Fonkin Hoddypeak, circa 596 CY
Date: Fri, March 17, 2006
Topic: Rogue's Gallery

Fonkin Hoddypeak, circa 596 CY
By: KelanenPrinceofSwords
Posted with permission. Do not repost without obtaining prior permission from the author.

Fonkin Hoddypeak was one of the company of heroes led by Frush O'Suggill against the giants invading Sterich and their drow masters some 20 years ago, saving the city of Istiven from becoming entangled in the Demonweb Pits. Others among that heroic company included the mighty dwarven fighter Redmod Dumple, the infamous magsman Cloyer Bulse, and the mysterious "Eyebiter", Gleep Wurp.

Following their harrowing adventures in the Abyss, the company parted ways. Fonkin continued to adventure in the western Flanaess. He and Redmod Dumple explored the ruins of dwarfholds and giant keeps in the Crystalmists. He once again struck against the giants and their humanoid kin during the reclamation of Sterich a decade ago. More recently, he has fought against the minions of Iuz in the Vesve Forest, and assisted in defending Highfolk when the region was invaded by numerous green dragons.

Presented below is a stat block for Fonkin Hoddypeak in 596 CY. It is based upon the stats given for the original tournament player character named Fonkin Hoddypeak in G1-3: Against the Giants, by Gary Gygax. For those who do not have access to this out-of-print module, Fonkin was a high elf fighter 5/magic-user 8 under 1st ed. AD&D rules. The version presented here seeks to optimize Fonkin while retaining the spirit of the original PC. The total value of Fonkin's possessions as presented here are somewhat higher than the average listed in Table 5-1: Character Wealth By Level, on page 135 of Dungeon Master's Guide.

FONKIN HODDYPEAK CR 14Male high elf fighter 1/wizard 5/eldritch knight 8

CG Medium humanoid (elf)
+4; Senses low-light vision, permanent darkvision 60 ft., permanent see invisibility; Listen +1, Spot +1
Languages Common, Elven, Giant, Goblin, empathic link, permanent tongues

22 (+4 Dex, +6 armor, +2 deflection), touch 16, flat-footed 18; Dodge, Mobility
hp 92 (14 HD)
Immune magic sleep effects
Resist +2 on saving throws against enchantment spells and effects
Fort +12, Ref +7, Will +5

30 ft. (6 squares)
Melee +2 adamantine longsword +16/+11/+6 (1d8+5/19-20)
Ranged composite longbow [+2 Str bonus] +17/+12/+7 (1d8+3/x3) with +1 arrows

Base Atk +11; Grp +13
Atk Options Combat Expertise, Spring Attack
Combat Gear 6 javelins of lightning (DC 14), 2 potions of cure serious wounds, potion of fly, potion of haste, scroll of continual flame, scroll of hold monster (DC 17), scroll of shield, 2 scrolls of teleport

Wizard Spells Prepared (CL 12th):
6th -- globe of invulnerability, greater heroism

5th -- break enchantment, teleport x2

4th -- confusion (DC 18), fire shield, greater invisibility, stoneskin

3rd -- dispel magic, fly, haste, protection from energy, suggestion (DC 17)

2nd -- bear’s strength, bull’s endurance, cat’s grace, fox’s cunning, Melf’s acid arrow (+15 ranged touch, +4 rounds)

1st -- feather fall, identify, mount, shield, true strike

0 -- detect magic, mage hand, prestidigitation, read magic

Str 15, Dex 18, Con 16, Int 18, Wis 9, Cha 18
SQ familiar, share spells
Feats Combat Casting, Combat Expertise, Craft Magic Arms and Armor, Dodge, Mobility, Quick Draw, Scribe Scroll, Spring Attack, Weapon Focus (longsword), Weapon Focus (longbow)
Skills Concentration +19, Craft (weaponsmithing) +16, Hide +9, Knowledge (arcana) +20, Knowledge (dungeoneering) +20, Move Silently +9, Ride +14, Spellcraft +22, Swim +14
Possessions combat gear plus +2 adamantine longsword, composite longbow [+2 Str bonus], 50 +1 arrows, ring of protection +2, ring of regeneration, boots of elvenkind, bracers of armor +6, cloak of elvenkind, spell components
Spellbook spells prepared plus 0 -- acid splash, arcane mark, dancing lights, daze, detect poison, disrupt undead, flare, ghost sound, light, mending, open/close, ray of frost, resistance, touch of fatigue; 1st -- burning hands, color spray, comprehend languages, detect secret doors, detect undead, expeditious retreat, mage armor, magic missile, magic weapon, protection from chaos/evil/good/law, ray of enfeeblement, reduce person, silent image, sleep, summon monster I; 2nd -- arcane lock, continual flame, darkness, darkvision, glitterdust, invisibility, knock, locate object, minor image, mirror image, protection from arrows, scorching ray, spectral hand, spider climb, summon monster II, web; 3rd -- arcane sight, displacement, fireball, gaseous form, heroism, hold person, keen edge, lightning bolt, major image, nondetection, summon monster III, tongues, water breathing; 4th -- animate dead, bestow curse, charm monster, dimension door, enervation, lesser globe of invulnerability, locate creature, remove curse, scrying, summon monster IV; 5th -- Bigby’s interposing hand, cone of cold, passwall, permanency; 6th -- disintegrate, mass suggestion, Tenser’s transformation

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