Personal Information
Name: Lusiphur Player: Marty
Race: High elf Gender: Male Height: 5'11" Age: 122
Class: Thief Level: 3 Weight: 155 lbs
XP: 3,232 Alignment: True Neutral
Next Level: 5,000 Kit: Assassin
Ability Scores
Str: 12 Stamina: 12 Weight Allowance: 45 lbs Bend Bars/Lift Gates: 4%
Muscle: 12 Attack Adj.: +0 Damage Adj.: +0 Max. Press: 140 lbs Open Doors: 7
Dex: 18 Aim: 18 Missile Adjustment: +2 Pick Pockets: +10% Open Locks: +15%
Balance: 18 Reaction Adjustment: +2 Armor Class: -4 Move Silently: +10% Climb Walls: +10%
Con: 11 Health: 11 System Shock: 75% Poison Save: +0
Fitness: 11 Hit Point Adjustment: +0 Resurrection Chance: 80%
Int: 12 Reason: 12 Max. Spell Level: 6th Max. Spells Per Level: 7 Illusion Immunity: None
Knowledge: 12 Bonus Proficiencies: 3 Chance to Learn New Spell: 50%
Wis: 11 Intuition: 11 Bonus Clerical Spells: 0, 0, 0, 0, 0, 0, 0 Clerical Spell Failure Chance: 10%
Willpower: 11 Magic Defense Adjustment: +0 Spell Immunity: None
Cha: 11 Leadership: 11 Loyalty Base: +0 Maximum Number of Henchmen: 4
Appearance: 11 Initial Reaction Adjustment: +0
Saving Throws
Paralyzation: 13 Poison: 13 Death Magic: 13 Petrification: 12 Polymorph: 12
Rod: 14 Staff: 14 Wand: 14 Breath Weapon: 16 Spell: 15
Combat
Hit Points: 11
Base THAC0: 19
Melee THAC0: 19
Missile THAC0: 17
Armor
Natural armor class 10
Full armor, leather +2 -2
Magic Armor adj. -2
Balance Defensive adj. -4
FINAL: 2
Weapon Proficiencies
Sword, scimitar
Non-Weapon Proficiencies
Climbing -5
Cooking 7
Etiquette 9
Falconry (PO:S&P) 4
Gem Cutting 11
Jeweler 11
Rope Use 13
Rune Lore 6
Swimming 9
Tracking 8
Native Languages
Common, Dwarf, Elf, Troll
Weapons
THAC0 Attacks/ Speed Damage Range (-2) (-5) (-10)
Weapon Melee Missile Round Factor Sm-Med Large Type Size PB / S / M / L / EX
Sword, scimitar 19 1 5 1d8 1d8 S M
Crossbow, hand 20 1 5 P S
Crossbow, hand quarrel 1d3 1d2 P S 4 8 12
Dagger 22 20 1 2 1d4 1d3 P S 2 4 6
Racial Abilities
Bow bonus - +1 bonus to attack rolls with long or short bows.
Infravision - 60' infravision range.
Resistance 90% - 90 percent resistant to sleep and charm-related spells.
Secret doors - Because of their acute senses, elves are quick to spot concealed doors and hidden entranceways. Merely passing within 10' of a concealed door allows an elf a one-in-six chance (a 1 on 1d6) to notice it. If actively searching, an elf's chances improve to a two-in-six chance (1 or 2 on 1d6) to find secret doors, and a three-in-six chance (1, 2, or 3 on 1d6) to notice a concealed door.
Stealth - When the elf is alone and is not wearing metal armor, he gains a bonus to surprise opponents. The opponent suffers a -4 penalty, a -2 if the elf has to open a door.
Sword bonus - +1 bonus to attack rolls when using a long or short sword.

Class Abilities
Thief
    Backstab - Surprise attack may inflict double damage. For every four levels beyond first, the damage multiplier increases by one.
    Climb walls* 70% - Able to climb vertical or smooth surfaces.
    Detect magic* 15% - Has a chance to detect magical radiance.
    Detect noise* 35% - May hear faint noises.
    Escaping bonds* 35% - Skill at escaping bonds.
    Find/remove traps* 30% - Skill at finding and disarming traps.
    Hide in shadows* 40% - Grants the ability to hide in shadows.
    Move silently* 50% - May move without making a sound.
    Open locks* 35% - Skill at opening locks with the proper tools.
    Pick pockets* 45% - Skill at pilfering small items from pockets or purses.
    Read languages* - Skill at deciphering unknown texts.

Disadvantages
Branded - As written in Dragon Issue #256, p. 40

The character has fled his homeland for a crime and wears a prominent brand as part of his punishment. The character might have been a slave, a Thief, or an accused criminal. The brand cannot easily be covered up, and a cursory search reveals the brand to anyone. The brand is most likely on the character's forehead, cheek, forearm or hand (player's choice). Law enforcement agents who notice the brand attempt to arrest the character for extradition or imprisonment. The DM and player should work out the crime, the brand, and the circumstances surrounding the character's escape. The player may choose whether his character committed a crime or was falsely accused.

Phobia: Monster (specific) - Each time the character is presented with their phobia, they must make a Wisdom/Willpower check every 2d6 rounds they are exposed to it. If failed, the character must flee the source of the phobia for 1d6 rounds, and must make another check. All checks are made at half ability score if the phobia is severe.
Handicap, Unholy Compulsion - Roll 1d20 for result:

1) Blinded by bright light
2) Drinks fresh blood, 1/day
3) Eats corpse flesh, 1/day
4) Eats earth and stones, 1/day
5) Eats fresh (uncooked) meat, 1/day
6) Harms or kills a sentient individual, 1/week
7) Hates all contact with the living (only tolerates undead or extraplanar allies)
8) Howls under night sky or at moon, 1/day
9) Memorizes spells in an underground chamber
10) Murders friends and allies
11) Never speaks the truth
12) Seeks revenge/murders for the slightest perceived insult or disagreement
13) Sheds own blood (1-4 hp damage), 1/day
14) Sleeps in a tomb or open grave
15) Withers all vegetation when casting spells (1' radius per spell level)
16) Wounded by contact with cold iron or steel (1-4 hp + normal weapon damage)
17) Wounded by contact with freshly-cut wood (1-4 hp + normal weapon damage)
18) Wounded by contact with silver or gold (1-4 hp + normal weapon damage)
19) Wounded by fresh or holy water (2-7 hp damage)
20) Writes/Reads backwards (left to right)

Rogue Skills
Skill Base Racial Mods Ability Scores Discretionary Points Armor Final
Climb walls 60 +0 +10 +0 +0 70%
Detect noise 15 +5 +0 +15 +0 35%
Find/remove traps 5 +0 +5 +20 +0 30%
Hide in shadows 5 +10 +10 +15 +0 40%
Move silently 10 +5 +10 +25 +0 50%
Open locks 10 -5 +15 +15 +0 35%
Pick pockets 15 +5 +10 +15 +0 45%
Read languages 0 +0 +0 +0 +0 0%
Escaping bonds 10 +0 +10 +15 +0 35%
Detect magic 5 +10 +0 +0 +0 15%
Movement and Encumbrance
Encumbrance: Unencumbered Light Moderate Heavy Severe
Weight (lbs): 0-45 46-69 70-93 94-117 118-140
Movement: 14 10 7 3 1
THAC0: -1 -2 -4
AC: +1 +3
Currently carrying 43.95 pounds (None Encumbrance, 14 Movement)
Inventory
  • Animals
    • Horse, riding
      • Bit and bridle
  • Items Carried
    • Backpack, Adventurers'
      • Bolt case
        • Crossbow, hand quarrel x20
      • Bolt case
        • Crossbow, hand quarrel x10
      • Crossbow, hand
      • Flint and steel
      • Nightsuit, black
      • Rations,iron (1 week)
      • Sack, small
        • Candle x5
        • Torch x3
      • Sack, small
        • Handkerchief, plain cotton
          • Comb, finished wooden
          • Hair Brush, plain wooden
          • Soap
      • Sack, small
        • Canteen
      • Spare clothing, fine x2
    • Dagger x2
    • Holy item
    • Thieves' picks
  • Items Readied
    • Sword, scimitar
  • Items Stored
    • Boots, soft
    • Gloves
    • Pygmy Hunting Poison
    • Socks, wool
  • Items Worn
    • Boots, soft
      • Dagger x2
    • Dagger sheath
      • Dagger
    • Dagger sheath
      • Dagger
    • Full armor, leather +2
    • Gloves
    • Scabbard, hanger, baldric
  • Spending Money
    • * Copper Pieces x4
    • * Gold Pieces x97
    • * Silver Pieces x9

Generated by the Advanced Dungeons & Dragons Core Rules 2.0 Expansion on 05/13/2002 11:37 AM