Personal Information
Name: Vargo Player: Stephan Gudra
Race: Stout halfling Gender: Male Height: 8'5" Age: 25
Class: Thief Level: 8 Weight: 65 lbs
XP: 75,159 Alignment: True Neutral
Next Level: 110,000 Kit: Explorer
Ability Scores
Str: 11 Weight Allowance: 40 lbs Bend Bars/Lift Gates: 2%
Attack Adj.: +0 Damage Adj.: +0 Max. Press: 115 lbs Open Doors: 6
Dex: 18 Missile Adjustment: +2 Pick Pockets: +10% Open Locks: +15%
Reaction Adjustment: +2 Armor Class: -4 Move Silently: +10% Climb Walls: +10%
Con: 14 System Shock: 88% Poison Save: +0
Hit Point Adjustment: +0 Resurrection Chance: 92%
Int: 15 Max. Spell Level: 7th Max. Spells Per Level: 11 Illusion Immunity: None
Bonus Proficiencies: 4 Chance to Learn New Spell: 65%
Wis: 7 Bonus Clerical Spells: 0, 0, 0, 0, 0, 0, 0 Clerical Spell Failure Chance: 30%
Magic Defense Adjustment: -1 Spell Immunity: None
Cha: 10 Loyalty Base: +0 Maximum Number of Henchmen: 4
Initial Reaction Adjustment: +0
Saving Throws
Paralyzation: 12 Poison: 8 Death Magic: 12 Petrification: 11 Polymorph: 11
Rod: 8 Staff: 8 Wand: 8 Breath Weapon: 15 Spell: 9
Combat
Hit Points: 37
Base THAC0: 17
Melee THAC0: 17
Missile THAC0: 15
Armor
Natural armor class 10
Bracers of Defense AC 6 -4
DEX Defensive adj. -4
FINAL: 2
Weapon Proficiencies
Short bow
Sling
Sword, short
Non-Weapon Proficiencies
Appraising 15
Camouflage (CRE) 7
Carpentry 11
Disguise 9
Etiquette 10
Jumping 11
Riding, Land 10
Seamanship 18
Survival 15
Throwing 18
Tightrope Walking 18
Native Languages
Common, Dwarf, Elf, Halfling, Halfling - stout dialect
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, short +3 15 1 0 1d6+3 1d8+3 P S
Caltrop 21 1 0 1 1d2 P S
Dagger +1 18 16 1 2 1d4+1 1d3+1 P S 2 4 6
Sling 15 1 6 B S
Sling, sling bullet 1d4+1 1d6+1 B S 10 20 40
Racial Abilities
Attack bonus - +1 bonus to attack rolls with hurled weapons.
Infravision [Stout Halfling] - Infravision with a 60' range, which indicates some stout blood in the character's lineage.
Mining detection abilities - A character with this skill is familar with mining, tunneling and stonework. By concentrating for one round the character can:
Determine approximate direction underground, 1-3 on 1d6.
Detect any grade or slope in the passage they are passing through, 1-3 on 1d4.
Saving throw bonuses - For every 3.5 points of a Halfling's Constitution/Health, they will receive a +1 to saves vs. wand, staves, rods, and spells.
Stealth - When the halfling is alone and is not wearing metal armor, he gains a bonus to surprise opponents. The opponent suffers a -4 penalty, or a -2 if the halfing has to open a door or move aside some other obstruction..

Class Abilities
Thief
    Backstab - Surprise attack may inflict double damage. For every four levels beyond first, the damage multiplier increases by one.
    Climb walls* 55% - Able to climb vertical or smooth surfaces.
    Detect noise* 30% - May hear faint noises.
    Find/remove traps* 95% - Skill at finding and disarming traps.
    Followers - Attracts followers when a stronghold is built and name level is reached.
    Hide in shadows* 50% - Grants the ability to hide in shadows.
    Move silently* 65% - May move without making a sound.
    Open locks* 95% - Skill at opening locks with the proper tools.
    Pick pockets* 50% - Skill at pilfering small items from pockets or purses.
    Read languages* 50% - 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 -15 +0 +0 +10 55%
Detect noise 15 +5 +0 +15 -5 30%
Find/remove traps 5 +5 +5 +80 +0 95%
Hide in shadows 5 +15 +10 +15 +5 50%
Move silently 10 +10 +10 +25 +10 65%
Open locks 10 +5 +15 +65 +0 95%
Pick pockets 15 +5 +10 +15 +5 50%
Read languages 0 -5 +0 +55 +0 50%

Inventory
  • Items Carried
    • Backpack
      • Bandage x2
      • Caltrop x3
      • Chalk
      • Dry rations (1 week)
      • Grappling hook x4
      • Mirror, small metal x2
      • Musical instrument (small)
      • Oil, Olive (flask)
      • Razor
      • Torch x3
    • Boots, riding
    • Dagger +1
    • Drink of Extra-healing, once daily x20
    • Flute, small
    • Full armor, leather
    • Potion of Sweet Water
    • Potion of Vitality
    • Sling
    • Slippers of Spider Climbing
    • Stone of Permanent Light
    • Thieves' picks
  • Items Readied
    • Sword, short +3
  • Items Worn
    • Belt
    • Boots of Elvenkind
    • Bracers of Defense AC 6
    • Braies
    • Buckle, ornamental
    • Common robe
    • Doublet
    • Filigran Brooch, Randall Morn's sigil
    • Gloves
    • Helmet, leather (AC 8)
    • Pouch
      • Sling, sling bullet x10
    • Ring of Telekinesis, 100 lbs
  • Spending Money
    • * Gold Pieces x6,225
Movement and Encumbrance
Encumbrance: Unencumbered Light Moderate Heavy Severe
Weight (lbs): 0-40 41-58 59-76 77-96 97-110
Movement: 6 4 3 2 1
THAC0: -1 -2 -4
AC: +1 +3
Currently carrying 63.50 pounds (Moderate Encumbrance, 3 Movement)
Kit - Explorer
Explorers
    Benefits: Explorers gain the survival nonweapon proficiency at no cost, and they can choose any two terrain types to apply it to. Possible terrains are: arctic, woodland, desert, steppe, mountain, and tropical.
    Hindrances: These characters cannot stay in one place too long, calling no place home unless "home" is a ship or a covered wagon. Therefore, explorers cannot spend more than a few weeks at best in any given city or keep.

Character History

Generated by the Advanced Dungeons & Dragons Core Rules 2.0 Expansion on 11/25/2002 01:10 PM