Personal Information
Name: Cat Player: Cat
Race: Halfling Gender: Female Height: 2'8" Age: 23
Class: Thief Level: 3 Weight: 63 lbs
XP: 4,276 Alignment: Chaotic Good
Next Level: 5,000 Kit: Scout
Ability Scores
Str: 11 Stamina: 11 Weight Allowance: 40 lbs Bend Bars/Lift Gates: 2%
Muscle: 11 Attack Adj.: +0 Damage Adj.: +0 Max. Press: 115 lbs Open Doors: 6
Dex: 18 Aim: 18 Missile Adjustment: +2 Pick Pockets: +10% Open Locks: +15%
Balance: 18 Reaction Adjustment: +2 Armor Class: -4 Move Silently: +10% Climb Walls: +10%
Con: 10 Health: 10 System Shock: 70% Poison Save: +0
Fitness: 10 Hit Point Adjustment: +0 Resurrection Chance: 75%
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: 14 Intuition: 14 Bonus Clerical Spells: 2, 0, 0, 0, 0, 0, 0 Clerical Spell Failure Chance: 0%
Willpower: 14 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: 13 Poison: 13 Death Magic: 13 Petrification: 12 Polymorph: 12
Rod: 14 Staff: 14 Wand: 14 Breath Weapon: 16 Spell: 15
Racial Abilities
Detect secret doors - Merely passing within 10' of a concealed door allows a halfling a one-in-six chance (a 1 on 1d6) to notice it. If actively searching, a halfling'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.
Hide 25% - The ability to hide in woods with a chance equal to a thief of the same level's hide in shadows ability.
Infravision - Infravision with a 30' range, which indicates some stout blood in the character's lineage.
Move Silently - The PC can Move Silently as described in Domains of Dread.
Speed Wielder - The halfling wields thrown weapons, slings, and short swords with amazing speed, subtracting 2 from the speed factor of these weapons.
Stealth - When the halfling is alone and is not wearing metal armor, he gains a bonus to surprise opponents. The opponent suffers a -4 penalty, or a -2 if the halfing has to open a door or move aside some other obstruction..

Class Abilities
Thief
    Backstab - Surprise attack may inflict double damage. For every four levels beyond first, the damage multiplier increases by one.
    Climb walls* 70% - Able to climb vertical or smooth surfaces.
    Detect noise* 25% - May hear faint noises.
    Find/remove traps* 45% - Skill at finding and disarming traps.
    Hide in shadows* 50% - Grants the ability to hide in shadows.
    Move silently* 50% - May move without making a sound.
    Open locks* 50% - Skill at opening locks with the proper tools.
    Pick pockets* 40% - Skill at pilfering small items from pockets or purses.
    Thieves' cant - Knowledge of the secret language of thieves.
    Weapon specialization - May specialize in one weapon.

Combat
Hit Points: 11
Base THAC0: 19
Melee THAC0: 19
Missile THAC0: 17
Armor
Natural armor class 10
Full armor, leather -2
Balance Defensive adj. -4
FINAL: 4
Weapon Proficiencies
Dagger (Expert, Chosen Weapon, Specialist)
Fighting Style:
Two Weapon (+2)
Non-Weapon Proficiencies
Animal Handling 8
Animal Training 7
Danger Sense 8
Etiquette 9
Hunting 8
Rope Use 13
Set Snares 11
Native Languages
Common, Halfling
Weapons - Primary and Offhand
THAC0 Attacks/ Speed Damage Range (-2) (-5) (-10)
Weapon Melee Missile Round Factor Sm-Med Large Type Size PB / S / M / L / EX
Primary:
Dagger 17 15 3/2 2 1d4+2 1d3+2 P S 2 4 6
Dagger +1 16 14 3/2 1 1d4+3 1d3+3 P S 2 4 6
Offhand:
Dagger 17 15 1 2 1d4+2 1d3+2 P S 2 4 6
Dagger +1 16 14 1 1 1d4+3 1d3+3 P S 2 4 6
Traits
Ambidexterity - reduces two weapon fighting penalty by 2.
Double-jointed - Sucessful Dexterity/Balance check allows character to excape bonds. 1d6 rounds is required for each limb that is bound. Metal bonds require a check at one half the ability score. Halflings recieve a +1 bonus to their check.
Keen Eyesight - +1 bonus on to hit rolls for missile weapons when attacking at long range. The character acts as if they were one sight category closer with respect to information gained.

Disadvantages
Phobia: Snakes, severe - Each time the character is presented with their phobia, they must make a Wisdom/Willpower check every 2d6 rounds they are exposed to it. If failed, the character must flee the source of the phobia for 1d6 rounds, and must make another check. All checks are made at half ability score if the phobia is severe.
Phobia: Spiders - Each time the character is presented with their phobia, they must make a Wisdom/Willpower check every 2d6 rounds they are exposed to it. If failed, the character must flee the source of the phobia for 1d6 rounds, and must make another check. All checks are made at half ability score if the phobia is severe.

Rogue Skills
Skill Base Racial Mods Ability Scores Discretionary Points Armor Final
Climb walls 60 -15 +10 +15 +0 70%
Detect noise 15 +5 +0 +5 +0 25%
Find/remove traps 5 +5 +5 +30 +0 45%
Hide in shadows 5 +15 +10 +20 +0 50%
Move silently 10 +10 +10 +20 +0 50%
Open locks 10 +5 +15 +20 +0 50%
Pick pockets 15 +5 +10 +10 +0 40%
Inventory
  • Animals
    • Squirel, handled
  • Items Carried
    • Rope, silk (50 ft)
    • Wand of Frost
    • Wand of Lightning
  • Items Readied
    • Dagger x2
  • Items Worn
    • Backpack
      • Dry rations (1 week)
      • Flint and steel
      • Thieves' picks
      • Torch x3
      • Wineskin
    • Belt
      • Belt pouch, small
        • Dagger +1
      • Dagger
    • Boots, soft
      • Dagger x2
    • Clothing, Set (Traveler's Outfit)
      • Dagger
    • Dagger sheath, set of 6
      • Dagger x6
    • Full armor, leather
    • Ring of Invisibility
  • Spending Money
    • * Copper Pieces x7
    • * Gold Pieces x19
    • * Silver Pieces x3
Movement and Encumbrance
Encumbrance: Unencumbered Light Moderate Heavy Severe
Weight (lbs): 0-40 41-58 59-76 77-96 97-110
Movement: 8 6 4 2 1
THAC0: -1 -2 -4
AC: +1 +3
Currently carrying 47.40 pounds (Light Encumbrance, 6 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.

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