Character Sheet Character's Name

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							Character Sheet
Character’s Name: Ira Corali’ (Legendary Shadow)                             Player’s Name: Glenn Koehler
Race: High Elf             Sex : M      Age:123      Hair: Brown      Eyes: Blue               Skin: Light            Height: 4’10”       Weight: 101
Class: Fighter/Thief (Cat Burglar)            Alignment: Chaotic Good          Birth date:             Spell Points:          Hit Points:      73
XP’s: 64,000/75,685                 Level:    Deity/Liege/Patron: Mask (Cloak Of Shadows) p.109                  Social Class: Mid Class
                                    7/8
Abilities & Attributes
Strength         18/79      Hit    Prob: Damage Adj: +4       Weight Allowance: 185        Max Press: 330        Open Doors: 14        BB/LG: 30%
                            +2
Dexterity        19         Reaction Adjustment: +3           Missile Attack Adjustment: +3                    Defensive Adjustment: -4
Constitution     17         HP         Adj: Sys Shock: 97%     Resurrection Survival: 98%       Poison Save: 12       Regeneration: NIL
                            +2(+3)
Intelligence     12         # of Languages: Spell Level: 6th            Chance to Learn: 50%         Max #/Level: 7th            Immunity: --
                            3
Wisdom           14         Mag Def Adj: Bonus Spells: 1st                         Spell Fail Chance: 0 %        Immunity: --
                            0
Charisma         12         Max # Henchmen: 5                    Loyalty Base: 0                                Reaction Adj: 0
Perception       15                                                                Base Movement Rate: 12
Will             10                                                                Modified Movement Rate:
CML           | 14          (Check Charisma Addition)
Saving Throws:              Paralyzation, Poison, Death Magic: Rod, Staff, Wand: 12        Petrifaction, Polymorph:11      Breath:12      Spell:13
                            10
Notes for Saving Throws:
Known Languages: Elvin, Common, Halfling
Proficiencies & Skills
Proficiency                                   Ability            Mod      Proficiency                               Ability               Modifier
Tumbling                                                                  Tightrope Walking
Bowyer/Fletcher (Make, Repair, Eval Bows & Secondary Skill                   Jumping
Arrows)
Alertness                                   Wisdom                 +1
Looting                                     Dexterity              0
Rope Use                                    Dexterity              0
Lock picking                                Dexterity              0
Endurance                                   Constitution           0
Observation
Gather Intelligence
Number of Non-Weapon Proficiencies: 4/4                                        Added Proficiency Every _3/4__ Levels
Weapons & Armors
Armor Class (AC):       Armor:             Helm:                   Shield:               Attacks/Round:           BASE THAC0: 15        MOD.
-1                      Silenced Elvin                                                   3/2                                            THACO:
                          Chain +2
Weapon Type / Name                           To Hit       To Damage            Speed     Small & Medium Damage                 Large Damage
+2 Magical Long Sword                        +4           +8

+3 Quick Fire X-Bow (1d4+4)                  +5           +4 (1d4+4)          Qk fire

Dagger                                       +2           +4

Long Folding Bow                             +8/          +5/+3ftshot
                                             -1ft
(2) Hand Hatchets (Magical)                  +3           +5

(2) +2 Daggers of Wounding Spring            +4           +4
wrest Sheaths                                             (1d4+4/round)
(1) Dagger of Backstabbing                   +7           +4

Throwing dagger                              +2           +4

Compound Xbow (scope) light                  +2           +9 1d6+2            X10        (+3)                                  (+2)
                                                                              scope




Weapon Proficiencies
Skilled In Use Of:
Long Sword (Spec)(Prof)          2(sm)(m)Hatchets                 (1) Dagger (Prof)               (1) dagger bkstb (Prof)          X Bow      (Magical)
                                                                                                                                   (Prof)
                           (2) daggers
Long Bow Fold-up (Spec)(Prof)                     of   wounding
                           (prof)
Proficient in __5/3__Weapons                           Non-Proficiency Penalty: __-2/-3___             Added Proficiency Every 3/4 Levels
Missile Weapons:
Missile Type             Hit (pb)          Damage      Rate of Fire         Short   Medium            Long       Sml & Med Damage                      Large Dmg
Long Folding Bow         +5/+7             +2/+5       2/3                  7       14                21
+3Qk Fire Xbow           +3                1d4/+4      3                    6       12                18
Compound Xbow            +2                +9 1d6+2    3                                                         +3                                    +2
THACO CHART
                                                                                                                                                                     -
       10     9      8       7         6       5      4       3       2       1     0          -1        -2        -3       -4    -5     -6     -7     -8     -9     10
Bas
e      4      5      6       7         8       9      10      11      12      13    14         15        16        17       18    19     20     21     22     23     24
LS
       2      3      4       5         6       7      8       9       10      11    12         13        14        15       16    17     18     19     20     21     22
LB                                                                                                       12/1               14/   15/1   16/1   17/1   18/1   19/1   20/
       0/-2   1/-1   2/0     3/1       4/2     5/3    6/4     7/5     8/6     9/7   10/8       11/9      0         13/11    12    3      4      5      6      7      18
XB
       2      3      4       5         6       7      8       9       10      11    12         13        14        15       16    17     18     19     20     21     22
DAG
       4      5      6       7         8       9      10      11      12      13    14         15        16        17       18    19     20     21     22     23     24


Money & Valuables
Platinum:                          Gold: 450                               Electrum:                            Silver: 1                        Copper:
Gems & Jewels:
Ruby: (1) 100 gp
Diamond: (0) 0 gp
Dilthum: (313)




General Racial Abilities:
Detect      Secret/Concealed Detect Sloping                      Detect New Construction:      Determine        Approximate Detect          Sliding/Shifting
Doors: 1 in 6                   Passages:                                                      Depth Under ground:             Walls/Rooms:
Vision Type                     Resist                           Resist                        Detect Pits/Falling Blocks:     Surprised on
& Distance: 60 ft               Charm: 90%                       Sleep: 90%                                                    a 1 in 10 .
Other Information:
Rouge Abilities
Pick Pockets: 75%              Open Locks:        75%           Find/Remove Traps (or secret doors):    95%          Move Silently:   95%
Hide In Shadows: 95%           Detect Noise:       45%          Climb Walls:     95%                                 Read Languages:      0%
Adjustments (Dexterity, Race, armor): 15, Elf, Elvin Chain Silenced                                                        Backstab Multiplier: X 3
Equipment & Other Items
Item                                               Weight          Location       Notes

 Elven Breakdown Family Bow                                                              Bow of Strength
 Bow Strings                                                                             Count: 2 (1 round to re-string 1 round to put bow together)
 Bow Fletcher Kit                                                                        Count: 1 (for repairing, making arrows)
 Healing Potion (3 use) 3 left                                                           Count: 3
 Jimmy                                                                                   Count: 1
 Bow Rack With Sight                                                                     6 Arrows Hold And Sight Scope
 Quiver & Double Quiver (Arrow)                                                          Count: 1/1
 Arrows = Sheaf                                                                          Count: 250
          Gnome                                                                          Count : 0
          Flight                                                                         Count: 50 (1d6)
          Metal Shafted                                                                  Count: 11/3 high quality
          MetalShaft Wood/Stone Biter                                                    Count: 6/6
          (magic) Sheeth                                                                 Count: 13 (1-d8+1)
          Xbow Bolts                                                                     Count: 20(1d6+2)
          Aluminum (braud heads)                                                         Count: 24(1d10+2) (25% to recover)

 Big Leathermen                                                                          Count: 1
 20th Century Lock picking Kit (+10)                                                     Count: 1
 Lock picking Kit and Thievies Kit                                                       Count: 1/1
 Gnome Multitool (Gerber Type)                                                           Count: 1
 Yakuza Tattoo                                                                           T-Shirt Tatto From Thieving’s Guild of Denalay
 Portable hole                                                                           Magical Hole of holding
 50’ Silk Rope with Grappling Hook
 Climbing Claws, and shoes                                                               Thieves Climbing Gear
 Caltrops                                                                                Thief Tacks one bag
 +5 Dagger of Backstabbing                                                               Count:1
 +2 Silenced Elven chainmale Armor                                                       Count: 1
 4 Bottles of Elven Wine in Hole                                                         Count: 4
 Magical Thievies Multitool                                                              Count: 1 : 10pts per role when used
 Spring Wrest Sheeths                                                                    Count: 2 (+2 Daggers of Wounding) (1d4 per round 4 pts)
 Glass Cutter Ring with Hinged cap                                                       Count: 1
 Housebreakers Harness                                                                   Count: 1
 Sharkskin                                            5’x5’                              Count: 1
 Skeleton Key                                                                            Count: 1
 Tarpaper                                             1’x1’                              Count: 5
Lime wood Strips                                                             Count: 2
Manual of Stealthy Pilfering                                                 Count: 1




Notes & Additions

Skill Progression: Open Locks, Find/Remove Traps, Move Silently, Hide in Shadows, Detect Noise, Climbs Walls, Reconnaissance.
Employing Bow:        +1 Bonus to Attack
Secondary Skills:     Bowyer/Fletcher (Make, Repair, Evaluate Bows and Arrows)




Innate Abilities
Permanent
Ability:                           Details:




Temporary or Invoked
Ability:                           Details:                                                                      How often:     Duration:




Hit Points:
Everytime you level, roll one die 10 add your constitution bonus and divide it by 2 and that total to hit points.

A thief with a dexterity score of 16 or more gains a 10 percent bonus to the experience points he earns.



Table 25:
Rogue Experience Levels


Level    Thief/Bard            Hit Dice (d6)
 1               0              1
 2           1,250              2
 3           2,500              3
 4           5,000              4
 5          10,000              5
 6          20,000              6
 7          40,000              7
 8          70,000              8
 9        110,000               9
10         160,000          10
11         220,000         10+2
12         440,000         10+4
13         660,000         10+6
14         880,000         10+8
15       1,100,000         10+10
16       1,320,000         10+12
17       1,540,000         10+14
18       1,760,000         10+16
19       1,980,000         10+18
20       2,200,000         10+20

Rogue
Rogues are people who feel that the world (and everyone it) somehow owes them a living. They get by day by day, living in the highest
style they can afford and doing as little work as possible. The less they have to toil and struggle like everyone else (while maintaining a
comfortable standard of living), the better off they think they are. While this attitude is neither evil nor cruel, it does not foster a good
reputation. Many a rogue has a questionable past or a shady background he'd prefer was left uninvestigated.

        Rogues combine a few of the qualities of the other character classes. They are allowed to use a wide variety of magical items,
weapons, and armor.
        Rogues have some special abilities that are unique to their group. All rogues tend to be adept at languages and thus, have a
percentage chance to read strange writings they come across. All are skilled in climbing and clinging to small cracks and outcroppings--
even more skilled than the hardy men of the mountains. They are alert and attentive, hearing things that others would miss. Finally, they are
dexterous (and just a little bit light-fingered), able to perform tricks and filch small items with varying degrees of success.

          Rogues have a number of special abilities, such as picking pockets and detecting noise, for which they are given a percentage
chance of success (this chance depends on the class, level, Dexterity score, and race of the rogue). When a rogue tries to use a special
ability, a percentile dice roll determines whether the attempt succeeds or fails. If the dice roll is equal to or less than the special ability
score, the attempt succeeds. Otherwise, it fails.
          All rogues use Table 25 to determine their advancement in levels as they gain experience points.

        All rogues gain one six-sided Hit Die (1d6) per level from 1st through 10th. After 10th level, rogues earn 2 hit points per level and
no longer receive additional hit point bonuses for high Constitution scores.

Table 14:
Warrior Experience Levels
                          Hit
                   Paladin/       Dice
Level      Fighter          Ranger           (d10)
 1              0                0            1
 2          2,000             2,250           2
 3          4,000             4,500           3
 4          8,000             9,000           4
 5         16,000            18,000           5
 6         32,000            36,000           6
 7         64,000            75,000           7
 8        125,000           150,000           8
 9        250,000           300,000           9
10        500,000           600,000          9+3
11        750,000           900,000          9+6
12      1,000,000         1,200,000          9+9
13      1,250,000         1,500,000          9+12
14      1,500,000         1,800,000          9+15
15      1,750,000         2,100,000          9+18
16      2,000,000         2,400,000          9+21
17      2,250,000         2,700,000          9+24
18      2,500,000         3,000,000          9+27
19      2,750,000         3,300,000          9+30
20      3,000,000         3,600,000          9+33

Special Function Arrows
                   Throwing grapples is by no means the most efficient way of attaching a rope to a wall, battlement or similar structure.
Greater range is ensured by the use of arrows, and many special arrowheads have been developed to help the thief's chances with such
operations.
         Two distinct methods are used with special function arrows. The first is known as the one-rope method. The rope is simply affixed
to the arrow, and when the arrow has found its mark the thief merely climbs directly up the rope. This method is simple, but the rope
attached must be strong enough to bear the thief's weight, and this considerably reduces the effective range of the bow (and incurs penalties
of -2 to hit and damage rolls if the arrow is used in combat for any reason). It also means that the bow shot, being less accurate and
powerful, is less likely to provide a good purchase on the target.

          The second method is the two-rope method. Here, a light string is threaded through a loop attached to the arrow, and both ends of
the string are kept by the thief. The string is light enough not to affect the flight of the arrow. When the arrow has struck the target, a stout
rope is attached to one end of the string and the string pulled through to play out the rope, thread it through the loop, and extend it fully in
place of the string. This method is obviously more time consuming than the one-rope method; it takes one round to play out 20 feet of rope
in this manner. Twice the length of rope is needed, of course, since the rope goes from the thief to the target and back. this method is more
likely to obtain a firm fixing of the arrow into the target.

          Either of these two methods can be used with any of the special function arrows below, with the single exception stated. Table 30
gives rules for their usage.
          Wood Biter: This has a broad, flat head with backward-facing barbs. It is specifically designed to give a good grip when shot into
wooden surfaces.
          Stone Biter: The stone biter has a narrow, heavy head of metal, with small ridges rather than barbs. Careful craftsmanship is
needed to produce these arrows, with high-quality metal being used and the arrow sharpened to the greatest possible extent. It is designed
to give a grip when shot into stone, but will only work on relatively soft stone such as sandstone or brick.

         Stone Biter (Adamantine): This is as the above arrow, save that adamantine is used in its manufacture. This makes the arrow
capable of biting into all but the hardest stone surfaces, but also makes it extremely expensive.
         Minor Grapple: This has a small, three-pointed grappling hook as its head, perhaps some 3 inches in total width. This is usually
shot through a window, over a palisade, etc., in much the same way as a conventional grappling iron is thrown.

          Major Grapple: The major grapple is a far more complex piece of apparatus than the minor grapple, and because of its method of
use it can only be employed with the one-rope method (see above). The head of this arrow at first appears to be a fairly long arrowhead of
normal width. Its true function is shown only when fired. The rope must be securely fixed at one end by the thief, and as the major grapple
arrow closes in on its target and reaches as far as the rope will allow, the sudden tension pulls at the head of the arrow, which opens out
into a large three-pointed grappling hook. This is some 6 to 8 inches in width, fully the equal of most ordinary grappling irons. The major
grapple has better aerodynamics than the minor grapple and a better chance of gripping, but a considerably reduced range.

         Table 30 shows modifiers to dice rolls on Table 29 made when using a special function arrow.

Table 30:
SPECIAL FUNCTION ARROWS


Arrow Type        Special Effects
Wood Biter        +15 for Tree Branches and
        Wooden Walls
Stone Biter       +10 for Stone Parapet and
        Stone Wall Top,
        +5 to Wooden Wall
Stone Biter       +20 for Stone Parapet
        (Adamantine) and Stone Wall Top,
        +5 to Wooden Wall
Minor +10 to Stone Parapet,
Grapple Tree Branches; +5 to
        all others
Major +15 to Stone Parapet,
Grapple Tree Branches; +10 to
        Rocky Ledge, Wooden Wall;
        +5 to Stone Wall Top

Other Rules
                  One-rope method: halve all bow ranges, -5 to all modifiers above save for major grapple.

						
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