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Lexam Flumby


Personal Information
Name: Lexam Flumby Player: Curtis Jones
Race: Gnome Gender: Male Height: 3'7"
Class: Thief / Illusionist Level: 5 / 3 Weight: 81 lbs
XP: 13,758 / 9,688 Next Level:
20,000 / 10,000
Kit: None Alignment: Chaotic Good
Eyes: Grey Hair: Black Deity: None
Age: 76
Ability Scores
Str: 14 Weight Allowance: 55 lbs Bend Bars/Lift Gates: 7%
Attack Adj.: +0 Damage Adj.: +0 Max. Press: 170 lbs Open Doors: 8
Dex: 17 Missile Adjustment: +2 Pick Pockets: +5% Open Locks: +10%
Reaction Adjustment: +2 Armor Class: -3 Move Silently: +5% Climb Walls: +5%
Con: 16 System Shock: 95% Poison Save: +0
Hit Point Adjustment: +2 Resurrection Chance: 96%
Int: 18 Max. Spell Level: 9th Max. Spells Per Level: 18 Illusion Immunity: None
Bonus Proficiencies: 7 Chance to Learn New Spell: 85%
Wis: 15 Bonus Clerical Spells: 2, 1, 0, 0, 0, 0, 0 Clerical Spell Failure Chance: 0%
Magic Defense Adjustment: +1 Spell Immunity: None
Cha: 14 Loyalty Base: +1 Maximum Number of Henchmen: 6
Initial Reaction Adjustment: +2
Saving Throws
Paralyzation: 11 Poison: 11 Death Magic: 11 Petrification: 10 Polymorph: 10
Rod: 5 Staff: 5 Wand: 5 Breath Weapon: 13 Spell: 6
Combat
Hit Points: 24
Base THAC0: 18
Melee THAC0: 18
Missile THAC0: 16
Armor
Natural armor class 10
Leather armor -2
Ring of Protection +2 -2
DEX Defensive adj. -3
FINAL: 3
Weapon Proficiencies

Hand Axe
Dart
Short Sword

Non-Weapon Proficiencies
Carpentry 12
Reading \ Writing 13
Spellcraft 12
Stonemasonry 7
Ventriloquism 10
Weapons

THAC0

#AT Speed

Damage

Range (-2) (-5)
Weapon Melee Missile Factor Sm-Med Large Type Size Short Med. Long
Hand Axe 18 16 1 4 1d6 1d4 S S 2 4 6
Dagger +2, Longtooth 18 16 1 2 1d6+2 1d8+2 P S 2 4 6
Dart   16 3 2 1d3 1d2 P S 2 4 8
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.

Inventory
  • Items Readied
    • Hand Axe (x2)
    • Fine Silver Dart (x12)
    • Wand of Wonder (12 charges)
    • Dagger +2, "Longtooth"
      • (Intelligent; becomes a shortsword for Gnomes; Int- 15 AL - CN Ego - 9; Languages: Common, Gnomish, Halfling; Detect Precious metals (kind/amount 20' rad.); Detect Magic 10' rad;, Strength on wielder only, 1\day)
  • Items Worn
    • Leather Armor
    • Ring of Protection +2
    • Boots of Elvenkind
    • Necklace of Adaption
    • Belt
    • Belt Pouch (x2)
      • Flint and Steel
      • Candle (x2)
      • Bell
      • Chalk
      • Whetstone
    • Bone Scroll Case
    • Bag of Holding
      • Potion of Gaseous Form
      • Potion of Wight Control
      • Soft Boots (2 pairs)
      • Black Cloak (x2)
      • Backpack
      • Light Chain (3ft)
      • Grappling Hook
      • Iron Spike (x12)
      • Small Sack
Spells
Class 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
Illusionist 2 1        
Character Description and History

Lexam is from a small Gnomish village in the Northeastern Neverwinter Wood near the North side of the Crags mountain range. He learned thieving skills from his older brother and was later taken in as a pupil by the village mage. Lexam's older brother was killed in Triboar by a Zhentrim agent after a failed pick pocket attempt. Lexam harbors a secret and deep hatred of the Zhentrim and secretly hopes to track down his brother's killer and put a swork in his back.

While wandering in the woods near his village, Lexam met and befriended a young Ranger named Boldar. They later went together to Luskan to seek their fortune. It was in the Flying Fish tavern in Luskan that they met four others and started an adventuring company. Lexam's best friend is still the hulking Ranger lad Boldar. Both have had many adventures with the Company fo the Burning Scimitar and gained much treasure and experience.

Lexam can always be seen wearing his black leather armor, black cloak, and black soft leather boots. He has black hair and steel grey bright grey eyes that that bely great inteligence. Lexam is happy go lucky, but very shrewd and wiley in his business dealings and combat tactics.

Lexam prefers to use his magic to augment his thieving skills and attacks. One favorite tactic is to attack while invisible with a shocking grasp or backstab. He prefers the color spray against multiple opponents and uses Audible glammer to distract foes while he sneaks around. If forced to meelee he prefers to cast Mirror image beforehand.

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


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