Nightowl

Description:


Personal Information


Name: Skael NightOwl Player: Jeff Pamenter
Race: High elf Gender: Male Height: 4’10" Age: 116
Classes: Fighter/Thief Levels: 2/2 Weight: 106 lbs
XP: 2,000/1,650 Alignment: Chaotic Good
Next Level: 4,000/2,500 Kit: None


Ability Scores


Str: 16 Weight Allowance: 70 lbs Bend Bars/Lift Gates: 10%
Attack Adj.: +0 Damage Adj.: +1 Max. Press: 195 lbs Open Doors: 9
Dex: 17 Missile Adjustment: +2 Pick Pockets: +5% Open Locks: +10%
Reaction Adjustment: +2 Armor Class: -3 Move Silently: +5% Climb Walls: +5%
Con: 11 System Shock: 75% Poison Save: +0
Hit Point Adjustment: +0 Resurrection Chance: 80%
Int: 14 Max. Spell Level: 7th Max. Spells Per Level: 9 Illusion Immunity: None
Bonus Proficiencies: 4 Chance to Learn New Spell: 60%
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: 11 Loyalty Base: +0 Maximum Number of Henchmen: 4
Initial Reaction Adjustment: +0


Saving Throws


Paralyzation: 13 Poison: 13 Death Magic: 13 Petrification: 12 Polymorph: 12
Rod: 14 Staff: 14 Wand: 14 Breath Weapon: 16 Spell: 15


Combat


Hit Points: 16
Base THAC0: 19
Melee THAC0: 19
Missile THAC0: 17
Armor


Natural armor class 10
Full armor, studded leather -3
DEX Defensive adj. -3
FINAL: 4
Weapon Proficiencies


Dagger
Long bow
Sword, long
Sword, short
Non-Weapon Proficiencies


Animal Handling 9
Animal Lore 14
Bowyer/Fletcher 16
Hunting 9
Riding, Land 13
Rope Use 17
Whistling/Humming (CRE) 19
Native Languages
Elf


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 18 1 5 1d8+1 1d12+1 S M
Dagger 19 17 1 2 1d4+1 1d3+1 P S 2 4 6


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
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* 50% – Able to climb vertical or smooth surfaces.
    Detect noise* 40% – May hear faint noises.
    Find/remove traps* 5% – Skill at finding and disarming traps.
    Followers – Attracts followers when a stronghold is built and name level is reached.
    Hide in shadows* 10% – Grants the ability to hide in shadows.
    Move silently* 20% – May move without making a sound.
    Open locks* 20% – Skill at opening locks with the proper tools.
    Pick pockets* – Skill at pilfering small items from pockets or purses.
    Read languages* – Skill at deciphering unknown texts.
    Scroll Use – May use magic scrolls at 10th 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 +20 -30 50%
Detect noise 15 +5 +0 +30 -10 40%
Find/remove traps 5 +0 +0 +10 -10 5%
Hide in shadows 5 +10 +5 +10 -20 10%
Move silently 10 +5 +5 +20 -20 20%
Open locks 10 -5 +10 +15 -10 20%
Pick pockets 15 +5 +5 +5 -30 0%
Read languages 0 +0 +0 +0 +0 0%



Inventory

  • Items Carried

    • Backpack

      • Dry rations (1 week)
      • Flint and steel
      • Sack, large
      • Sack, small
      • Thieves’ picks
      • Torch x3
      • Weaponblack
      • Whetstone
      • Wineskin
      • Winter blanket
    • Belt pouch, large
    • Belt pouch, small
    • Dagger
    • Quiver

      • Long bow, flight arrow x10
      • Long bow, sheaf arrow x10
  • Items Readied

    • Sword, long
  • Items Worn

    • Fine fur cloak
    • Full armor, studded leather
    • Ring of Mammal Control
    • Scabbard, hanger, baldric
  • Spending Money

    • * Gold Pieces x30
    • * Silver Pieces x7


Movement and Encumbrance


Encumbrance: Unencumbered Light Moderate Heavy Severe
Weight (lbs): 0-70 71-100 101-130 131-160 161-195
Movement: 12 8 6 4 1
THAC0: -1 -2 -4
AC: +1 +3
Currently carrying 55.30 pounds (None Encumbrance, 12 Movement)
Bio:

Nightowl

UK2: The Sentinel/UK3 The Gauntlet barkman