Meinolf
10-16-2011, 01:57 AM
Campaign; Castle Greyhawk: Against The Little Guys
Player; Meinolf.
----------------
.: CHARACTER :.
Name; Mendel Daemor.
Race; Gnome.
Class; Cleric.
• Faith; Hades, the bearer of riches unseen.
Level; 2nd.
Alignment; Neutral Evil.
----------------
.: BIOGRAPHY :.
Age; 82.
Height; 3'7".
Weight; 84 lbs.
Eyes; Gunmetal blue and heavy-lidded.
Hair; A bronze blonde with short cropped hair, and has a bushy imperial mustache.
Appearance; Mendel has a heart-shaped face with high cheekbones and a seriously indented cleft chin. His craggy face has many sharp features, the most prominent of which is a very bulbous gnomic nose. His pointed ears droop at their peak.
Handed; Righty.
Personality; Mendel is a lustful and avaricious gnome, ruled by his emotions, and is fanatical in everything he does. He is hot-tempered, vengeful, and scrupulous to a fault. His narcissistic nature allows nothing but for him to believe himself of grandiose stature, and he will do anything and everything to have his way. This little hellion seems destined to cause strife and mayhem the world over.
Background; Born within the Kron Hills, to the west of the City of Greyhawk, Mendel led a weary life -- one without purpose, where he was filled with hate and an envious eye toward the lives of others. One night, he had a dream -- a vision, rather -- of an underground labyrinth filled with riches that filled his little black heart with the first beats of joy and excitement. Great veins of minerals and precious jewels scored the wide maw of this cavernous stronghold, and at its center was a throne. He who sat upon this throne was the Father of Wealth, the Unseen Ruler of the Underworld -- Hades, himself. Upon looking into the black and solemn eyes of this God, Mendel awoke in a cold sweat, and a wicked smile crossed his face.
From that day forward, he was a follower of this unknown deity of the Flanaess. Selling his home and setting foot to the open road, he vowed he would find the Kingdom that his Father showed him. After much mirth and mayhem was left in his wake as he traveled through Verbobonc, pass the Gnarled Forest, and across Dyvers, word slowly reached Mendels pointed ears of a Call for adventurers needed within the City of Greyhawk. While initially he disregarded this pitiful call for help, Mendel began to suffer intense dreams, similar to his first meeting with his Father. Dreams of malevolent lords encircled with mist, and horrific creatures that slithered and crawled across his skin, and promises of power and wealth beyond his imagining. As restless nights began to take their toll on his body, Mendel found his feet slowly, but inevitably, taking him further toward the three towers of Castle Greyhawk.
----------------
.: STATISTICS :.
Hit Points; 12.
Armour Class; 5.
THAC0; 20.
Damage; 1d4+1.
----------------
.: ABILITY SCORES :.
ST; 11. Average strength. Open Doors (6), Bend Bars 2%.
DX; 11. Average dexterity.
CN; 15. Very good health. System Shock Save 90%, Rez Survival 94%, +1 hit point per level until 9th.
IQ; 14. Highly intelligent.
WS; 16. Very good judgment. Save vs Spell Effects +2, +2 1st level priest spells, +2 2nd level priest spells.
CH; 12. Average comeliness. Max Henchmen 5.
----------------
.: SAVING THROWS :.
Paralyzation, poison, or death magic; 10.
Rods, staves, or wands; 10.
Petrification or polymorph; 13.
Breath weapon; 16.
Spell effects; 9.
----------------
.: EQUIPMENT :.
Armour; Mendel wears a blackened steel suit of chainmail that extends beyond his body to his upper thighs, and has full sleeves, with steel gauntlets and pauldrons further protecting his arms, and a coif and open-faced helmet protecting his head. The helmet has been blackened extensively and carved to the shape of a ram's skull. Several gold coins have been sewn into the chainmail at various points, one side carved with a skull emblem, and the other left blank and smooth.
Weapons; A blackened steel warhammer with steel chains dangling from haft's end, each chain bearing a symbol of Hades' power in blackened iron.
Gear; A backpack, which contains his foodstuffs, a ceramic jug, a shaving kit, bath oils, soap, and a healers kit -- which in turn contains 7 different knives, 2 shears, 5 clamps, 3 sponges, 2 lenses, 10 curved and straight needles, a spool of hemp thread, and a medium sized hacksaw. A bedroll is usually kept tightly bound to this backpack. A large belt pouch is securely attached to Mendel's belt, and he keeps his coin purse in a secret compartment at its bottom, as well as a vial or two of holy water. Hanging over his belt is a rucksack, which is where Mendel keeps his journals, and his gemology tools -- namely a sophisticated set of gnomish magnifying lenses that leaves his hands free. Strapped to his backpack is a gnome-sized shovel -- a professional tool.
Clothing; Mendel attires himself in mostly undyed clothing, preferring the natural, earthy tone appearance. His tunic is a soft and supple leather with a napped finish, and is ornamented with silver buttons, with a linen chemise underneath. He has linen trousers, cotten hosen, and leather stovepipe chaps worn over both. Around his waist is a leather long belt of gnomish make, with many pouches sewn directly onto it. His shoes are calf-high boots, of gnomish make and decoration. His hands are enclothed in long leather gloves of the same napped finish as his tunic.
Atop his shoulders rests a leather full-circle short cloak that has been made water-proof. Resting over this is a short blackened iron necklace, with small gems attached to it -- each stone a token from his past.
Foodstuffs; Two tin canteens filled with mead, and one weeks worth of gnomic tin rations -- lots of salt, yummy.
Monetary Wealth; ----.
.: MAGICALLITY :.
Ring of spell storing; A gnarled ring carved from the heart of a petrified tree, this ring holds four charges of cure/cause light wounds. It can be recharged. Mendel keeps it encircled on his left index finger.
----------------
.: POWERS :.
Infravision.
+1 to-hit vs. kobolds and goblins. +4 A.C. vs. gnolls, bugbears, ogres, trolls, ogre magi, giants, or titans.
Able to detect sloping passages (1-5 on 1d6), unsafe stonework (1-7 on 1d10), and approximate depth (1-4 on 1d6) and the general direction (1-3 on 1d6) while moving underground.
+1 save vs wands, staves, rods, and spell effects for every 3-1/2 points of Constitution.
20% chance that any magical item will malfunction upon attempt to use (armor, weapons, shields, illusionary, and thief items exempted).
Turn Undead; Skeleton (7), Zombie (10), Ghoul (13), Shadow (16), Wight (19), Ghast (20).
----------------
.: SPELLS :.
Major Access; All, charm, creation, divination, healing, necromantic, protection, and summoning spheres.
Minor Access; Combat, guardian, water, earth.
* -- Reversible.
1st Level; Bless*; Combine; Command; Create Water*; Cure Light Wounds*; Detect Evil*; Detect Magic; Detect Poison; Endure Heat/Endure Cold; Faerie Fire; Invisibility to Undead; Light*; Protection from Evil*; Purify Food & Drink*; Remove Fear*; Sanctuary.
1st Level (4); Bless/Curse (http://www.purpleworm.org/rules/PHB/DD02122.htm) ×1; Light/Darkness (http://www.purpleworm.org/rules/PHB/DD02136.htm) ×1; Remove/Cause Fear (http://www.purpleworm.org/rules/PHB/DD02142.htm) ×1; Purify Food & Drink/Putrefy Food & Drink (http://www.purpleworm.org/rules/PHB/DD02141.htm) ×1.
Player; Meinolf.
----------------
.: CHARACTER :.
Name; Mendel Daemor.
Race; Gnome.
Class; Cleric.
• Faith; Hades, the bearer of riches unseen.
Level; 2nd.
Alignment; Neutral Evil.
----------------
.: BIOGRAPHY :.
Age; 82.
Height; 3'7".
Weight; 84 lbs.
Eyes; Gunmetal blue and heavy-lidded.
Hair; A bronze blonde with short cropped hair, and has a bushy imperial mustache.
Appearance; Mendel has a heart-shaped face with high cheekbones and a seriously indented cleft chin. His craggy face has many sharp features, the most prominent of which is a very bulbous gnomic nose. His pointed ears droop at their peak.
Handed; Righty.
Personality; Mendel is a lustful and avaricious gnome, ruled by his emotions, and is fanatical in everything he does. He is hot-tempered, vengeful, and scrupulous to a fault. His narcissistic nature allows nothing but for him to believe himself of grandiose stature, and he will do anything and everything to have his way. This little hellion seems destined to cause strife and mayhem the world over.
Background; Born within the Kron Hills, to the west of the City of Greyhawk, Mendel led a weary life -- one without purpose, where he was filled with hate and an envious eye toward the lives of others. One night, he had a dream -- a vision, rather -- of an underground labyrinth filled with riches that filled his little black heart with the first beats of joy and excitement. Great veins of minerals and precious jewels scored the wide maw of this cavernous stronghold, and at its center was a throne. He who sat upon this throne was the Father of Wealth, the Unseen Ruler of the Underworld -- Hades, himself. Upon looking into the black and solemn eyes of this God, Mendel awoke in a cold sweat, and a wicked smile crossed his face.
From that day forward, he was a follower of this unknown deity of the Flanaess. Selling his home and setting foot to the open road, he vowed he would find the Kingdom that his Father showed him. After much mirth and mayhem was left in his wake as he traveled through Verbobonc, pass the Gnarled Forest, and across Dyvers, word slowly reached Mendels pointed ears of a Call for adventurers needed within the City of Greyhawk. While initially he disregarded this pitiful call for help, Mendel began to suffer intense dreams, similar to his first meeting with his Father. Dreams of malevolent lords encircled with mist, and horrific creatures that slithered and crawled across his skin, and promises of power and wealth beyond his imagining. As restless nights began to take their toll on his body, Mendel found his feet slowly, but inevitably, taking him further toward the three towers of Castle Greyhawk.
----------------
.: STATISTICS :.
Hit Points; 12.
Armour Class; 5.
THAC0; 20.
Damage; 1d4+1.
----------------
.: ABILITY SCORES :.
ST; 11. Average strength. Open Doors (6), Bend Bars 2%.
DX; 11. Average dexterity.
CN; 15. Very good health. System Shock Save 90%, Rez Survival 94%, +1 hit point per level until 9th.
IQ; 14. Highly intelligent.
WS; 16. Very good judgment. Save vs Spell Effects +2, +2 1st level priest spells, +2 2nd level priest spells.
CH; 12. Average comeliness. Max Henchmen 5.
----------------
.: SAVING THROWS :.
Paralyzation, poison, or death magic; 10.
Rods, staves, or wands; 10.
Petrification or polymorph; 13.
Breath weapon; 16.
Spell effects; 9.
----------------
.: EQUIPMENT :.
Armour; Mendel wears a blackened steel suit of chainmail that extends beyond his body to his upper thighs, and has full sleeves, with steel gauntlets and pauldrons further protecting his arms, and a coif and open-faced helmet protecting his head. The helmet has been blackened extensively and carved to the shape of a ram's skull. Several gold coins have been sewn into the chainmail at various points, one side carved with a skull emblem, and the other left blank and smooth.
Weapons; A blackened steel warhammer with steel chains dangling from haft's end, each chain bearing a symbol of Hades' power in blackened iron.
Gear; A backpack, which contains his foodstuffs, a ceramic jug, a shaving kit, bath oils, soap, and a healers kit -- which in turn contains 7 different knives, 2 shears, 5 clamps, 3 sponges, 2 lenses, 10 curved and straight needles, a spool of hemp thread, and a medium sized hacksaw. A bedroll is usually kept tightly bound to this backpack. A large belt pouch is securely attached to Mendel's belt, and he keeps his coin purse in a secret compartment at its bottom, as well as a vial or two of holy water. Hanging over his belt is a rucksack, which is where Mendel keeps his journals, and his gemology tools -- namely a sophisticated set of gnomish magnifying lenses that leaves his hands free. Strapped to his backpack is a gnome-sized shovel -- a professional tool.
Clothing; Mendel attires himself in mostly undyed clothing, preferring the natural, earthy tone appearance. His tunic is a soft and supple leather with a napped finish, and is ornamented with silver buttons, with a linen chemise underneath. He has linen trousers, cotten hosen, and leather stovepipe chaps worn over both. Around his waist is a leather long belt of gnomish make, with many pouches sewn directly onto it. His shoes are calf-high boots, of gnomish make and decoration. His hands are enclothed in long leather gloves of the same napped finish as his tunic.
Atop his shoulders rests a leather full-circle short cloak that has been made water-proof. Resting over this is a short blackened iron necklace, with small gems attached to it -- each stone a token from his past.
Foodstuffs; Two tin canteens filled with mead, and one weeks worth of gnomic tin rations -- lots of salt, yummy.
Monetary Wealth; ----.
.: MAGICALLITY :.
Ring of spell storing; A gnarled ring carved from the heart of a petrified tree, this ring holds four charges of cure/cause light wounds. It can be recharged. Mendel keeps it encircled on his left index finger.
----------------
.: POWERS :.
Infravision.
+1 to-hit vs. kobolds and goblins. +4 A.C. vs. gnolls, bugbears, ogres, trolls, ogre magi, giants, or titans.
Able to detect sloping passages (1-5 on 1d6), unsafe stonework (1-7 on 1d10), and approximate depth (1-4 on 1d6) and the general direction (1-3 on 1d6) while moving underground.
+1 save vs wands, staves, rods, and spell effects for every 3-1/2 points of Constitution.
20% chance that any magical item will malfunction upon attempt to use (armor, weapons, shields, illusionary, and thief items exempted).
Turn Undead; Skeleton (7), Zombie (10), Ghoul (13), Shadow (16), Wight (19), Ghast (20).
----------------
.: SPELLS :.
Major Access; All, charm, creation, divination, healing, necromantic, protection, and summoning spheres.
Minor Access; Combat, guardian, water, earth.
* -- Reversible.
1st Level; Bless*; Combine; Command; Create Water*; Cure Light Wounds*; Detect Evil*; Detect Magic; Detect Poison; Endure Heat/Endure Cold; Faerie Fire; Invisibility to Undead; Light*; Protection from Evil*; Purify Food & Drink*; Remove Fear*; Sanctuary.
1st Level (4); Bless/Curse (http://www.purpleworm.org/rules/PHB/DD02122.htm) ×1; Light/Darkness (http://www.purpleworm.org/rules/PHB/DD02136.htm) ×1; Remove/Cause Fear (http://www.purpleworm.org/rules/PHB/DD02142.htm) ×1; Purify Food & Drink/Putrefy Food & Drink (http://www.purpleworm.org/rules/PHB/DD02141.htm) ×1.