Personal Information
Name: Tomas Stoams Player: Guy Hawkins
Race: Standard half-elf Gender: Male Height: 5'6" Age: 21
Classes: Fighter/Thief Levels: 1/1 Weight: 125 lbs
XP: 256/256 Alignment: Neutral Good
Next Level: 2,000/1,250 Kit: None
Ability Scores
Str: 13 Weight Allowance: 45 lbs Bend Bars/Lift Gates: 4%
Attack Adj.: +0 Damage Adj.: +0 Max. Press: 140 lbs Open Doors: 7
Dex: 15 Missile Adjustment: +0 Pick Pockets: +0% Open Locks: +0%
Reaction Adjustment: +0 Armor Class: -1 Move Silently: +0% Climb Walls: +0%
Con: 15 System Shock: 90% Poison Save: +0
Hit Point Adjustment: +1 Resurrection Chance: 94%
Int: 12 Max. Spell Level: 6th Max. Spells Per Level: 7 Illusion Immunity: None
Bonus Proficiencies: 3 Chance to Learn New Spell: 50%
Wis: 12 Bonus Clerical Spells: 0, 0, 0, 0, 0, 0, 0 Clerical Spell Failure Chance: 5%
Magic Defense Adjustment: +0 Spell Immunity: None
Cha: 11 Loyalty Base: +0 Maximum Number of Henchmen: 4
Initial Reaction Adjustment: +0
Saving Throws
Paralyzation: 14 Poison: 14 Death Magic: 14 Petrification: 15 Polymorph: 15
Rod: 16 Staff: 16 Wand: 16 Breath Weapon: 17 Spell: 17
Combat
Hit Points: 9
Base THAC0: 20
Melee THAC0: 20
Missile THAC0: 20
Armor
Natural armor class 10
Full armor, padded -2
DEX Defensive adj. -1
FINAL: 7
Weapon Proficiencies
Caltrop
Dagger
Short bow
Sword, short
Non-Weapon Proficiencies
Bowyer/Fletcher 14
Disguise 10
Leather Working 12
Rope Use 15
Running 9
Tailoring 14
Native Languages
Common
Weapons
THAC0 Attacks/ Speed Damage Range (-2) (-5)
Weapon Melee Missile Round Factor Sm-Med Large Type Size Short Medium Long
Sword, short 20 1 3 1d6 1d8 P S
Short bow 20 2 7 P M
Short bow, flight arrow 1d6 1d6 P S 10 20 30
Dagger 20 20 1 2 1d4 1d3 P S 2 4 6
Caltrop 20 1 0 1 1d2 P S
Racial Abilities
Detect secret doors - Because of their acute senses, half-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 (1, 2, or 3 on 1d6) to notice a concealed door.
Infravision - Infravision with a range of 60'.
Resistance - 30% resistance to sleep and charm spells.

Class Abilities
Fighter
    Followers - Attracts followers after a stronghold is built and 9th level is reached.
    Weapon specialization - Allows specialization in one weapon.
Thief
    Backstab - Surprise attack may inflict double damage. For every four levels beyond first, the damage multiplier increases by one.
    Climb walls* 30% - Able to climb vertical or smooth surfaces.
    Detect noise* 10% - May hear faint noises.
    Find/remove traps* - Skill at finding and disarming traps.
    Followers - Attracts followers when a stronghold is built and name level is reached.
    Hide in shadows* -1% - Grants the ability to hide in shadows.
    Move silently* -10% - May move without making a sound.
    Open locks* 10% - Skill at opening locks with the proper tools.
    Pick pockets* 17% - Skill at pilfering small items from pockets or purses.
    Read languages* 9% - Skill at deciphering unknown texts.
    Scroll Use 10% - May use magic scrolls at 9th level.
    Thieves' cant - Knowledge of the secret language of thieves.

Rogue Skills
Skill Base Racial Mods Ability Scores Discretionary Points Armor Final
Climb walls 60 +0 +0 +0 -30 30%
Detect noise 15 +0 +0 +5 -10 10%
Find/remove traps 5 +0 +0 +5 -10 0%
Hide in shadows 5 +5 +0 +9 -20 -1%
Move silently 10 +0 +0 +0 -20 -10%
Open locks 10 +0 +0 +10 -10 10%
Pick pockets 15 +10 +0 +22 -30 17%
Read languages 0 +0 +0 +9 +0 9%

Inventory
  • Items Carried
    • Backpack
      • Bag
      • Dry rations (1 week)
      • Flint and steel
      • Mirror, small metal
      • Torch x3
      • Whetstone
      • Wineskin
    • Belt pouch, small
      • Thieves' picks
    • Belt pouch, small
    • Quiver
      • Short bow, flight arrow x20
    • Short bow
  • Items Readied
    • Sword, short
  • Items Worn
    • Belt
    • Boots, soft
      • Dagger
    • Braies
    • Buckle, common
    • Common robe
    • Full armor, padded
    • Gloves
    • Pouch
      • Caltrop x20
    • Scabbard, hanger, baldric
    • Shirt
  • Spending Money
    • * Copper Pieces x6
    • * Gold Pieces x24
    • * Silver Pieces x7
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 40.80 pounds (None Encumbrance, 12 Movement)

Character History
On your homeworld of Demet in Hyrkulspace, Tomas had a successful business as a messenger in the frontiers of your local kingdom of Telvica. It wasn't very prestigious, but the baron he served appreciated his services very much.

While delivering a secret message to one of the local fiefdoms, he felt a rush through his mind that caused him to lose your footing from dizziness and collapse unconscious into the dirt.

Waking up some time later, Tomas found himself barely clothed and chained inside a small, dark room with two other people: a human and a dwarf. His two new companions weren't very good conversationalists and only spoke to him in whispers, giving him warnings not to cause trouble or the masters would take him away.

One day, an explosion of wood was heard a short distance above him and was followed by two more, one of which was a very short distance from his room. Screams accompanied the nearby explosion which eventually died down to groans of pain and cries for help. Nobody responded to the pleas, and the wounded people finally went silent after hours of agony.

Days later, with no activity aboard ship and on the brink of starvation, Tomas and the other slaves were rescued by a passing ship. With the assistance of the one of the humans that crewed the ship, he was finally able to see his captors: strange creatures with purplish skin and tentacles around their mouth. The human called them illithids.

Tomas and the other survivors were taken over to the humans' ship, where he was fed and clothed. After recovering, the captain allowed him to search through the loot from the illithids' ship to find any possessions that may have belonged to him. Once everything was in order, he was informed that he would be taken to the nearest port: a city named Hestia. After a short time aboard ship, he grew to like wildspace and wanted to experience more of it.

He arrived at Hestia after a few weeks travel aboard the Journeyman, the humans' ship. He went ashore with the captain's blessing to fend for himself, and the Journeyman left port the next day.

After a few days of spending time looking around the city, he found a notice posted on one of the poles near the marketplace. It offered an invitation for employment aboard ship and asked to inquire with the Celestial Legion. He decided to check it out and went to their location deep in the heart of the city.

Generated by the Advanced Dungeons & Dragons Core Rules 2.0 Expansion on 03/05/2000 01:06 PM