Noe Jennison |
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Noe -
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Personal Information
Name: Noe Jennison |
Player: |
Race: Standard half-elf |
Gender: Female |
Height: 5'7" |
Age: 19 |
Class: Assassin |
Level: 6 |
Weight: 97 lbs |
XP: 25,500 |
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Next Level: 50,000 |
Character Points: 16 |
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Ability Scores
Str: |
15 |
Stamina: |
15 |
Weight Allowance: 55 lbs |
Bend Bars/Lift Gates: 7% |
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Muscle: |
15 |
Attack Adj.: +0 |
Damage Adj.: +0 |
Max. Press: 170 lbs |
Open Doors: 8 |
Dex: |
18 |
Aim: |
18 |
Missile Adjustment: +2 |
Pick Pockets: +10% |
Open Locks: +15% |
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Balance: |
18 |
Reaction Adjustment: +2 |
Armor Class: -4 |
Move Silently: +10% |
Climb Walls: +10% |
Con: |
13 |
Health: |
13 |
System Shock: 85% |
Poison Save: +0 |
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Fitness: |
13 |
Hit Point Adjustment: +0 |
Resurrection Chance: 90% |
Int: |
16 |
Reason: |
16 |
Max. Spell Level: 8th |
Max. Spells Per Level: 11 |
Illusion Immunity: None |
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Knowledge: |
16 |
Bonus Proficiencies: 5 |
Chance to Learn New Spell: 70% |
Wis: |
8 |
Intuition: |
8 |
Bonus Clerical Spells: 0, 0, 0, 0, 0, 0, 0 |
Clerical Spell Failure Chance: 25% |
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Willpower: |
8 |
Magic Defense Adjustment: +0 |
Spell Immunity: None |
Cha: |
7 |
Leadership: |
7 |
Loyalty Base: -2 |
Maximum Number of Henchmen: 3 |
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Appearance: |
7 |
Initial Reaction Adjustment: -1 |
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Saving Throws
Paralyzation: 12 |
Poison: 12 |
Death Magic: 12 |
Petrification: 11 |
Polymorph: 11 |
Rod: 13 |
Staff: 13 |
Wand: 13 |
Breath Weapon: 15 |
Spell: 14 |
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Combat
Hit Points: |
29 |
Base THAC0: |
18 |
Melee THAC0: |
18 |
Missile THAC0: |
16 |
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Armor
Natural armor class |
10 |
Balance Defensive adj. |
-4 |
Assassin, Defense Bonus |
-2 |
FINAL: |
4 |
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Weapon Proficiencies
Assassin's Gauntlets (Chosen Weapon) |
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Non-Weapon Proficiencies
Disguise |
12 |
Tracking |
7 |
Trailing (PO:S&P) |
16 |
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Weapons
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THAC0 |
Attacks/ |
Speed |
Damage |
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Range |
(-2) |
(-5) |
(-10) |
Weapon |
Melee |
Missile |
Round |
Factor |
Sm-Med |
Large |
Type |
Size |
PB / |
S / |
M / |
L / |
EX |
Assassin's Gauntlets |
17 |
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1 |
4 |
1d4 |
1d4 |
P/S |
S |
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Racial Abilities
Detect secret doors - Because of their acute senses, half-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 (1, 2, or 3 on 1d6) to notice a concealed door.
Infravision - Infravision with a range of 60'.
Resistance - 30% resistance to sleep and charm spells.
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Class Abilities
Assassin
Backstab - Description
Ability to attack from behind with surprise and achieve the bonuses allowed to thieves of the same level.
Deadly Strike - The assassin gains a +2 bonus to damage with one weapon of choice.
Defense Bonus - -2 AC bonus when unarmored and unencumbered.
Disguise - Description
Ability to disguise oneself through uses of makeup, etc. If used with the disguise proficiency, it adds +5 to the proficiency check.
Identify Poison - Able to identify poisons.
Level Advancement - Description
This disadvantage must be taken, upon reaching 13th level, the assassin must kill a higher level assassin by oneself to advance another level. The victim must be of a rival guild and must know of the coming conflict. Failure at the attempt means the assassin loses enough experience points to go back to 1 point over the last level.
Saving Throw Bonus - Description
Through the touching and handling of lethal toxins, a bonus to saves vs. poison, a +1 to save per 5 pts of constitution..
THACO Advancement - Description
The use of a priests fighters
Weapon Specialization - Description
Allows this for one weapon only; must still meet character point cost and level allowance, must be purchased after single specialization.
Climb walls* 80% - Able to climb vertical or smooth surfaces.
Detect noise* 15% - May hear faint noises.
Escaping bonds* 25% - Skill at escaping bonds.
Hide in shadows* 25% - Grants the ability to hide in shadows.
Move silently* 30% - May move without making a sound.
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Traits
Lucky - A successful Wisdom/Intuition check allows the character to have a stroke of luck.
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Disadvantages
Fanaticism - The character will follow some code of belief, no matter what the current situation.
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Rogue Skills (Points to Spend 210)
Skill |
Base |
Racial Mods |
Ability Scores |
Discretionary Points |
Armor |
Final |
Climb walls |
60 |
+0 |
+10 |
+0 |
+10 |
80% |
Escaping bonds |
10 |
+0 |
+10 |
+0 |
+5 |
25% |
Hide in shadows |
5 |
+5 |
+10 |
+0 |
+5 |
25% |
Move silently |
10 |
+0 |
+10 |
+0 |
+10 |
30% |
Detect noise |
15 |
+0 |
+0 |
+0 |
+0 |
15% |
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Inventory
- Items Readied
- Items Worn
- Boots, High soft w/Dagger Sheath
- Robe, wool - AWRC
- Thieves Nightsuit, black
- Utility belt
- Dry rations (1 week)
- Flint and steel
- Spending Money
- * Gold Pieces x56
- * Silver Pieces x6
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Movement and Encumbrance
Encumbrance: |
Unencumbered |
Light |
Moderate |
Heavy |
Severe |
Weight (lbs): |
0-55 |
56-85 |
86-115 |
116-145 |
146-170 |
Movement: |
14 |
10 |
7 |
3 |
1 |
THAC0: |
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-1 |
-2 |
-4 |
AC: |
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+1 |
+3 |
Currently carrying 14.60 pounds (None Encumbrance, 14 Movement) |
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