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Jasper Gnarlson


Personal Information
Name: Jasper Gnarlson Player: Terry Best
Race: Gnome Gender: Male Height: 3'5"
Class: Thief / Illusionist Level: 6/6 Weight: 103 lbs
XP: None Given Next Level:
40,000 / 60,000
Kit: None Alignment: Neutral Good
Eyes: Silver Hair: Black Deity: None, See Below
Age: 78
Ability Scores
Str: 12 Weight Allowance: 45 lbs Bend Bars/Lift Gates: 4%
Attack Adj.: +0 Damage Adj.: +0 Max. Press: 140 lbs Open Doors: 7
Dex: 18 Missile Adjustment: +2 Pick Pockets: +10% Open Locks: +15%
Reaction Adjustment: +2 Armor Class: -4 Move Silently: +10% Climb Walls: +10%
Con: 15 System Shock: 90% Poison Save: +0
Hit Point Adjustment: +1 Resurrection Chance: 94%
Int: 17 Max. Spell Level: 8th Max. Spells Per Level: 14 Illusion Immunity: None
Bonus Proficiencies: 6 Chance to Learn New Spell: 75%
Wis: 12 Bonus Clerical Spells: 0, 0, 0, 0, 0, 0, 0 Clerical Spell Failure Chance: 5%
Magic Defense Adjustment: +0 Spell Immunity: None
Cha: 9 Loyalty Base: +0 Maximum Number of Henchmen: 4
Initial Reaction Adjustment: +0
Saving Throws
Paralyzation: 12 Poison: 12 Death Magic: 12 Petrification: 11 Polymorph: 11
Rod: 7 Staff: 7 Wand: 7 Breath Weapon: 15 Spell: 8
Combat
Hit Points: 35
Base THAC0: 18
Melee THAC0: 18
Missile THAC0: 16
Armor
Natural armor class 10
Leather armor -2
DEX Defensive adj. -4
Unknown adj. -4
FINAL: 0
Weapon Proficiencies

Dagger
Light Crossbow
Throwing Knife

Non-Weapon Proficiencies
Jewelry Making  
Native Languages (speaking):  
   Gnomish, Dwarven, Common, Orcish  
Weapons

THAC0

#AT Speed

Damage

Range (-2) (-5)
Weapon Melee Missile Factor Sm-Med Large Type Size Short Med. Long
Dagger +3 15 13 1 2 1d4+3 1d3+3 P S 2 4 6
Knife, Throwing 18 16 1 8 2d4 1d6+1 P/S M 2 4 6
Racial \ Class 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.

Thief Skills:

Pick Pockets: 35%
Find\Remove Traps: 100%
Stealth: 5%
Open Locks: 80%

Inventory
  • Items Readied
    • Dagger +3 (try as he might, Jasper has yet to find any info on this dagger, other than it glows when danger is near)
    • Light Crossbow +2 (crossbow of his own design, very fast and effective, when the gears are kept clean. 5% chance of malfuntion)
    • Throwing Knives x5 (for when crossbow malfunctions)
  • Items Worn
    • Leather Armor (just found, don't know what magic it has yet. Only wearing it becaus Lordin incinerated his old suit)
    • Good Boots
    • Purple Shirt
    • Red Breeches
    • Skull Cap (to hide the bald spot)
    • Glasses
  • Items Carried
    • Jewelry Making Kit
    • Assorted Jewels (type varies)
    • Rope
    • Gold \ Silver blocks (value 6,000gp)
Spells
Class 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
Illusionist 5 3 3      
Character Description and History

Jasper Gnarlson is short, even for a gnome, but if you call him a halfling you better hope he doesn’t hamstring you. Jasper was born and raised in Neverwinter, his parents were both respected artisans, his father a gem cutter, his mother a silversmith. His formative years were spent learning his parents crafts in the hope that he would eventualy become a master jeweler.

This was a well founded hope for Jaspers nimble fingers and keen mind let him create works beyond the ability of either parents. His future looked bright, but Jasper was not happy, he spent his days creating works of art for ignorant merchants son’s who complained that his braclets didn’t “sparkle” enough, ignoring their obviouse artistic value.

The breaking point came when he sold what he considered his masterpeice, a beautiful wedding ring of intertwining gold and silver leaves, the silver leaves traced with gold veins, the gold with silver, on top was a diamond painstakingly carved into a blooming rose, to Vrek, the son of a rich spice merchant. Vrek, apon seeing the ring claimed it was “good enough for his scullery maid, but not for his intended.” Jasper knew he couldn’t leave the ring in the hands of that lout. Wich thoughts of retrieving his ring, Jasper sought out his uncle, a gnome with a less then law-abiding past, to teach him the basics of gnomish misdirection and theivery. A month later he snuck into Vrek’s home and retrieved his ring, wich he still wears today.

Unfortunately, while he had mastered the art of picking locks, his stealth and illusion needed work, he was seen and identified fleeing the premisis. His reputation ruined and with a warrent on his head, Jasper fled Neverwitner south along the sword cost.

He met Lordin in Bergost while trying to pick the mages pocket (who ever heard of exloping pockets as a security device?). When both their wounds had healed (no one has ever accused Lordin of setting safe traps, just effective) Lordin agreed not to press charges against Jasper on the guarentee that he would accompany him and Thorin in their adventures (Lordin had been activly searching for a thief for some time, ancient ruins have nasty traps). Jasper has become an intergral part of the “Raging Fools” as his natuaral mechanical ability makes him a wiz at disarming the most eloborate traps, saving Lordin and the rest no small amount of pain. He is also the most cautious of the party, but his voice of reason is usually overshadowed by Thorin’s battlecries or Lordin’s overriding curiosity (although he has overcome the latter by keeping all the magical item’s away from Lordin until he can find out what they do, keeping Thorin out of trouble would require a large cage and twenty giant guards so he doesn't even bother). He still creates jewelry, but only for friends and people he knows will apreciate it.

"Fool's don't have Gods!" - Thorin's motto for the Group

Generated by the Advanced Dungeons & Dragons Core Rules CD-ROM 2.0


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