Grammarly

Description:


Personal Information


Name: Grammarly Player:
Race: Rock gnome Gender: Female Height: 3’4" Age: 100
Classes: Druid/Illusionist Levels: 2/2 Weight: 65 lbs
XP: 2,000/2,500 Alignment: True Neutral
Next Level: 4,000/5,000 Kit: None


Ability Scores


Str: 10 Weight Allowance: 40 lbs Bend Bars/Lift Gates: 2%
Attack Adj.: +0 Damage Adj.: +0 Max. Press: 115 lbs Open Doors: 6
Dex: 13 Missile Adjustment: +0 Pick Pockets: +0% Open Locks: +0%
Reaction Adjustment: +0 Armor Class: +0 Move Silently: +0% Climb Walls: +0%
Con: 12 System Shock: 80% Poison Save: +0
Hit Point Adjustment: +0 Resurrection Chance: 85%
Int: 14 Max. Spell Level: 7th Max. Spells Per Level: 9 Illusion Immunity: None
Bonus Proficiencies: 4 Chance to Learn New Spell: 60%
Wis: 15 Bonus Clerical Spells: 2, 1, 0, 0, 0, 0, 0 Clerical Spell Failure Chance: 0%
Magic Defense Adjustment: +1 Spell Immunity: None
Cha: 13 Loyalty Base: +0 Maximum Number of Henchmen: 5
Initial Reaction Adjustment: +1


Saving Throws


Paralyzation: 10 Poison: 10 Death Magic: 10 Petrification: 13 Polymorph: 13
Rod: 8 Staff: 8 Wand: 8 Breath Weapon: 15 Spell: 9


Combat


Hit Points: 10
Base THAC0: 20
Melee THAC0: 20
Missile THAC0: 20
Armor


Natural armor class 10
Full armor, leather -2
FINAL: 8
Weapon Proficiencies


Dagger
Quarterstaff
Non-Weapon Proficiencies


Animal Lore 14
Herbalism 12
Reading/Writing 15
Religion 15
Spellcraft 12
Survival 14
Native Languages
Common, Gnome


Weapons


THAC0 Attacks/ Speed Damage Range (-2) (-5) (-10)
Weapon Melee Missile Round Factor Sm-Med Large Type Size PB / S / M / L / EX
Dagger 20 20 1 2 1d4 1d3 P S 2 4 6
Quarterstaff 20 1 4 1d6 1d6 B L


Racial Abilities
Infravision – 60’ infravision range.
Melee combat bonus – +1 bonus on their attack rolls vs. kobolds and goblins – the gnomes’ traditional rivals for space and resources. Also, gnolls, bugbears, ogres, half-ogres, ogre magi, trolls, giants, and titans suffer a -4 penalty on their attack rolls vs. gnomes.
Mining detection abilities – A character with this skill is familiar with mining, tunneling, and stonework. By concentrating for one round the character can:

Determine the approximate depth underground, 1-4 on 1d6.

Determine approximate direction underground, 1-3 on 1d6.

Detect any grade or slope in the passage they are passing through, 1-5 on 1d6.

Detect unsafe walls, ceilings, or floors, 1-7 on 1d10.
Saving throw bonus – Gnomes receive a bonus to their saves vs. wand, staves, rods, and spells. For every 3.5 points of their

Constitution/Health score, the gnome will receive a +1 bonus to the save.



Class Abilities
Druid
    Communicate with creatures – Acquire one woodland creature language per level.
    Fire/electrical resistance – +2 bonus to saves vs. all fire or electrical attacks.
    Identify – May correctly identify plants, animals, and clean water at 3rd level.
    Immunity to charm – Granted immunity to charm based attacks at 7th level.
    Pass without trace – The druid does not leave any evidence of their passage through natural settings.
    Secret language – Knowlege of the secret Druidic tongue.
    Shapechange – May shapechange at 7th level.
    Minor Spheres of Magic – Divination
    Major Spheres of Magic – All, Animal, Elemental, All, Healing, Plant, Weather
Illusionist
    Automatic spells – Gains one free spell every time the mage gains a new level of spells. Elementalists do not recieve one free spell every level, but may add 1d4 effective levels once a day to a spell

they cast.
    Bonus spells – Memorize one free spell for each spell level. This spell must be chosen from their area of speciality.
    Intense magic – -1 penalty to all saving throws on spells cast from the chosen school. Elementalists enjoy a

-2 penalty to all saving throws on spells cast from their chosen element. Wild mages do not recieve a modifyer to their spells.
    Learning bonus – +15% bonus to learning any spell in the chosen school. Elementalists recieve a +25% bonus to their chosen element, and +15% to other elemental spells, but are unable to learn opposing elemental spells. Wild mages recieve a +10% bonus to learning wild magic spells.
    Learning penalty – -15% penalty to learning rolls on spells outside the chosen school. Elementalists are unable to learn opposing elemental spells, and suffer a -25% penalty to learn nonelemental spells. Wild mages recieve a -5% penalty to learn standard schools of magic.
    Research bonus – When researching spells in the chosen school, treat the spell as one level lower.
    Saving throw bonus – +1 bonus on saves against spells in their chosen school. Elementalists recieve a +2 bonus

to their saving throws versus spells in their chosen element. Wild mages do not recieve a bonus to their saving throws.
    Schools of Magic – Alteration, Conjuration/Summoning, Enchantment/Charm, Greater Divination, Illusion/Phantasm




Inventory

  • Items Carried

    • Backpack

      • Flint and steel
      • Healer’s bag
      • Holy item
      • Parchment (per sheet) x3
      • Rations,standard (1 week)
      • Torch x3
    • Pearl of Power (1st)
  • Items Readied

    • Dagger
    • Quarterstaff
  • Items Worn

    • Full armor, leather


Movement and Encumbrance


Encumbrance: Unencumbered Light Moderate Heavy Severe
Weight (lbs): 0-40 41-58 59-76 77-96 97-110
Movement: 6 4 3 2 1
THAC0: -1 -2 -4
AC: +1 +3
Currently carrying 45.83 pounds (Light Encumbrance, 4 Movement)



Spells


Class 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
Druid 4
Illusionist 3
Cleric Spell Failure Rate: 0% Maximum Wizard Spells Per Level: 9
Wizard Chance to Learn New Spell: 60% Maximum Wizard Spell Level: 7th


Spells Memorized



Spells Known


Spell Time Range Area of Effect Components
1st Level
Audible Glamer 1 60 yds + 10 yds/lvl Hearing range V, S, M
Cantrip 1 10 ft Special V, S
Change Self 1 0 The caster V, S
Dancing Lights 1 40 yds + 10 yds/lvl Special V, S, M
Detect Magic 1 0 10 × 60 ft V, S
Find Familiar 2d12 hrs 1 mile/lvl 1 familiar V, S, M
Gaze Reflection 1 0 Special V, S
Grease 1 10 yds 10 × 10 ft V, S, M
Light 1 60 yds 20-ft radius V, M
Nystul’s Magical Aura 1 rd Touch Special V, S, M
Phantasmal Force 1 60 yds + 10 yds/lvl 400 sq ft + 100 sq ft/lvl V, S, M
Read Magic 1 rd 0 Special V, S, M
Spook 1 30 ft 1 creature V, S
Ventriloquism 1 10 yds/lvl, max 90 yds 1 creature or object V, M
2nd Level
Alter Self 2 0 The caster V, S
Improved Phantasmal Force 2 60 yds + 10 yds/lvl 200 sq ft + 50 sq ft/lvl V, S, M
Mirror Image 2 0 6-ft radius V, S



Druid 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
Bless 1 rd 60 yds 50-ft cube V, S, M
Calm Animals 4 60 yds Special V, S
Cause Light Wounds 5 Touch Creature touched V, S
Combine* 1 rd Touch Circle of priests V, S
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
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 × 40 ft V, S, M
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
Invisibility to Animals 4 Touch 1 creature/lvl S, M
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
Orison 4 10 yds Varies V, S
Pass Without Trace 1 rd 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
Shillelagh 2 Touch 1 oak club V, S, M
Strength of Stone 4 Touch 1 creature V, S, M
Wind Column 1 0 The caster S
Bio:

Grammarly

UK2: The Sentinel/UK3 The Gauntlet barkman