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