Taran 9: Dom Elfhunter
Personal Information
Name: Taran 9: Dom Elfhunter |
Player: |
Race: Hill dwarf |
Gender: Male |
Height: 4'0" |
Age: 105 |
Class: Thief |
Level: 9 |
Weight: 157 lbs |
XP: 110,000 |
Alignment: Neutral Good |
Next Level: 160,000 |
Kit: Thug |
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Ability Scores
Str: |
11 |
Weight Allowance: 40 lbs |
Bend Bars/Lift Gates: 2% |
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Attack Adj.: +0 |
Damage Adj.: +0 |
Max. Press: 115 lbs |
Open Doors: 6 |
Dex: |
17 |
Missile Adjustment: +2 |
Pick Pockets: +5% |
Open Locks: +10% |
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Reaction Adjustment: +2 |
Armor Class: -3 |
Move Silently: +5% |
Climb Walls: +5% |
Con: |
13 |
System Shock: 85% |
Poison Save: +0 |
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Hit Point Adjustment: +0 |
Resurrection Chance: 90% |
Int: |
5 |
Max. Spell Level: -- |
Max. Spells Per Level: 0 |
Illusion Immunity: None |
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Bonus Proficiencies: 1 |
Chance to Learn New Spell: 0% |
Wis: |
17 |
Bonus Clerical Spells: 2, 2, 1, 0, 0, 0, 0 |
Clerical Spell Failure Chance: 0% |
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Magic Defense Adjustment: +3 |
Spell Immunity: None |
Cha: |
10 |
Loyalty Base: +0 |
Maximum Number of Henchmen: 4 |
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Initial Reaction Adjustment: +0 |
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Saving Throws
Paralyzation: 7 |
Poison: 4 |
Death Magic: 7 |
Petrification: 6 |
Polymorph: 6 |
Rod: 3 |
Staff: 3 |
Wand: 3 |
Breath Weapon: 10 |
Spell: 4 |
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Combat
Hit Points: |
34 |
Base THAC0: |
12 |
Melee THAC0: |
12 |
Missile THAC0: |
10 |
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Armor
Natural armor class |
10 |
Full armor, spiked leather +1 |
-3 |
Magic Armor adj. |
-1 |
DEX Defensive adj. |
-3 |
FINAL: |
3 |
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Non-Weapon Proficiencies
Blind Fighting |
17 |
Gaming |
10 |
Jumping |
11 |
Rope Use |
17 |
Modern Languages |
5 |
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Common |
Native Languages |
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Duergar, Dwarf, Dwarf - deep dialect, Dwarf - gray (duergar) dialect, Dwarf - gray dialect, Dwarf - hill dialect, Dwarf - mountain dialect, Gnoll, Gnome, Goblin, Orc |
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Weapons
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THAC0 |
Attacks/ |
Speed |
Damage |
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Range |
(-2) |
(-5) |
Weapon |
Melee |
Missile |
Round |
Factor |
Sm-Med |
Large |
Type |
Size |
Short |
Medium |
Long |
Dagger +2, +3 vs. larger than man-sized creatures |
14 |
12 |
1 |
2 |
1d4+3 |
1d3+3 |
P |
S |
2 |
4 |
6 |
Knife +1 |
15 |
13 |
1 |
2 |
1d3+2 |
1d2+2 |
P/S |
S |
2 |
4 |
6 |
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Racial Abilities Infravision - Dwarves have infravision to 60 feet - the ability to see heat patterns given off by living warm-blooded creatures in the dark.
Melee combat - Dwarves have a +1 bonus to their attack rolls vs. orcs, half-orcs, goblins, and hobgoblins. Further, when ogres, half-ogres, ogre magi, trolls, giants, or titans fight dwarves, these aggressors suffer a -4 penalty on all attack rolls. Dwarves are small and have defensive tactics against these large foes.
Mining detection abilities - A character with this skill is familiar with mining, tunnelling and stonework. By concentrating for one round the character can:
Determine the approximate depth underground, 1-3 on 1d6.
Detect any sliding or shifting walls or rooms, 1-4 on 1d6.
Detect any grade or slope in the passage they are passing through, 1-5 on 1d6.
Detect stonework traps, pits, and deadfalls, 1-3 on 1d6
Detect new construction in stonework, 1-5 on 1d6.
Saving throw bonuses - Bonus to saving throws vs. poison, rods, wands, and spells based on their Constitution/Health subability score.
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Class Abilities Thief
Backstab - Surprise attack may inflict double damage. For every four levels beyond first, the damage multiplier increases by one.
Climb walls* 95% - Able to climb vertical or smooth surfaces.
Detect noise* 71% - May hear faint noises.
Find/remove traps* 64% - Skill at finding and disarming traps.
Followers - Attracts followers when a stronghold is built and name level is reached.
Hide in shadows* 39% - Grants the ability to hide in shadows.
Move silently* 44% - May move without making a sound.
Open locks* 74% - Skill at opening locks with the proper tools.
Pick pockets* 49% - Skill at pilfering small items from pockets or purses.
Read languages* 24% - Skill at deciphering unknown texts.
Scroll Use - May use magic scrolls at 9th level.
Thieves' cant - Knowledge of the secret language of thieves.
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Rogue Skills
Skill |
Base |
Racial Mods |
Ability Scores |
Discretionary Points |
Armor |
Final |
Climb walls |
60 |
-10 |
+5 |
+40 |
+0 |
95% |
Detect noise |
15 |
+0 |
+0 |
+56 |
+0 |
71% |
Find/remove traps |
5 |
+15 |
+0 |
+44 |
+0 |
64% |
Hide in shadows |
5 |
+0 |
+5 |
+29 |
+0 |
39% |
Move silently |
10 |
+0 |
+5 |
+29 |
+0 |
44% |
Open locks |
10 |
+10 |
+10 |
+44 |
+0 |
74% |
Pick pockets |
15 |
+0 |
+5 |
+29 |
+0 |
49% |
Read languages |
0 |
-5 |
+0 |
+29 |
+0 |
24% |
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Inventory
- Items Readied
- Dagger +2, +3 vs. larger than man-sized creatures
- Items Worn
- Backpack
- Flint and steel
- Rations,standard (1 week)
- Signal whistle
- Thieves' picks
- Torch x2
- Wineskin
- Boots of Levitation, 406 lbs
- Braies
- Chainse, chemise
- Cloak of Protection +4
- Full armor, spiked leather +1
- Knife sheath
- Knife sheath
- Spending Money
- * Copper Pieces x5
- * Gold Pieces x2,265
- * Silver Pieces x3
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Movement and Encumbrance
Encumbrance: |
Unencumbered |
Light |
Moderate |
Heavy |
Severe |
Weight (lbs): |
0-40 |
41-58 |
59-76 |
77-96 |
97-110 |
Movement: |
6 |
4 |
3 |
2 |
1 |
THAC0: |
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-1 |
-2 |
-4 |
AC: |
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+1 |
+3 |
Currently carrying 31.20 pounds (None Encumbrance, 6 Movement) |
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Character History Introduced to Taran via Ol' Tot at Gamee's party as a security adviser.
He’s had a hard early life, and the scar you can see is courtesy of his loving mother. He took off at an early age and fell in with all sorts of bad people – but at least they accepted him. Even if they bashed him and tormented him, at least he understood why – and somehow it was a bond they all shared.
But after many years of being a thug, and leading a life of petty crime, he turned away from it all. He had no home to go to, and he’d burnt far too many bridges. So, he found himself a solitary dwarf, and every few years would stumble into a loner like himself that he would make a connection with. Maybe Gamee’s got a soft spot for misfits – there seems to be plenty about at this little soiree.
“Here’s my advice…you don’t go judgin’ people by what they look for better or for worse. There’s good and bad amongst the fancy folk, there’s good and bad amongst the street folk. Don’t go makin’ excuses for the ugly ones just coz of sympathy – some people are ugly on the inside AND the out. There’s just all types of people me lad…”
“You’ll find it hard to find a good man fer yer locks and vaults. And when I say a good man, I mean one who’s good enough not to build ye a strongbox and hand out keys to his mates. You can get the greatest locksmith in the world to build you the cleverest piece of clockwork the world’s ever seen…but it only take a minute with a stick and a jimmy in the right place and all that good work can come undone. Ol’ Tot’s probably told yer to come and see me coz I ain’t got nobody to tell. Ain’t the best locksman the world’s ever see, and yer might say I’m a bit unorthodox. Everything I know I figured out meself the hardest way possible.”
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Generated by the Advanced Dungeons & Dragons Core Rules 2.0 Expansion on 09/04/2015 06:45 AM
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