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Amaryllis Lightmoon

 

amaryllisAmaryllis

Personal Information

Name: Amaryllis Lightmoon

Player:

Race: Elf

Gender: Female

Height: 5'3"

Age: 118

Class: Thief

Level: 6

Weight: 105 lbs

XP: 20,900

 

Next Level: 40,000

Character Points: 13


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:

19

Reaction Adjustment: +3

Armor Class: -4

Move Silently: +15%

Climb Walls: +15%

Con:

12

Health:

12

System Shock: 80%

Poison Save: +0

 

 

Fitness:

12

Hit Point Adjustment: +0

Resurrection Chance: 85%

Int:

16

Reason:

16

Max. Spell Level: 8th

Max. Spells Per Level: 11

Illusion Immunity: None

 

 

Knowledge:

16

Bonus Proficiencies: 5

Chance to Learn New Spell: 70%

Wis:

13

Intuition:

13

Bonus Clerical Spells: 1, 0, 0, 0, 0, 0, 0

Clerical Spell Failure Chance: 0%

 

 

Willpower:

13

Magic Defense Adjustment: +0

Spell Immunity: None

Cha:

15

Leadership:

15

Loyalty Base: +3

Maximum Number of Henchmen: 7

 

 

Appearance:

15

Initial Reaction Adjustment: +3

Saving Throws

Paralyzation: 12

Poison: 12

Death Magic: 12

Petrification: 11

Polymorph: 11

Rod: 12

Staff: 12

Wand: 12

Breath Weapon: 15

Spell: 13

Combat

Armor

Weapon Proficiencies

Non-Weapon Proficiencies

Hit Points:

30

Base THAC0:

18

Melee THAC0:

18

Missile THAC0:

16

Natural armor class

10

Balance Defensive adj.

-4

Thief, Defense bonus

-2

FINAL:

4

Long bow

Short bow

Sword, short

Balance

14

Kissing

10

Persuasion

10

Tumbling

12

Native Languages

 

 

Common, Elf

Weapons

 

THAC0

Attacks/

Speed

Damage

 

 

Range

(-2)

(-5)

(-10)

Weapon

Melee

Missile

Round

Factor

Sm-Med

Large

Type

Size

PB /

S /

M /

L /

EX


Racial Abilities

Balance bonus - +1 bonus to Balance subability.
Bow bonus - +1 bonus to attack rolls with long or short bows.
Elfsight - The ability to see in near (not total) dark.conditions.
Less sleep - The elf requires only four hours worth of sleep to be rested. This is especially valuable to spell-casters.
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.

Class Abilities

Thief
    Backstab - Surprise attack may inflict double damage. For every four levels beyond first, the damage multiplier increases by one.
    Climb walls* 85% - Able to climb vertical or smooth surfaces.
    Defense bonus - -2 AC bonus when unarmored and unencumbered.
    Detect noise* 20% - May hear faint noises.
    Find/remove traps* 40% - Skill at finding and disarming traps.
    Hide in shadows* 65% - Grants the ability to hide in shadows.
    Move silently* 70% - May move without making a sound.
    Open locks* 50% - 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.
    Thieves' cant - Knowledge of the secret language of thieves.

Traits

Keen Touch - +5% bonus to both Pick Pockets and Pick Locks.

Disadvantages

Light Weight Drinker

This person can't stomach alcohol. They may like to drink and enjoy the taste, butthey get drunk very easily, ofen after one or two glasess, flagons or cups. The stronger the drink, the quicker it happens. If they continue drinking they must make a Health Check or be violently sick. Each time they consume one more unit of alcohol, they make another check with a -1, then another at -2 and so on.

The next day, the hang over they suffer makes them function at half strength unless a saving throw verses poison is made.

The person is free to roleplay the drunkness, it's up to the DM as to the consequences.

For dwarves this can be very embarrassing, so they get 1 extra CP's if this disadvantage is rolled.

Inventory

  • Items Carried
    • Backpack
      • Flint and steel
      • Thieves' picks
      • Torch x3
      • Wineskin
  • Spending Money
    • * Copper Pieces x7
    • * Silver Pieces x6

Rogue Skills (90 to Spend)

Skill

Base

Racial Mods

Ability Scores

Discretionary Points

Armor

Final

Climb walls

60

+0

+15

+0

+10

85%

Detect noise

15

+5

+0

+0

+0

20%

Find/remove traps

5

+0

+5

+30

+0

40%

Hide in shadows

5

+10

+15

+30

+5

65%

Move silently

10

+5

+15

+30

+10

70%

Open locks

10

-5

+15

+25

+0

50%

Pick pockets

15

+5

+10

+5

+5

45%

Read languages

0

+0

+0

+0

+0

0%


Movement and Encumbrance

Encumbrance:

Unencumbered

Light

Moderate

Heavy

Severe

Weight (lbs):

0-45

46-69

70-93

94-117

118-140

Movement:

15

11

7

3

1

THAC0:

 

 

-1

-2

-4

AC:

 

 

 

+1

+3

Currently carrying 5.60 pounds (None Encumbrance, 15 Movement)

 
 
 
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