Personal Information
Name: Melia Player:
Race: Elf Gender: Female Height: 5'0" Age: 114
Class: Thief Level: 5 Weight: 91 lbs
XP: 12,100  
Next Level: 20,000 Character Points: 10
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: 17 Aim: 18 Missile Adjustment: +2 Pick Pockets: +10% Open Locks: +15%
Balance: 17 Reaction Adjustment: +2 Armor Class: -3 Move Silently: +5% Climb Walls: +5%
Con: 14 Health: 14 System Shock: 88% Poison Save: +0
Fitness: 14 Hit Point Adjustment: +0 Resurrection Chance: 92%
Int: 14 Reason: 14 Max. Spell Level: 7th Max. Spells Per Level: 9 Illusion Immunity: None
Knowledge: 14 Bonus Proficiencies: 4 Chance to Learn New Spell: 60%
Wis: 10 Intuition: 10 Bonus Clerical Spells: 0, 0, 0, 0, 0, 0, 0 Clerical Spell Failure Chance: 15%
Willpower: 10 Magic Defense Adjustment: +0 Spell Immunity: None
Cha: 12 Leadership: 12 Loyalty Base: +0 Maximum Number of Henchmen: 5
Appearance: 12 Initial Reaction Adjustment: +0
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
Hit Points: 22
Base THAC0: 18
Melee THAC0: 18
Missile THAC0: 16
Armor
Natural armor class 10
Balance Defensive adj. -3
Thief, Defense bonus -2
FINAL: 5
Weapon Proficiencies
Dagger
Short bow
Non-Weapon Proficiencies
Balance 13
Disguise 5
Intimidation 7
Jumping 12
Tumbling 11
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
Aim bonus - +1 to Aim subability.
Bow bonus - +1 bonus to attack rolls with long or short bows.
Infravision - 60' infravision range.
Less sleep - The elf requires only four hours worth of sleep to be rested. This is especially valuable to spell-casters.
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.

Class Abilities
Thief
    Backstab - Surprise attack may inflict double damage. For every four levels beyond first, the damage multiplier increases by one.
    Climb walls* 75% - Able to climb vertical or smooth surfaces.
    Defense bonus - -2 AC bonus when unarmored and unencumbered.
    Detect noise* 20% - May hear faint noises.
    Escaping bonds* 20% - Skill at escaping bonds.
    Find/remove traps* 10% - Skill at finding and disarming traps.
    Hide in shadows* 25% - Grants the ability to hide in shadows.
    Move silently* 30% - May move without making a sound.
    Open locks* 20% - Skill at opening locks with the proper tools.
    Pick pockets* 35% - Skill at pilfering small items from pockets or purses.

Traits
Glibness - A sucessful Wisdom/Intuition check allows the character to talk an NPC out of an action.

Disadvantages
Black Sheep of the Family - The character is an outlaw to his house, and has been disowned by his family. The player and the DM should work out the reasons why this occurred and whether it is possible for the character to earn his way back into the fold (i.e., pay off the disadvantage). As a result, he cannot inherit anything from his family, and he cannot call on them for help or support. Earning forgiveness, if possible, is difficult and could take years of hard work. For 5 points, the character committed relatively minor offenses and should be able to make amends. The character may have lost a minor heirloom, married the wrong person, or failed to follow in the proper profession. If the character wants to increase the severity of this disadvantage, he should select Powerful Enemy (10 points) and indicate the enemy is his former family, who seek to punish the character in full for his misdeeds.

Rogue Skills (60 Points to spend)
Skill Base Racial Mods Ability Scores Discretionary Points Armor Final
Climb walls 60 +0 +5 +0 +10 75%
Detect noise 15 +5 +0 +0 +0 20%
Find/remove traps 5 +0 +5 +0 +0 10%
Hide in shadows 5 +10 +5 +0 +5 25%
Move silently 10 +5 +5 +0 +10 30%
Open locks 10 -5 +15 +0 +0 20%
Pick pockets 15 +5 +10 +0 +5 35%
Escaping bonds 10 +0 +5 +0 +5 20%

Inventory
  • Items Carried
    • Backpack
      • Dry rations (1 week)
      • Flint and steel
      • Thieves' picks
      • Torch x3
      • Wineskin
  • Spending Money
    • * Copper Pieces x7
    • * Gold Pieces x56
    • * Silver Pieces x6
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 9.60 pounds (None Encumbrance, 14 Movement)

Generated by the Advanced Dungeons & Dragons Core Rules 2.0 Expansion on 01/17/2007 09:59 PM