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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