Rigel Snoutfair ("Jack of All Trades")
Rigel Snoutfair ("Jack of All Trades")
Rigel Snoutfair ("Jack of All Trades")
Spells: (4/2/1) Charm Person, Detect Magic, Unseen Servant, Magic Missile, Levitate, Knock, Monster
Summoning I
Thief Skills: Pick Pockets: 65%, Open Locks: 52%, Find/Remove Traps: 45%, Move Silently: 57
(95)%, Hide in Shadows: 52 (90)%, Hear Noises: 25%, Climb Walls: 92%, Read Languages: 30%
Elf Abilities: Infravision 60'; +1 to hit with bow and sword; 90% resistant to sleep and charm; detect
secret doors on 1-2, concealed doors 1-3; move silently and surprise 1-4
Equipment
+1 Long bow
+1 Long sword
Bracers of Defense AC: 5
Elvin Cloak and Boots (Hide in shadows indoors 90%, move silently 95%)
Quiver of special magic arrows (see back)
3 Ioun Stones: iridescent spindle (sustains without air), lavender & green ellipsoid (absorbs 49 levels of
spells targets at user), rose prism (+1 protection)
Scroll of Comprehend Languages, Detect Invisibility, Strength, Water Breathing (9th level)
Scroll of Shield, Invisibility, Minor Globe of Invulnerability (12th)
Potion of Polymorph, Healing, and Gaseous Form
Dagger
Case of 12 extra arrows
Spell Book (memorized spells + Read Magic, Shield, Sleep, Rope Trick, Strength, and Dispel Magic)
Large Belt Pouch
Thieves' tools
Small belt pouch
3” granite sphere w/ Continual Light in leather pouch
About 100 gp worth of coins
Quiver of 20 special arrows, 16 magical, 4 normal (produced by the arrow of refilling). Each special
arrow has an elven sigil identifying it's type. The special arrows are as follows:
Biting: +2, turns into poisonous snake, +1 hp in addition to normal damage and save or die (and then
deal with snake)
Blinking: +2, blinks in and out to avoid allies in melee
Charm: +2, save or be charmed (as Charm Monster)
Climbing: +1, anchors into surface shot at, 100’ rope appears and coils down, holds 500 lbs.
Disarming: +5 when aimed at weapon, successful hit disarms unless save vs. paralyzation at -4
Dispelling: +2, cast Dispel magic on target at 12th level
Entangling: +1 to hit, creates 10’ diameter net
Flying: +3, x5 distance for all ranges
Light: +1, casts light on impact
Penetrating: +3, negates cover or concealment bonuses
Refilling: +1, refills quiver with normal arrows at midnight (up to 20) if left in quiver
Screaming: +3, screams and causes fear (save vs. wands) within 20’ of its path
Seeking: never misses inanimate object shot at, will always miss any creature shot at
Sinking: +1 to hit, against ships hits as heavy ballista and inflicts 1-10 hull points
Stunning: +2, save vs. paralyzation or stunned for 1-6 rounds
Teleporting: +2, save vs. spells or be teleported 1-100 miles away in a random direction