Advanced Dungeons & Dragons 2nd Edition Logo ZIRIN
Legion of the Schwartz
Phoenix Gaming Club Logo
Female Dracon Neutral Kit Swashbuckler
Class(es) Fighter 9 XP 364,110 (+10%) of 500,000
Strength Score Hit Damage Weight Allow. Max. Press Open Doors Bend Bars
17 +1 +1 85 220 10 (+4) 13%
Dexterity Score React Missile Atk Defense      
151 -1      
Constitution Score Hit Points Sys. Shock Resurrect Poison Save Regen  
14 88% 92%  
Intelligence Score # Lang Spell Level Learn Spell # Spells/Lvl Immune  
13 3 6th 55% 9  
Wisdom Score Magic Def. Bonus Spells Spell Fail Immune    
13 1 0%    
Charisma Score # Henchmen Loyalty React      
12 5      
1 Dexterity gained +2 from gauntlets of dexterity.
 MV 18
 # Atks 3/2
 THAC0 12
 Hit Dice 9d10
 Hit Points 73
 AC 2 (5 Armor - 2 Single Weapon Style - 1 Dexterity)
 Initiative (1d10 + 0)
Paralysis, Poison, Death Magic Rod, Staff, Wand Petrify, Polymorph Breath Weapon Spell
8 10 9 9 112
2 see vest of shadows
Weapon # Atks Range Atk Mod S-M L Speed
claws 3/2 +1 1d4+1 1d4+1
knife 1 +1 1d3+1 1d2+1 2
long sword of sharpness 2 +3 1d8+4 1d12+4 5
rapier +1 2 +3 1d6+5 1d8+5 4
Languages

 Common, Dracon, Dragon, Elf, Neutral

Weapon Proficiencies
 Initial 4; #Levels 2*; Penalty -2

  Broad Group: Blades (Bastard Sword, Cutlass, Dagger/Dirk, Katana, Khopesh, Knife/Stiletto, Long Sword, Main-Gauche, Rapier, Sabre, Scimitar, Short Sword/Drusus, Two-Handed Sword, Wakizashi), Long Sword Specialization, Rapier Specialization, Single Weapon Style Specialization x2

 * At least half of all proficiencies must be spent heading toward specialization with rapier, stiletto, main-gauche, and sabre.

Nonweapon Proficiencies
 Initial 3 (plus 3 Int); #Levels 2

  Close-quarter Fighting (13) (Dexterity; 2 Slots), Detect Noise (3) (n/a; n/a), Etiquette (12) (Charisma; 1 Slots), Intimidation (17) (Strength; 1 Slots), Natural Fighting (18) (Strength +1; 2 Slots), Reading/Writing (Dragon) (14) (Intelligence +1; 1 Slots), Tumbling (13) (Dexterity; 1 Slots)

Racial Notes

 Dracon Carrying Capacity—Carry 150 lbs. on back at no penalty, up to 300 lbs. at 2/3 speed (MV 12), and up to 450 lbs. at 1/3 speed (MV 6). Drag wheeled or grease-bottomed load of up to 1,000 lbs. at 1/3 speed (MV 6).

Class Notes

  • Close-quarter Fighting—Make proficiency check when in cramped dungeons, underground lairs, narrow corridors, and such. On a success, gain +2 attack rolls when using bludgeoning or piercing weapons or natural weapons.
  • Natural Fighting—Make proficiency check and gain +1 damage rolls and additional attack per round with natural weapons.
  • Single Weapon Style Specialization—When using a one-handed weapon and no weapon or shield in the offhand, gain a -2 bonus to AC.
  • Tumbling—Forego all attacks in a round to gain -4 bonus to AC for round; gain +2 attack rolls with unarmed combat; on a successful proficiency check, take only one-half damage on falls from 10-60 ft. and no damage from falls 10 ft. or less.
Biography

 Height 6'5"; Weight 635 lbs.; Age 20; Hair None; Eyes Brown; Skin Brown
 Homeland Faeriespace; Religion Path & Way

Defeated Enemies

 Aartuk (4), Grey Scavver (2), Mummy, Neogi

Equipment

 Magic Items bracers of defense AC 5, coat of the seas (keeps wearer dry; keeps overboard characters warm and with constant air supply; in ocean, stay afloat), gauntlets of dexterity (+4 Dex if Dex is 6 or less, +2 if 7-13, +1 if 14+; non-thieves gain 45% Pick Pockets and 37% Open Locks; thieves instead gain +10% to both), long sword +2 (S-M: 1d8; L: 1d12; type: S; speed factor: 5), long sword of sharpness (+1 hit and damage; considered +3 to overcome damage reduction; sever random limb for normal/armored opponent on a natural roll of 18-20, larger than man-sized on a natural roll of 19-20, or a solid metal or stone opponent on a natural roll of 20; control glow at will from none to 5' to 15' to 30' radius), 2 ointment of blessing (-2 bonus to AC; +2 bonus to all saves; 1 turn duration), potion of plant control (5d4 round duration; see DMG, pg. 144), potion of vitality (nullify up to 7 days of sleep, food, and water deprivation and continue for remaining days up to 7; immune to poison and disease; recover hit points 1 every 4 hours), rapier +1 (S-M: 1d6+1; L: 1d8+1; type: P; speed factor: 4), ring of feather falling, scroll of protection from all lycanthropes (10' mobile radius; affects up to 49 HD; 5d8 round duration), vest of shadows (make save vs. spells -1 against any undead draining effects [or magic or psionic equivalent] even if no save is normally allowed; grants +3 bonus to all saving throws vs. magic weapon and spell attacks and lessons damage by 1 point per die; gives 15% Hide in Shadows chance)

 Clothing belt (3 sp), breeches (2 gp), gloves (1 gp), good cloth cloak (8 sp), leather baldric (7 gp), soft boots (1 gp), tunic (8 sp)

 Non-Magic Items backpack (2 gp), 10 candles (6 inches; 5 ft. radius; 10 minutes/inch duration) (1 cp each), flint and steel (5 sp), hammer (1 gp), knife (S-M: 1d3; L: 1d2; type: P/S; speed factor: 2) (5 sp), knife sheath (3 cp), 10 pitons (3 cp each), silk rope (50 ft.) (10 gp), 2 small belt pouches (7 sp each), 2 small sacks (5 cp each), small metal mirror (10 gp), 5 torches (15 ft. radius; 30 minutes duration) (1 cp each), whetstone (2 cp), wineskin (8 sp)

 Treasure
  PP 10; GP 10; EP 10; SP 10; CP 10
  Other None

Advanced Dungeons & Dragons® 2nd Edition. Flight of the Phoenix, A Spelljammer Campaign. Phoenix Gaming Club — 2012.
9 Games Played | Last Played on 01/31/2013 | Created on 09/27/2012 | Played by Casey Scruggs