section on Celtic Religion in the
DEITIES & DEMIGODS Cyclopedia).
The sect instilled in him a sense of justice
and order. Even-tempered, sharp-witted,
and dedicated, Neville has assumed the
role of protector to the small village which
has sprung up around the Shrine and
Chapel of St. Elsbeth. A deeply religious
man, he willingly donates one-fifth of
his personal income to that sect.
In addition to his interests in the religous
order and the town's welfare,
Neville raises and trains hunting falcons,
earning as much as 2,000 gp per year for
his efforts. He also collects historical
books and maps. He speaks dwarvish,
having leaned it as a child from the dwarves
who traded good in his village.
When patrolling the area around the
borders of the village, Neville wears chain
and shield emblazoned with the symbol of
Oghma, and carries both a longsword and
a shortsword (he is proficient in both). At
times he may carry a lance as well, and is
a formidable opponent, particularly when
mounted on his warhorse, Magnum (AC 5,
37 hp). When on foot, Neville carries a
longbow and a quiver with twelve arrows.
While on an adventure some years ago,
he acquired a vial which contained a
potion of extra-healing. He has a sufficient
quantity of it to be used as two
doses, but he prefers to not use it if possible.
The vial is wrapped securely is several
layers of quilted cloth inside a pouch
tied to his belt. He keeps a small hoard of
coins and gems (totalling approximately
8,000 gp) in a locked chest in his small
tower at the edge of the village.
He employs a middle-aged couple to
keep his tower in order and to take care of
the falconry while he is adventuring or
patrolling. Jacques and Emily are exceedingly
loyal to him, although their reasons
for this may be attributed more to the
gold he pays them than their altruism.
Created
by Robert Waldbauer
CYLENE SILENTWOOD
ARMOR CLASS: 0
MOVE: 12" (see below)
HIT POINTS: 42
NO. OF ATTACKS: 1 (2 with bow)
DAMAGE/ATTACK: By weapon type
SPECIAL ATTACKS: Spells
SPECIAL DEFENSES: Spells, magical devices
MAGIC RESISTANCE: Standard (see below)
SIZE: M (5' 8")
ALIGNMENT: Neutral
DRUID: 9th level
PSIONIC ABILITY: Nil
S12, I11, W17, D16, C15, CH16
Cylene is a druidical priestess of Artemis,
the Greek goddess of the hunt. She lives
by herself in a small forest that she
defends fiercely as her sacred wood, permitting
no humans, demi-humans,
or humanoids to enter the forest or disturb
its inhabitants.
Cylene retired from active adventuring
after many successful quests for her deity,
but she still goes on special missions that
her superiors in the cult feel must be
accomplished; the details of her missions
are sent to her by animal couriers.
Cylene wears only a light, belted garment
and soft boots; her protection in
combat comes from a set of bracers of AC2
and a ring of spell turning. As a
druid of Artemis, she was allowed to use a
longbow when she reached 6th level, and
she carries a fighting staff and dagger (+1)
It is said that deep in Cylene's forest is
a nexus point leading to another alternate
universe, and that Cylene herself serves
as a guardian of the nexus. Offerings of
magical arrows, rings, or clothing might
convice her to let neutral parties make
use of the gateway if her goddess permist
(the casting of a commune with nature
spell will done)
Created by Anna Konicek
HUMPHREY
MODIFIED ARMOR CLASS: -1
MOVE: 12"
HIT POINTS: 28 (34)
NO. OF ATTAKS: 1
DAMAGE/ATTACK: Spells only
SPECIAL ATTACKS: Spells
SPECIAL DEFENSIVES: None
MAGIC RESISTANCE: None
SIZE: 4' 10"
ALIGNMENT: Chaotic Good
MAGIC-USER: 6th-level magic-user
PSIONIC ABILITY: Nil
S: 11
I: 17
W: 13
D: 17
C: 16
Ch: 13
At first, Humphrey appears to be nothing
more than an obnoxious teenager. In
actuality, he is middle-aged, a noble's son
who accidentally drank a potion of longevity.
Bored with the idea of following in
his father's footsteps, Humphrey forfeited
his claim to his father's title. Instead, he
wanders the continent in search of entertainment.
He needs the rich monetary
rewards of adventuring to support his
extravagent tastes in food, wine, and clothing.
He has even adapted common
magic items to maintain a high level of
luxury for himself even in the midst of a
dungeon. His favorite magic item is a
portable hole wine cellar.
Humphrey is incredibly conceited,
believing, among other things, that only
he is a true connoisseur, and he constantly
reminds any party that he travels with of
this. Since Humphrey believes that the
use of brawn over brains to be gauche, he
delights in berating fighters. He considers
barbarians to be the scum of the earth.
Humphrey often pouts and refuses to
cast spells when he feels he has been
treated poorly. Consequently, he has few
friends, except for his pseudo-dragon
familiar. His sharp tongue and snobbishness
don't endear him to many. However,
if a character he is fond of is in danger,
Humphrey is a steadfast ally.
Created
by Adrien Saks
POLYHEDRON #21
AN AD&D GAME FEATURE
FIVE NEW NPCs
Personalities for your campaign
OKHRANA
RACE/SEX: Gnome male
ARMOR CLASS: 0
MOVE: 12" <?>
HIT POINTS: 60
NO. OF ATTACKS: 1
DAMAGE/ATTACK: By weapon type
(plus magical and strength bonuses)
SPECIAL ATTACKS: Magical weapons
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: Standard
SIZE: S (3' tall)
FIGHTER: 6th level
THIEF: 10th level
PSIONIC ABILITY: Nil
S: 16, I:10, W: 13
D: 17, C: 14, CH: 9
Okhrana is basically a loner who puts on
the false front of being uncaring and cold-hearted,
but once he lets his guard down,
he comes across as he truly is: a bit naive
at times, soft-hearted, shrewd, stubborn,
and proud. He is loyal to the party as a
whole as long as he is treated with respect
and he pulls his fair share of the workload,
asking no special favors and granting none.
He distrusts humans (he thinks they're
vain boors), likes to pull harmless practical
jokes on magic-users and clerics, dislikes
half orcs, (he'll play harmful practical
jokes on them if they don't keep their
distance), tolerates elves and dwarves
(sour-tempered creatures), and gets along
well with halflings. His two closest friends
are elven maidens, Lunirama and Sabrina.
Okhrana has been known to inadvertently
"liven things up" with his impulsive
nature, occasionally placing the party
in danger as a result.
His favorite trick as a thief is to steal a
valuable object and insert it into the
belongings of a party memmber (so as to
not be caught with it himself), and he
retrieves it later. As a rule in public
places, he sits with back to the wall,
facing the door, so he can spot people
coming in and out first.
He uses a +1 short sword, a +2 sling of
seeking, and a silver dagger. He is cautious
and wary, not brash or foolhardy.
His specialty is playing upon the moods of
potential opponents.
Created by Michael Amaral
GERRUS GREENSTAFF
RACE/SEX: Gnome male
ARMOR CLAS: -4
MOVE: 6"
HIT POINTS: 57
NO. OF ATTACKS: 1
DAMAGE/ATTACK: By weapon type
(plus magical and strength bonuses).
SPECIAL ATTACKS: Magical weapons and spells
SPECIAL DEFENSES: Magical protections
MAGIC RESISTANCE: Standard
SIZE: S (3'6" tall)
FIGHTER: 5th level
ILLUSIONIST: 7th level
ALIGNMENT: Neutral
PSIONIC ABILITY: Nil
S: 17
I: 18
W: 9
D: 17
C: 15
CH: 12
Gerrus Greenstaff is a gnome of great
skill (and luck); he has been on over 40
adventures and lived to tell about them
all. He has never failed an adventure,
and most of the locals consider him the
most experienced guide in the region. He
doesn't trust strangers, and is very cautious
when selecting traveling
companions.
Gerrus is very self-conscious about his
height, and will attack anyone who teases
him about it. He absolutely hates giant-classed
humanoids of any type, and if he
thinks the odds are right, he'll attack
them on sight. Gerrus speaks lizard and
elvish, as well as the normal languages
allowed gnomes on his alignment.
He owns a set of bracers of defense
AC2, a small +2 shield, a +1 short sword,
a +2 battle axe, a wand of illusion, and
many potions and scrolls.
In addition to his magic items and
equipment, he usually carries 10 gold,
silver and platinum coins each, and 3,000
gp worth of gems and jewelry. He also has
about 35,000 gp worth of treasure stored
in his warden.
Gerrus usually has the following spells
memorized: Level 1, color spray, darkness,
detect illusion, read illusionist
magic; Level 2, hypnotic pattern,
improved phantasmal force, mirror
image; Level 3, dispel illusion, spectral
force.
Created by Ray Morgan
MARLORAR NIGHTSHADE
RACE/SEX: Half-elf male
ARMOR CLASS: 4
MOVE: 9"
HIT POINTS: 43
NO. OF ATTACKS: 1
DAMAGE/ATTACK: By weapon type
SPECIAL ATTACK: Magical weapons
and spells
SPECIAL DEFENSES: Magical
protections
MAGIC RESISTANCE: 30% to sleep
and charm
SIZE: M (5'5" tall)
DRUID: 6th level
ALIGNMENT: Neutral
PSIONIC ABILITY: Nil
S: 16
I: 11
W: 18
D: 15
C: 10
CH: 16
Orphaned by the murder of his parents,
Marolar Nightshade was raised by the
druids of Thornwood, who, like Marolar,
are half-elves. After his initial training, he
was advised that an ogre tribe who served
an evil wizard named George was responsible
for the murder of his parents. The
evil wizard presently resides in an underground
citadel atop Wolf Mountain, and
this has been the focus of the young
druid's adventuring ever since. Marolar's
first forays were little more than a nuisance
to George, but lately the wizard has
begun to feel the results of well planned
expeditions which are getting deeper and
closer their goal.
When adventuring, Marolar prefers the
company of those who identify with nature
and druidic beliefs; these include
other druids, rnagers, monks, and bards.
Clerics are taken on adventures only out
of necessity, but paladins are usually
avoided (they'd want to delay justice by
giving George a trial).
Magic-users, on the other hand, are
barely tolerable to him, due largely to a
hatred of George, but also attributable to
a chaotic magic-user who once cast a
misplaced (and totally unnecessary) fireball
spell that accidentally roasted Marolar's
pet giant prairie dog, along with
some of George's orcs. Fortunately for
this magic-user, he avoided druidic
revenge by quickly offering as compensation
a gorgeous scimitar (+1, +3 vs. undead).
Thieves are also not trusted by the
druid, mainly becaus in the area around
Wolf Mountain thieves are just as prone
to steal from party members as from
monsters. Marolar will not put up with
such nonsense, and always warns party
thieves that they will be sorry if they
exercise pocket-picking skills on the members
of the group. Disbelievers have
encountered such unpleasant surprises as
small asps nestled in a pouch, a fire-trapped
backpack, and a necklace of missiles
which was really a necklace of
strangulartion. As a general rule, thieves
leave Marolar's belongings alone.
Marolar's appearance is unique among
adventurers. He is clad in +2 leather
armor which is painted and stained in a
camoflague pattern; he also carries a
wooden shield. Besides the scimitar, the
druid carries a spear and a sling. On his hip
is a specially crafted leathe rcase that
carries items for immediate use -- scrolls,
potions, oil, mirror, herbs, and a small
pouch for good berries. Atop his pack is a
large bunch of blackberry vines (with
roots) for use for an entangle spell. Fellow
adventurers grumble when the march
next to him (due to the thorns), but
Marolar shrugs off the criticism because
he knows that one day, with luck, George
will be hopelessly snarled in the entangling
vines with perhaps a few insects
summoned to keep him company.
Created by anonymous
I received this submission from within
the company without an envelope, and
there was no name on the copy. If you
sent us Marolar Nightshade, please write
to us and let us know who you are!
THORN "FINGERS"
CAREBDAS
RACE/SEX: Human male
ARMOR CLASS: 0
MOVE: 24"
HIT POINTS: 53
NO. OF ATTACKS: 1
DAMAGE/ATTACK: By weapon type
(plus magical and strength bonuses)
SPECIAL ATTACKS: Magical weapons
SPECIAL DEFENSES: Magical protections
MAGIC RESISTANCE: Standard
SIZE: M (5'3" tall)
THIEF: 11th level
ALIGNMENT: Neutral good
PSIONIC ABILITY: Nil
S: 16
I: 18
W: 11
D: 19
C: 15
CH: 15
Thorn is perhaps the most renowned thief
in the history of the Greyhawk regions,
and earned the nickname "Fingers" by
getting his middle finger on his left hand
sliced off by a cautious merchant Thorn
had the misfortune of trying to pick-pocket.
He has since led many successful
and famous adventures and burglaries in
this region, usually adventuring alone or
with a friend.
He has escaped "misunderstandings"
with the law since he was 100 or 200 years
old (he never keeps track of his age); he's
been caught twice, but escaped later both
times, never having spent long in prison.
Thorn prides himself on his accumulation
of magic items (some stolen, others
found during his adventures), which
include: a suit of +1 leather, a cloak of
protection +3, a +2 nine lives stealer (four
used), a +1 dagger (+2 vs. small size),
boots of speed, a portable hole, a ring of 3
wishes (one used), a rope of entanglement,
and a wand of wonder.
Thorn has always been afraid of magic-users
in general, so he does not read
magic scrolls as some thieves do. He is
theoretically opposed to hurting innocents,
refrains from stealing through force
or violence, and prefers to use stealth and
skill. He has, however, no qualms over
spilling the blood of those who directly
threaten him or his friends.
"Fingers" is an independent thief, and
for this reason, the guilds do not like him.
He has never been caught by the local
guilds, though they chase him frequently.
Thorn primarily loves adventuring. He
always has places to go, items to fetch,
and treasures to steal. He now travels the
entire world over.
Created by Patrick E. Minton
GAFFER
RACE/SEX: Halfling male
ARMOR CLASS: 0
MOVE: 6"
HIT POINTS: 62
NO. OF ATTACKS: 1
DAMAGE/ATTACK: By weapon type
(plus strength and magical bonuses)
SPECIAL ATTACKS: Magical weapons
SPECIAL DEFENSES: Magical protections
MAGIC RESISTANCE: Standard
SIZE: S (3'2" tall)
THIEF: 11th level
ALIGNMENT: Neutral evil
PSIONIC ABILITY: Nil
S: 16
I: 16
W: 10
D: 19
C: 15
CH: 8
Gaffer is a halfling thief who has been
adventuring with the same gruop for
some time. He has accumulated a great
deal of wealth, and he is basically loyal to
his group, although he has pilfered a great
deal from those in the group.
He had his dexterity magically raised to
19, and because of this, his skills as a thief
are unsurpassed. Few traps exist that
Gaffer has not disarmed. He has long
intended to make some traps of his own,
but he just hasn't found the time yet.
In his youth, Gaffer was imprisoned for
picking pockets several times, so he put
more effort into practicing, honing his
skills in that area so that he is now an
expert.
His one fear is of undead (he had some
nasty encounters with vampires and a
ghost once). He has also learned not to
steal from royalty, as his ring of invisibility
and amulet of protection from detection
and location were the only things that
once saved him from a vengeful king.
Gaffer also owns gauntlets of dexterity,
bracers of defense (AC 4), a portable hole,
a dagger of venow, a +3 short sword, and
a periapt of proof against poison.
At present, Gaffer is wrestling with the
idea of starting a guild of his own and
settling down. In his mind, picking pockets
provides a sure and easy income, but
it lacks the excitement of adventuriung.
Created
by Dan Schulz
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