Spelljammer
Dyson Teague
Player:Steven Griffith Player Email:Bluemoonsailor@live.com 
Experience Points
Name:Dyson TeagueHome City/Region: Starting Points:20000
Race:HumanBirth Date: Earned EXP:410,337
Class:FighterNative Language(s): Total EXP:430,337
Class: Thief Religion: Characteristics:3,000
Sex:MaleFlaw:AmnesiaSkills and Spells:416,997
Alignment:Neutral Flaw:Total Cost:419,997
Description:Large thuggish looking person with medium brown hair and gray eyes. Available EXP:10,340
Overall Level:10
Money:2253 Silver Pieces
 
Characteristic
Start
Points Bought
EXP
Cost
Cost for
+1 to stat
Other Modifiers
GM
Modifiers
Value
Miscellaneous Information
STR
21
0
0
2000
0
3
24
Encum:
130 lbs
TMR:
102
DEX
21
0
0
2000
0
0
21
IM:
2
DEF:
34
CON
20
0
0
2000
0
0
20
Hit Points:
95
Heal Rate:
1/day
INT
18
0
0
3000
0
0
18
Bend Bars:
25%
Open Doors:
75%
KNOW
15
0
0
2000
0
0
15
Insight:
5
Attune:
61
WP
15
0
0
2000
0
0
15
Remember:
45
EveryLore:
0
MA
15
1
3000
6000
0
0
16
Service:
93
Info:
5
LUCK
22
0
0
4000
0
2
24
Luck Pts:
3
Fate Pts:
2
CHA
19
0
0
1000
0
0
19
Secret Door:
85/55
Subtle PER:
25
PER
22
0
0
1000
0
0
22
Saving Throws
TOTAL:
3000
Normal 63Magic 52
Weapon Specialization
Single Specialist: All Hafted Weapons
Luck 75Mental 50
Disbelieve 63
 
Ranged Weapon
Applicable Skill
Strike Chance
Damage
Attacks Per Rnd
Initiative
Min Range
PB Range
Ranged
Master
+2 Hand AxeAll Hafted Weapons
141 
2d4 + 9 
3 
2 
0 
15 ft 
-1 per 2 ft 
 
Rock----------
51 
1d4 + 3 
0 
0 
0 
20 ft 
-1 per 2 ft 
 
+1 Hand AxeAll Hafted Weapons
136 
2d4 + 8 
3 
2 
0 
15 ft 
-1 per 2 ft 
 
----------
 
 
 
 
 
 
 
 
----------
 
 
 
 
 
 
 
 

Melee Weapon
Applicable Skill
Strike Chance
Damage
Attacks Per Rnd
Initiative
Master
Morning StarAll Hafted Weapons
151 
1d10 + 11 
3 
5 
Master 
+2 MaceAll Hafted Weapons
151 
1d10 + 12 
3 
5 
Master 
+2 Hand AxeAll Hafted Weapons
141 
2d4 + 13 
3 
5 
Master 
MaceAll Hafted Weapons
141 
1d10 + 10 
3 
5 
Master 
----------
 
 
 
 
 

ComboArmorShieldHelm
Protection
LOW
Defense
DEX Mod
Current
No ArmorNo ShieldNo Helm
3
0
34
0
1
1 Human-+3 Elven Chain Mail+2 Large Round ShieldHelm of High Sorcery
12 
4 
106 
0 
2 Human-+3 Elven Chain MailLarge Round ShieldStandard Helm
10 
4 
82 
0 
3 Human-+3 Elven Chain MailHelm of High Sorcery
12 
4 
34 
0 
4
5 
0 
79 
 
5
 
 
 
 
 
General Skills
Area Lores, Cultural Lores & Languages
A to IJ to RS to ZAll
Adrenal Strength (1):
--Bonus to STR: 1 points
--Duration: 1 rnds
All Hafted Weapons (14):
--Make Club: 88%
Appraisal (7):
--Appraise Mundane Item: 52%
--Appraise Rare Item: 38%
--Appraise Very Rare Item: 31%
Armor Lore (4):
--Armor Knowledge: 20%
Artillery (2):
--Ballista: SC: 71%, Dmg: 3d6+5
--Catapult: SC: 61%, Dmg: 3d8+5
Barter (7):
--Skill roll: 47%
Blind Fighting (1):
--Range - Normal Darkness: 13 feet
--Range - Total Darkness: 7 feet
Brawling (10):
--Attacks: 3 per round
--Damage: 1d8+5
--Strike Chance: 113%
Character Judgment (7):
--Character Judgment: 52%
--Determine Outlook: 25% chance
Climbing (5):
--Climb Cliff: 40%
--Climb Rope: 72%
--Climb Tree: 62%
--Climbing Techniques: 29%
Danger Sense (6):
--Danger Sense Roll: 51%
Diving (1):
--High Dive Height: 50 ft
--High Dive Roll: 23%
--Hold Breath: 1.6/2.3 minutes
--Max Safe Depth: 64 feet
--Stay Afloat: 21 hrs
--Subsurface TMR: 14
--Surface TMR: 18
Endurance (1):
--Hitting Extra Hard: 2 points
Excavation (2):
--Careful Excavation: 16%
Find Traps (10):
--Find Trap: 71%
--Knowledge of Traps: 50%
Find Weakness (1):
--Roll: 20%
First Aid (6):
--Points Healed: 1d8 points (reroll 1s)
--Skill Roll: 34%
Gem and Jewelry Appraisal (7):
--Appraisal: 56%
--Knowledge of Gems and Jewelry: 35%
Goblin Lore (2):
--Lore Roll: 10%
Hide in Shadows (10):
--Hide: 69%
Hit Points (11): (No tasks)
Jeweler (7):
--Appraisal: 56%
--General Knowledge: 35%
--Make Jewelry: 37%
--Repair Jewelry: 53%
Locate Secret Openings (10):
--Find Secret Door: 44% chance
--Notice Secret Door: 32% chance
Maneuver in Armor (4): (No tasks)
Master Swordsman (10): (No tasks)
Mercenary Lore (3):
--Lore Roll: 15%
Metal and Mineral Lore (5):
--Appraise Metal: 25%
--Identify Metal: 35%
--Identify Mineral: 35%
Mining (2):
--Detect Approximate Depth: 41%
--Detect Grade or Slope: 61%
--Detect New Construction: 61%
--Detect Sliding/Shifting Walls: 51%
--Detect Stonework Traps: 41%
--Find Mineral: 20%
--General Mining Knowledge: 10%
--Mine: 31%
--Mining Construction: 14%
Monster Lore (4):
--Common Monster: 30%
--Rare Monster: 10%
--Recognize Monster Noise: 41%
--Uncommon Monster: 20%
--Very Rare Monster: 0%
Move Silently (10):
--Skill Roll: 59%
Musician (3):
--Knowledge of Music: 15%
--Play Instrument: 33%
Open Locks (10):
--Lock Lore: 50%
--Open Lock: 68%
Pickpockets (7):
--Pick Pocket: 53%
Power Perception (6):
--Assense Attunement: 33%
--Bonus: 42%
--Duration: 6 minutes
--Open Magical Lock: 65%
--Range: 18 feet
--Remove Magical Trap: 51%
--Understand Magical Trap: 57%
Range of Field (10):
--Bonus: 20 vs. outnumbering
Remove Traps (10):
--Disarm Trap: 68%
Rope Mastery (5):
--Climb Rope: 43%
--Lasso Strike Chance: 66%
--Make Rope: 25%
--Tie Knot: 39%
Rowing (7):
--Row Boat: 56%
--Row Canoe: 46%
--Tie Knot: 51%
Sailing (6):
--Emergency Repairs: 51%
--Operate Sailing Vessel: 34%
--Sailing Knowledge: 30%
--Tie Knot: 45%
Sea Lore (2):
--Lore Roll: 10%
Shadowing (6):
--Shadow: 45%
Shield Large (12): (No tasks)
Shipwright (7):
--Design Ship: 39%
--Emergency Repairs: 56%
--Make Small Boat: 44%
--Repair Vessel: 39%
--Shipwright Knowledge: 35%
Streetwise (10):
--Establish Underground Contact: 52%
--Find Information: 62%
--Street Knowledge: 50%
--Streetwise Observation: 71%
Swimming (1):
--Endurance Swimming: 21 rounds
--Hold Breath: 32/63 seconds
--Max Safe Depth: 60 feet
--Stay Afloat: 21 hours
--Subsurface TMR: 14
--Surface TMR: 18
--Swimming Roll: 40%
--Water Combat: No water combat
Teamster (6):
--Care For Beasts: 30%
--Drive Wagon: 30%
--Recognize Beast of Burden: 30%
Trap Building (1):
--Build Trap: 23%
--General Knowledge: 5%
Underworld Lore (5):
--General Knowledge Roll: 25%
Weapon Dagger (2): (No tasks)
Weapon Lore (4):
--Weapon Knowledge: 20%
Area Lore - Amedo Jungle (2):
--Lore Roll: 10%
Area Lore - Highport (9):
--Lore Roll: 45%
Area Lore - Onwall (1):
--Lore Roll: 5%
Area Lore - Pomarj (4):
--Lore Roll: 20%
Area Lore - Urnst (1):
--Lore Roll: 5%
Cultural Lore - Pomarj (4):
--Lore Roll: 20%
Language Drow (6): (No tasks)
Language Orcish (4): (No tasks)
Language Thieves Cant (6): (No tasks)
Language Undercommon (6): (No tasks)
 
All Skills
Skill RankNext RankEXP Cost
Adrenal Strength 1400200
All Hafted Weapons 141020071400
Appraisal 721607560
Area Lore - Amedo Jungle 2150150
Area Lore - Highport 95002250
Area Lore - Onwall 115075
Area Lore - Pomarj 4375750
Area Lore - Urnst 115075
Armor Lore 411252250
Artillery 212001200
Barter 715045264
Blind Fighting 1750375
Brawling 1000
Character Judgment 720007000
Climbing 513503375
Cultural Lore - Pomarj 4375750
Danger Sense 628008400
Diving 11000500
Endurance 1400200
Excavation 2936936
Find Traps 10330016500
Find Weakness 1600300
First Aid 628008400
Gem and Jewelry Appraisal 721607560
Goblin Lore 2525525
Hide in Shadows 1019259625
Hit Points 11720039600
Jeweler 7400014000
Language Drow 617505250
Language Orcish 412502500
Language Thieves Cant 610503150
Skill RankNext RankEXP Cost
Language Undercommon 617505250
Locate Secret Openings 10247512375
Maneuver in Armor 427005400
Master Swordsman 10440022000
Mercenary Lore 3400600
Metal and Mineral Lore 56001500
Mining 211251125
Monster Lore 415003000
Move Silently 1017828910
Musician 312481872
Open Locks 10288214410
Pickpockets 712004200
Power Perception 621006300
Range of Field 10288214410
Remove Traps 10268413420
Rope Mastery 513503375
Rowing 716005600
Sailing 626257875
Sea Lore 2450450
Shadowing 610503150
Shield Large 12409524570
Shipwright 7375213132
Streetwise 10226611330
Swimming 1624312
Teamster 615334599
Trap Building 1750375
Underworld Lore 515003750
Weapon Dagger 211071107
Weapon Lore 412402480
 416997
 

Psionic Attack Mode
Initiative
# of Attacks
Psionic Strike Chance
Damage
Range
Notes
Ego Whip
2d6+
ft
Id Insinuation
2d6+
ft
Non-lethal Damage, Duration
Mind Thrust
2d6+
ft
Non-lethal Damage, Armor Piercing
Psionic Blast
2d8+
ft
Non-lethal Damage, Area Effect
Psychic Crush
2d6+
ft
Lethal Damage

Psionic Defense Mode
Area
MDef
MProt
CostNotes
Intellect Fortress
ft radius
1 NL/END per round
Mental Barrier
Self
NoneHardened
Mind Blank
Self
NonePersistent
Thought Shield
1 target
1 NL/END per 3 rounds
Tower of Iron Will
ft diameter
2 NL/END per round

Magic Items With Bonuses
List of magic items and effects that provide bonuses to hit points, saving throws and DEF. Bonuses listed here will be reflected in the appropriate totals above. Let the GM know if you have items you need listed here (the GM must add them).
Bonus To:Item(s):Bonus:
Hit Points
TMR:Boots of Speed (40)40
Normal Save
Mental Save
Magic Save
Luck Save
Disbelieve Illusions
Everything Lore
Attunement
DefenseBoots of Speed (10)10
Protection
Melee Dmg
All Combat SC
All Combat Dmg
Unarmed Conbat SC
Unarmed Combat Dmg
Luck Points:
Fate Points:
Psionic SC:
Psionic Dmg:
Mental DEF:
Mental PROT:
Hide in ShadowsCloak of Elvenkind (+15)15

Equipment
Worn or Carried
Belt Pouches
In Backpack
Elven Chain +3
*Shield - Large, +2

*Ioun Stone - Cure serious wounds
*Rope of Climbing
*Tattoo of Mace - heal 2hp per turn in combat
Ring of Water Breathing

Weapon +2 Fire Mace
Weapon +2 Hand Ax Returns 1/round

Cloak of Elven Kind (+15 to hide in shadows)

Coin purse containing 100 silver (only 1 available)
Water skin
Boots of Speed
Adventuring Clothing
Weapon Belt
Heavy Cloak
Belt pouch - large
Field Rations 10 days
Thieves Tools (+5 to Find Traps and Open Locks)
Blanket
Lantern - hooded and filled with lamp oil
Rope (50 feet)
Torches(10)
Flask of Oil (5)

-- Potions --
*Potion of Water Breathing
*2x Extra Healing
*Crystals of Healing
*Potion of Healing (Drow)
*Cinnabar eye cusps - see in underdark 24hrs
Helm of High Sorcery
Elsewhere
Elsewhere
Sorceries of the Mind (once per day, each), cast as overall level, 6 segments for GK, 7 segments for SK

1. Mind Cloak
2. Telekinesis
3. Mind Link
4. Mental Bolt

Instead of invoking a spell, the helm can be used to discover magic for identifying and remove magical traps. Must purchase ranks of Power Perception.
*Throwing Axes +1 (x2)
Weapon Morning Star
Dyson - Boots of Speed
+40 TMR, +10 Defense

--Water Running - must move at least 2x TMR.
--Mist Running - Must move at least 2x TMR. Max duration is MA x 2 rounds.
Can run on mist, smoke or clouds.
--Stone Running - Must move at least 2x TMR. Max duration is MA x 2 rounds.
Can run up walls and across ceilings.

Character Notes
Background InfoBackground for Dyson Teague

Dyson’s earliest memory is coming to his senses while wandering the marketplace, hungry and thirsty with a nasty head wound and no idea who he was or how he got there. His foreign accent clearly marked him as “not from around here”. At first, a few people were sympathetic and helpful, but when no one appeared to name him and no one was searching for him, he became just another troubled vagabond youth running around the city with nothing but time on his hands. Highport is a rough city and not kind to those with no means of support. As a “foreigner” no one would take him on as an apprentice so strong arm robbery was Dyson’s only real alternative to begging or slavery. Over time and after several brushes with the Guard, he fell in with a Master of the local Thieves’ guild named Badger. Dyson’s strength and agility helped him fit into the enforcer role and he began learning basic thieves’ skills as well as getting both more training and experience as a fighter.

A few years later, Dyson was near the docks scouting out a new ‘protection’ victim when he fell prey to a press gang. Life aboard ship was rough, but not much rougher than where Dyson had come from. He learned quickly and became part of the ship’s fighting force, manning the ballistae when needed. Dyson has worked to earn the trust of his superiors as he felt that was the only way he would eventually be able to get an opportunity to get off the ship.
Family Info
Animals
Other
Other
Other
Other
Purchase Planning