Personal Information
Name: Daegail Moonbow a.k.a. Apathy Player: Rafilar Irithyl
Race: Moon elf Gender: Male Height: 5'4" Age: 120
Classes: Thief/Mage Levels: 1/1 Weight: 109 lbs
XP: 291/291 Alignment: Chaotic Good
Next Level: 1,250/2,500 Kit: None
Ability Scores
Str: 12 Weight Allowance: 45 lbs Bend Bars/Lift Gates: 4%
Attack Adj.: +0 Damage Adj.: +0 Max. Press: 140 lbs Open Doors: 7
Dex: 17 Missile Adjustment: +2 Pick Pockets: +5% Open Locks: +10%
Reaction Adjustment: +2 Armor Class: -3 Move Silently: +5% Climb Walls: +5%
Con: 10 System Shock: 70% Poison Save: +0
Hit Point Adjustment: +0 Resurrection Chance: 75%
Int: 18 Max. Spell Level: 9th Max. Spells Per Level: 18 Illusion Immunity: None
Bonus Proficiencies: 7 Chance to Learn New Spell: 85%
Wis: 10 Bonus Clerical Spells: 0, 0, 0, 0, 0, 0, 0 Clerical Spell Failure Chance: 15%
Magic Defense Adjustment: +0 Spell Immunity: None
Cha: 17 Loyalty Base: +6 Maximum Number of Henchmen: 10
Initial Reaction Adjustment: +6
Saving Throws
Paralyzation: 13 Poison: 13 Death Magic: 13 Petrification: 12 Polymorph: 12
Rod: 11 Staff: 11 Wand: 11 Breath Weapon: 15 Spell: 12
Combat
Hit Points: 5
Base THAC0: 20
Melee THAC0: 20
Missile THAC0: 18
Armor
Natural armor class 10
DEX Defensive adj. -3
FINAL: 7
Weapon Proficiencies
Long bow
Sword, long
Non-Weapon Proficiencies
Artistic Proficiency 10
Etiquette 17
Fishing 9
Gaming 17
Jumping 12
Musical Instrument 16
Poetry (CRE) 16
Religion 10
Riding, Land 13
Singing 17
Spellcraft 16
Tumbling 17
Modern Languages 18
Common
Native Languages
Espruar
Reading/Writing 19
Espruar
Weapons
THAC0 Attacks/ Speed Damage Range (-2) (-5) (-10)
Weapon Melee Missile Round Factor Sm-Med Large Type Size PB / S / M / L / EX
Sword, long 19 1 5 1d8 1d12 S M
Long bow 17 2 8 P L
Long bow, flight arrow 1d6 1d6 P S 14 28 42
Racial Abilities
Bow bonus - +1 bonus to attack rolls with long or short bows.
Infravision - 60' infravision range.
Resistance 90% - 90 percent resistant to sleep and charm-related spells.
Secret doors - Because of their acute senses, 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 chance (1, 2, or 3 on 1d6) to notice a concealed door.
Stealth - When the elf is alone and is not wearing metal armor, he gains a bonus to surprise opponents. The opponent suffers a -4 penalty, a -2 if the elf has to open a door.
Sword bonus - +1 bonus to attack rolls when using a long or short sword.

Class Abilities
Thief
    Backstab - Surprise attack may inflict double damage. For every four levels beyond first, the damage multiplier increases by one.
    Climb walls* 75% - Able to climb vertical or smooth surfaces.
    Detect noise* 25% - May hear faint noises.
    Find/remove traps* 20% - Skill at finding and disarming traps.
    Followers - Attracts followers when a stronghold is built and name level is reached.
    Hide in shadows* 30% - Grants the ability to hide in shadows.
    Move silently* 40% - May move without making a sound.
    Open locks* 15% - Skill at opening locks with the proper tools.
    Pick pockets* 30% - Skill at pilfering small items from pockets or purses.
    Read languages* 25% - Skill at deciphering unknown texts.
    Scroll Use - May use magic scrolls at 9th level.
    Thieves' cant - Knowledge of the secret language of thieves.
Mage
    Schools of Magic - Abjuration, Alteration, Conjuration/Summoning, Enchantment/Charm, Greater Divination, Illusion/Phantasm, Invocation/Evocation, Necromancy

Rogue Skills
Skill Base Racial Mods Ability Scores Discretionary Points Armor Final
Climb walls 60 +0 +5 +0 +10 75%
Detect noise 15 +5 +0 +5 +0 25%
Find/remove traps 5 +0 +0 +15 +0 20%
Hide in shadows 5 +10 +5 +5 +5 30%
Move silently 10 +5 +5 +10 +10 40%
Open locks 10 -5 +10 +0 +0 15%
Pick pockets 15 +5 +5 +0 +5 30%
Read languages 0 +0 +0 +25 +0 25%

Inventory
  • Items Carried
    • Backpack
      • Musical instrument (small)
    • Long bow
    • Paper (per sheet) x5
    • Papyrus (per sheet) x15
    • Prism, crystal x3
    • Quill x4
    • Quiver
      • Long bow, flight arrow x20
    • Writing ink (per vial) x2
  • Items Readied
    • Sword, long
  • Items Stored
    • Aquamarine (10 gp)
    • Chain, light (per ft) x10
    • Fishhook x20
    • Long bow, flight arrow x80
    • Rope, hemp (50 ft) x10
    • Spellbook, Travelling
      • Cantrip (2)
      • Detect Magic (2)
      • Magic Missile (3)
      • Read Magic (3)
      • Shield (1)
      • Shocking Grasp (3)
  • Items Worn
    • Boots, soft
    • Good cloth cloak
    • Sashling
      • Thieves' picks
    • Shirt
    • Trousers
  • Spending Money
    • * Gold Pieces
    • * Silver Pieces x6
Movement and Encumbrance
Encumbrance: Unencumbered Light Moderate Heavy Severe
Weight (lbs): 0-45 46-69 70-93 94-117 118-140
Movement: 12 8 6 4 1
THAC0: -1 -2 -4
AC: +1 +3
Currently carrying 22.90 pounds (None Encumbrance, 12 Movement)

Spells
Class 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
Mage 1
Cleric Spell Failure Rate: 15% Maximum Wizard Spells Per Level: 18
Wizard Chance to Learn New Spell: 85% Maximum Wizard Spell Level: 9th
Spells Memorized
  • Mage
    • 0th Level
    • 1st Level
      • Cantrip

Spells Known
Spell Time Range Area of Effect Components
1st Level
Cantrip 1 10 ft Special V, S
Detect Magic 1 0 10 x 60 ft V, S
Magic Missile 1 60 yds + 10 yds/lvl 1-5 targets V, S
Read Magic 1 rd 0 Special V, S, M
Shield 1 0 Special V, S
Shocking Grasp 1 Touch Creature touched V, S

Character History
Patron Deity: Erevan Ilsere

Appearance Note: Wears black clothing

Generated by the Advanced Dungeons & Dragons Core Rules 2.0 Expansion on 10/09/2000 10:45 AM