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Name: STRIDE |
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Personal Information |
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Age: 116
Height: 5'8"
Weight: 130 lbs |
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Gender: Male |
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Race: High elf |
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Classes: Fighter/Thief |
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Levels: 1/1 |
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XP: 0/0 |
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Next Level: 2,000/1,250 |
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Kit: Scout |
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Alignment: Chaotic Good |
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Ability Scores |
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Str: |
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18/88 |
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Weight Allowance: 185 lbs |
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Bend Bars/Lift Gates: 30% |
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Attack Adj.: +2 |
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Damage Adj.: +4 |
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Max. Press: 330 lbs |
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Open Doors: 14 |
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Dex: |
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19 |
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Missile Adjustment: +3 |
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Pick Pockets: +15% |
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Open Locks: +20% |
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Reaction Adjustment: +3 |
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Armor Class: -4 |
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Move Silently: +15% |
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Climb Walls: +15% |
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Con: |
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16 |
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System Shock: 95% |
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Poison Save: +0 |
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Hit Point Adjustment: +2 |
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Resurrection Chance: 96% |
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Int: |
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11 |
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Max. Spell Level: 5th |
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Max. Spells Per Level: 7 |
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Illusion Immunity: None |
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Bonus Proficiencies: 2 |
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Chance to Learn New Spell: 45% |
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Wis: |
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11 |
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Bonus Clerical Spells: 0, 0, 0, 0, 0, 0, 0 |
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Clerical Spell Failure Chance: 10% |
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Magic Defense Adjustment: +0 |
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Spell Immunity: None |
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Cha: |
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9 |
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Loyalty Base: +0 |
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Maximum Number of Henchmen: 4 |
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Initial Reaction Adjustment: +0 |
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Saving Throws |
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Paralyzation: 13 |
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Poison: 13 |
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Death Magic: 13 |
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Petrification: 12 |
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Polymorph: 12 |
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Rod: 14 |
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Staff: 14 |
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Wand: 14 |
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Breath Weapon: 16 |
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Spell: 15 |
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Combat |
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Hit Points: |
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10 |
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Weapon Proficiencies |
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Non-Weapon Proficiencies |
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Base THAC0: |
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20 |
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Composite long bow |
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Alertness (CRE)
Direction Sense
Observation (CRE)
Tracking
Native Languages: |
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12 |
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Melee THAC0: |
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18 |
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Dagger, parrying |
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12 |
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Missile THAC0: |
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17 |
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Sword, short |
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11 |
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Sword, long |
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Armor |
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11 |
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Natural armor class:
Full Leather Armor
Shield, Buckler adj.
DEX Defensive adj.
FINAL
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10 |
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Common |
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-2 |
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Elven |
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-1 |
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-4 |
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3 |
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Weapons |
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THACO Attacks/ Speed Damage Range (-2) (-5) Weapon Melee Missile Round Factor Sm-Med Large Type Size Short Medium Long
Sword, Long 17 1 5 1d8+4 1d12+4 S M
Long Bow 16 2 8 1d6 1d6 P L
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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. |
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Class Abilities Fighter Followers - Attracts followers after a stronghold is built and 9th level is reached. Weapon specialization - Allows specialization in one weapon. Thief Backstab - Surprise attack may inflict double damage. For every four levels beyond first, the damage multiplier increases by one. Climb walls* 50% - Able to climb vertical or smooth surfaces. Detect noise* 15% - May hear faint noises. Find/remove traps* 35% - Skill at finding and disarming traps. Followers - Attracts followers when a stronghold is built and name level is reached. Hide in shadows* 10% - Grants the ability to hide in shadows. Move silently* 10% - May move without making a sound. Open locks* 25% - Skill at opening locks with the proper tools. Pick pockets* 5% - Skill at pilfering small items from pockets or purses. Read languages* 10% - Skill at deciphering unknown texts. Scroll Use - May use magic scrolls at 9th level. Thieves' cant - Knowledge of the secret language of thieves. |
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Rogue Skills |
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Racial Ability Descretionary Base Mods Scores Points Armor Final Climb Walls 60 +0 +15 +5 -0 80% Detect Noise 15 +5 +0 +5 -0 25% Find/Remove Traps 5 +0 +10 +30 -0 45% Hide In Shadows 5 +10 +15 +0 -0 30% Move Silently 10 +5 +15 +0 -0 30% Open Locks 10 -5 +20 +10 -0 35%
Pick Pockets 15 +5 +15 +0 -0 35% Read Languages 0 +0 +0 +10 -0 10% |
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Inventory |
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Items Carried:
+ Backpack: - Dry Rations 1 week - Torch x3 - Wineskin + Long Bow + Quiver - Sheaf Arrows x12 - Flight Arrows x12 + Belt - Belt, Pouch, Large * Flint and Steel * Mirror Small metal - Pouch * Chalk * Thieve's Pick - Dagger |
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Items Worn/In hand:
+ Long Sword
+ Leather Armor
+ Buckler
+ Boots Riding |
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Money:
PP: 0
GP: 3
SP: 6
CP: 7
Gems: 0 |
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Movement and Encumbrance |
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Encumbrance: |
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Unencumbered |
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Light |
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Moderate |
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Heavy |
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Severe |
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Weight (lbs): |
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0-185 |
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186-224 |
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225-263 |
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264-302 |
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303-330 |
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Movement: |
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12 |
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8 |
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6 |
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4 |
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1 |
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THAC0: |
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-1 |
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-2 |
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-4 |
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AC: |
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+1 |
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+3 |
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Currently carrying 51.20 pounds (None Encumbrance, 12 Movement) |
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Kit - Scout Scout Equipment: Scouts do not enter the wilderness unprepared. Scouts must purchase adequate clothing for the season, rations and water, flint and steel, rope, bedroll, a small hammer, and pitons. They can purchase any weapons, armor, and other equipment with any gold they have remaining. Benefits: Scouts gain a +1 bonus to all nonweapon proficiency checks while in the wilderness or natural cave settings. Hindrances: Scouts are ill at ease in urban or dungeon settings. They suffer a -1 penalty on all nonweapon proficiency checks when in such locales. |
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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. |
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