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Minch Ruwin

minch.jpg (9659 bytes)

 

Character History
Minch Ruwin was the boy of a local baker (Mintelo and Minje Ruwin). Though tall and dexterous, Minch was a lanky boy plagued with allergies and lacked the strength to learn the art of swordplay as most of the other boys in the village. He did however, become quite adept in the use of the dagger and eventually taught himself to throw it.

As a young boy, he would wander through the woods exploring (as young boys do), much to the worry of his parents. He never once got lost and he learned to read maps and how to navigate by them.

Minch was an inquisitive boy, very intelligent for his age. He would constantly ask questions, especially of Gebhart, the local mage. Gebhart, a regular customer at the bakery, took a liking to the inquisitive boy, and they soon became friends. Eventually, the boy became the mage's apprentice, since the boy was quite taken up with the fascination of magic.

The boy spent his first years in training with the old mage, an eccentric fellow at best. He was taught to use magic in strange, new, and unexpected ways. As a result of this clever teaching, he became a specialist in the art of changing the ordinary to accomplish the extra ordinary. A Transmuter, powerful in the school of Alteration

He also became adept at tapping the power of his own mind and found that he could travel limited distances with a simple thought.

Minch frowned on the excessive use of destructive and damaging magic (unless the need is great) which is reflected in his spell selection. He prefers disabling or subterfuge magic to meet his ends. Even still, Minch can be a formidable opponent when angered.

Minch has been travelling on his own for more than 10 years, exploring the world, jumping from one adventure to the next. He still keeps in touch with his family and his old teacher Gebhart. Anything new attracts his attention and he has been known to join an adventuring company (good aligned) just to satisfy his curiosity.

 

Personal Information
Name: Minch Ruwin II Player: Chuck
Race: Human Gender: Male Height: 6'4" Age: 25
Class: Transmuter Level: 7 Weight: 140 lbs
XP: 60,000 Alignment: Neutral Good
Next Level: 90,000 Kit: None
Ability Scores
Str: 9 Stamina: 10 Weight Allowance: 40 lbs Bend Bars/Lift Gates: 1%
Muscle: 8 Attack Adj.: +0 Damage Adj.: +0 Max. Press: 90 lbs Open Doors: 5
Dex: 17 Aim: 16 Missile Adjustment: +1 Pick Pockets: +0% Open Locks: +5%
Balance: 18 Reaction Adjustment: +2 Armor Class: -4 Move Silently: +10% Climb Walls: +10%
Con: 16 Health: 16 System Shock: 95% Poison Save: +0
Fitness: 16 Hit Point Adjustment: +2 Resurrection Chance: 96%
Int: 18 Reason: 18 Max. Spell Level: 9th Max. Spells Per Level: 18 Illusion Immunity: None
Knowledge: 18 Bonus Proficiencies: 7 Chance to Learn New Spell: 85%
Wis: 12 Intuition: 14 Bonus Clerical Spells: 2, 0, 0, 0, 0, 0, 0 Clerical Spell Failure Chance: 0%
Willpower: 10 Magic Defense Adjustment: +0 Spell Immunity: None
Cha: 14 Leadership: 16 Loyalty Base: +4 Maximum Number of Henchmen: 8
Appearance: 12 Initial Reaction Adjustment: +0
Saving Throws
Paralyzation: 12 Poison: 12 Death Magic: 12 Petrification: 10 Polymorph: 10
Rod: 8 Staff: 8 Wand: 8 Breath Weapon: 12 Spell: 9
Combat
Hit Points: 43
Base THAC0: 18
Melee THAC0: 18
Missile THAC0: 17
Armor
Natural armor class 10
Cloak of Protection +1 magic adj. -1
Balance Defensive adj. -4
FINAL: 5
Weapon Proficiencies
Dagger (Expert, Chosen Weapon)
Non-Weapon Proficiencies
Orienteering 12
Reading/Writing 13
Swimming 9
Weather Knowledge 8
Native Languages
Human - Regional dialect
Weapons
THAC0 Attacks/ Speed Damage Range (-2) (-5)
Weapon Melee Missile Round Factor Sm-Med Large Type Size Short Medium Long
Dagger of throwing +1 16 15 3/2 1 1d4+1 1d3+1 P S 2 4 6
Dagger 17 16 3/2 2 1d4 1d3 P S 2 4 6
Racial Abilities
Hit point bonus - +1 bonus hit point for every time a level is attainted.

Class Abilities
Transmuter
    Automatic spells - Gains one free spell every time the mage gains a new level of spells.
    Bonus spells - Gain one free spell per level from their area of speciality.
    Learning bonus - +15% bonus to learning any spell in the chosen school.
    Learning penalty - -15% penalty to learning rolls on spells outside the chosen school.
    No components - No components are necessary for spells in the chosen school.
    Research bonus - When researching spells in the chosen school, treat the spell as one level lower.
    Schools of Magic - Alteration, Conjuration/Summoning, Enchantment/Charm, Greater Divination, Illusion/Phantasm, Invocation/Evocation
Traits
Wild Talents - Allows automatic aquisition of a Wild Psionic Talent.
Internal Compass - +1 bonus to Navigation proficiency checks, and the chance for being lost is reduced by 5%.
Disadvantages
Allergies - The character must make a Wisdom/Willpower check when silence is necessary in the wilderness.
Inventory
  • Items Carried
    • Backpack
      • Dry rations (1 week)
      • Flint and steel
      • Spellbook, Travelling
        • Read Magic (5)
        • Unseen Servant (2)
        • Enlarge (4)
      • Torch x3
      • Wineskin
    • Bag of Holding, 250 lbs.
      • * Gold Pieces x230
      • Rope, hemp (50 ft)
      • Spellbook
        • Bands of Sirellyn (7)
        • Improved Strength (5)
        • There/Not There (9)
        • Fumble (5)
        • Fly (8)
        • Alternate Reality (7)
        • Levitate (7)
        • Wizard Lock (3)
        • Moon Rune (7)
        • Spectral Force (3)
        • Invisibility (5)
        • Glitterdust (4)
        • Continual Light (2)
        • ESP (6)
        • Cantrip (5)
        • Detect Magic (1)
        • Magic Missile (6)
        • Identify (4)
        • Spider Climb (4)
    • Dagger x4
  • Items Readied
    • Dagger of throwing +1
  • Items Worn
    • Cloak of Protection +1
  • Spending Money
    • * Gold Pieces x20
Movement and Encumbrance
Encumbrance Unencumbered Light Moderate Heavy Severe
Weight (lbs) 0-40 41-58 59-76 77-96 97-110
Movement 14 10 7 3 1
THAC0 -1 -2 -4
AC +1 +3
Currently carrying 34.60 pounds (None Encumbrance, 14 Movement)
Spells
Class 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
Transmuter 5 4 3 2
Spells Memorized
  • Transmuter
    • 1st Level
      • Cantrip
      • Detect Magic
      • Magic Missile
      • Spider Climb
      • Unseen Servant
    • 2nd Level
      • ESP
      • Glitterdust
      • Invisibility
      • Wizard Lock
    • 3rd Level
      • Alternate Reality
      • Bands of Sirellyn
      • Fly
    • 4th Level
      • Fumble
      • Improved Strength
Spells Known
Spell Time Range Area of Effect Components
1st Level
Cantrip 1 10 ft Special V, S, M
Detect Magic 1 0 10 x 60 ft V, S
Enlarge 1 5 yds/lvl 1 creature or object V, S, M
Identify Special 0 1 item/lvl V, S, M
Magic Missile 1 60 yds + 10 yds/lvl 1-5 targets V, S
Read Magic 1 rd 0 Special V, S, M
Spider Climb 1 Touch Creature touched V, S, M
Unseen Servant 1 0 30-ft radius V, S, M
2nd Level
Continual Light 2 60 yds 60-ft radius V, S
ESP 2 0 5 yds/lvl (90 yds max) V, S, M
Glitterdust 2 10 yds/lvl 20 ft cube V, S, M
Invisibility 2 Touch Creature touched V, S, M
Levitate 2 20 yds/lvl 1 creature or object V, S, M
Moon Rune 2 0 Up to 1 sq ft V, S, M
Wizard Lock 2 Touch 30 sq ft/lvl V, S
3rd Level
Alternate Reality 3 0 Creature touched V, S, M
Bands of Sirellyn 3 40 yds 1 creature V, S, M
Fly 3 Touch Creature touched V, S, M
Spectral Force 3 60 yds + 1 yd/lvl 40-ft cube + 10-ft cube/lvl V, S
4th Level
Fumble 4 10 yds/lvl 30-ft cube V, S, M
Improved Strength 4 Touch Creature touched V, S, M
There/Not There 1 rd 30 yds 10' cube V, S, M
Psionics
PSPs: 43 MTHAC0: 15 MAC: 8
Attacks: None
Defenses: Tower of Iron Will (TW), Intellect Fortress (IF), Mental Barrier (MB)
Power PSPs Range Area of Effect MAC
Wild Talent
Devotions
Dimensional Door 3/1 50+ yards Not applicable 7