Name:  STRIDE

Personal Information

Age:         116

  Height:    5'8"

  Weight:    130 lbs

Gender: Male

Race: High elf

Classes: Fighter/Thief

Levels: 1/1

XP: 0/0

Next Level: 2,000/1,250

Kit: Scout

Alignment: Chaotic Good

Ability Scores

Str:

18/88

Weight Allowance: 185 lbs

Bend Bars/Lift Gates: 30%

Attack Adj.: +2

Damage Adj.: +4

Max. Press: 330 lbs

Open Doors: 14

Dex:

19

Missile Adjustment: +3

Pick Pockets: +15%

Open Locks: +20%

Reaction Adjustment: +3

Armor Class: -4

Move Silently: +15%

Climb Walls: +15%

Con:

16

System Shock: 95%

Poison Save: +0

Hit Point Adjustment: +2

Resurrection Chance: 96%

Int:

11

Max. Spell Level: 5th

Max. Spells Per Level: 7

Illusion Immunity: None

Bonus Proficiencies: 2

Chance to Learn New Spell: 45%

Wis:

11

Bonus Clerical Spells: 0, 0, 0, 0, 0, 0, 0

Clerical Spell Failure Chance: 10%

Magic Defense Adjustment: +0

Spell Immunity: None

Cha:

9

Loyalty Base: +0

Maximum Number of Henchmen: 4

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:

10

Weapon Proficiencies

Non-Weapon Proficiencies

Base THAC0:

20

Composite long bow

Alertness (CRE)

  Direction Sense

  Observation (CRE)

  Tracking

  Native Languages:

12

Melee THAC0:

18

Dagger, parrying

12

Missile THAC0:

17

Sword, short

11

Sword, long

Armor

11

Natural armor class:

  Full Leather Armor

  Shield, Buckler adj.

  DEX Defensive adj.

  FINAL

10

Common

-2

Elven

-1

-4

3

Weapons


                              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

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
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.

Rogue Skills

                                                  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%

Inventory

          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

   Items Worn/In hand:

+  Long Sword

+  Leather Armor

+  Buckler

+  Boots Riding

           Money:

  PP:                0

  GP:               3

  SP:                6

  CP:                7

  Gems:            0

Movement and Encumbrance

Encumbrance:

Unencumbered

Light

Moderate

Heavy

Severe

Weight (lbs):

0-185

186-224

225-263

264-302

303-330

Movement:

12

8

6

4

1

THAC0:

-1

-2

-4

AC:

+1

+3

Currently carrying 51.20 pounds (None Encumbrance, 12 Movement)

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.

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.