Name: Veerdunn Glootneir - gambler and expert consumer of ale
[B][U]Status - Alive and unused[/U][/B]
[B][U]Vital Stats[/U][/B]
Armor Class: 5
Studded 20 lbs 90 ft -3 ac adj
Hit Points: 13 [1d10 + 1d6] /2
Move 90 feet
Exp: Fighter 0/1900 [no bonus] ; thief 0/1250 [10% bonus]
Neutral Good
Follower of Ulaa (godess of Hills, mountains, gemstones) additionally
venerates Fortubo (god of Stone, metals, mountains) and Xan Yae
(goddess of Twilight, shadows, stealth)
82 year old male
4' 3" 129.5 cm 173 lbs 78.6 kg
stout in stature;
Languages: Common, ......
[B][U]Ability Scores[/U][/B]
STR: 14 - Hit Prob: norm, Dam Adj: norm, Bend/Lift 7%, Wgt Allow: 200,
Open Door: 1-2
INT: 11 - Max Lang: 2
WIS: 10 - Mag Atk Adj: -
DEX: 16 - React/Missile Adj: +1 , Defense Adj: -2
CON: 14 - Hit Point Adj: - , System Shock: 92%, Resurrect Survival: 88%
CHA: 09 - Max Hench: 4
[B][U]Summary of dwarfish Racial abilities:[/U][/B]
* +1 constitution, -1 charisma (with respect to all but dwarfs)
* +1 to hit against [U]goblins, half-orcs, hobgoblins, and orcs[/U]
* +1 bonus per 3.5 points of Con to saves against magic and poison
* -4 penalty to any attacks made against the dwarf by [U]giants, ogres,
ogre magi, titans and trolls.[/U]
languages: Dwarfish, gnomish, goblin, kobold, and orcish, and the
common tongue
* Infravision*: 60 ft
[sblock=dwarvish detection]
Within ten ft, a dwarf can detect certain facts concerning engineering,
stonework, etc. Although no significant time is required, the
character must deliberately observe his or her surroundings (i.e., the
player must state that the dwarf is using this particular talent
in order to gain information).
• Detect the existence of slopes or grades: 75%
• Detect the existence of new construction: 75%
• Detect sliding or shifting rooms or walls: 66%
• Detect traps involving stonework: 50%
• Determine depth underground: 50%
[/sblock]
[B][U]class features [Fighter/thief][/U][/B]
[U]Fighter[/U]
Hit Die Type: d10 (max 9 hit dice)
Armour/Shield Permitted: Any
Weapons Permitted: Any
Weapon Proficiencies: 4 + 1 every 2 levels
Penalty to hit for non proficiency: -2
Weapon Specialization: Optional
[sblock=Att/rnd]
[U]Bonus attacks:[/U] Fighters with melee weapons attack once per round at
1st to 6th levels (1/1 attacks); at 7th to 12th levels, they attack
thrice every two rounds (3/2 attacks); and at 13th or higher levels
they attack twice per round (2/1 attacks). A partial additional
attack (e.g. 3/2 attacks) means that the extra attack is taken on
odd-numbered rounds in the combat sequence, hence two attacks
on the first round, one on the second, two on the third and one on
the fourth, if applicable.
[U]fighting the Unskilled:[/U] When the fighter is attacking creatures with
less than a full hit die (i.e. less than 1d8 hit points), the fighter
receives one attack for each of his or her levels of experience,
e.g. a 4th-level fighter attacking goblins would receive 4 attacks
per round.
nB: A fighter exercising multiple attacks departs from the normal
initiative procedure. The fighter will automatically attack first in
the round unless fighting an opponent with multiple attacks of its
own (in which case initiative should be rolled as normal). The
fighter’s second attack in any given melee round will come last in
the sequence.
[U]Weapon Specialization (optional):[/U] With the permission of the GM, weapon
specialization may be selected during character generation. If weapon
specialization is not selected during character generation, it remains
forever unavailable to the character, barring some magical or divine
intervention. If weapon specialization is in play, fighters may take a
second proficiency in the same weapon as the first, granting them one
extra attack every 2 rounds with the weapon (hence 3/2 attacks with
a melee weapon at 1st level, 2/1 at 7th and 5/2 at 13th), +1 to hit
and +2 damage owing to their skill. Specialization costs one proficiency
“slot” for melee weapons and crossbows, and two “slots” for missile
weapons other than crossbows.
[U]double Specialization (optional):[/U] For melee weapons that are not
polearms or two-handed swords, a third weapon proficiency may be used
to specialize further; this increases combat bonuses to +3 to hit and
+3 damage with the weapon.
[/sblock]
[U]Thief[/U]
Hit Die Type: d6
Experience bonus: Dex 16+
Thieves’ Cant: Thieves have their own language.
Backstab: +4 att; X 2 dam
[U][B]Saving Throws[/B][/U]
Rod, Staff, Wand: 16
Breath Weapon: 17
Paralyze, Poison, Death Magic: 14
Petrification, Polymorph: 15
Spell: 17
+4 vs magic and poison [dwarf]
[U][B]Combat[/B][/U]
THACO : 20
[B] Dam Dam
[U]weapon thac0 s-m lg range gnotes[/U][/B]
Dagger 19 1d4+2 1d3 ~~~ specialized att/rnd 3/2
Xbow, lt 19 1d4+1 1d4+1 60 ft
Dagger 19 1d4 1d4 10 ft
[U]Bolt Qty[/U]: 00000 00000 00000 0000
[B][U]Thief skills[/U][/B]
[U]SKILL BASE DEX RACE MISC TOTAL GNOTES[/U]
CLIMB 80 % --- - 10% --- 70%
TRAPS 25 % --- + 15% --- 40%
NOISE 10 % --- --- --- 10%
HIDE 20 % --- --- --- 20%
MOVE 20 % --- - 5% --- 15%
LOCKS 30 % + 5% + 15% --- 50%
POCKETS 35 % --- --- --- 35%
LANG 1 % --- - 5% --- -4%
Wealth
120 gp Starting
Backpack 10 2.00 gp
Bedroll 5 0.20 gp
Blanket, woolen 2 0.05 gp
Cloak 2 0.03 gp
Pin (cloak) - 0.40 gp
Gloves, kidskin, pair ½ 3.00 gp
Boots, soft 3 1.00 gp
Belt - 0.50 gp
Tunic, woollen 1 0.05 gp
Flint and steel - 1.00 gp
Iron spikes, X 12 5 1.00 gp
Hammer (tool, not war) 2 0.50 gp
Rope, silk (/50 ft) 5 10.00 gp
Lantern, hooded 2 7.00 gp
Oil (lamp) 4 pts 4 0.40 gp
Candle, beeswax X 10 - 0.10 gp
Pouch, belt, large 2 0.40 gp
Quiver (24 bolts) 2 3.00 gp
Rations, iron X 7 Days 7 5.00 gp
Thieves’ Tools 1 30.00 gp
Twine, linen (per 100 ft) ½ 0.08 gp
Scrollcase, bone ½ 4.00 gp
Vellum (/sheet) X 20 - 6.00 gp
Quill (pen) - 0.10 gp
Chalk, piece X 5 - 0.05 gp
Waterskin (3 pint) 1 1.00 gp
Whetstone ½ 0.02 gp
Studded 20 15.00 gp
Crossbow, light 4 12.00 gp
Bolt, light crossbow X 24 4 4.00 gp
[U]Dagger X 3 3 6.00 gp[/U]
113.98 gp
weight carried: 87 lbs encumberence adj +20 lb
cash:
gp 5
sp 9
cp 12