Personal Information
Name:Meg Player: Prisca
Race: Standard half-elf Gender: Female Height: 5'4" Weight: 95 lbs
Classes: Thief/Mage Levels: 1/1 Alignment: Neutral Good
XP: 0/0 Next Level: 1,250/2,500
Kit: None
Ability Scores
Str: 12 Stamina: 13 Weight Allowance: 45 lbs Bend Bars/Lift Gates: 2%
Muscle: 11 Attack Adj.: +0 Damage Adj.: +0 Max. Press: 115 lbs Open Doors: 6
Dex: 17 Aim: 18 Missile Adjustment: +2 Pick Pockets: +10% Open Locks: +15%
Balance: 16 Reaction Adjustment: +1 Armor Class: -2 Move Silently: +0% Climb Walls: +0%
Con: 11 Health: 11 System Shock: 75% Poison Save: +0
Fitness: 11 Hit Point Adjustment: +0 Resurrection Chance: 80%
Int: 17 Reason: 16 Max. Spell Level: 8th Max. Spells Per Level: 11 Illusion Immunity: None
Knowledge: 18 Bonus Proficiencies: 7 Chance to Learn New Spell: 85%
Wis: 14 Intuition: 14 _ _
Willpower: 14 Magic Defense Adjustment: +0 Spell Immunity: None
Cha: 16 Leadership: 15 Loyalty Base: +3 Maximum Number of Henchmen: 7
Appearance: 17 Initial Reaction Adjustment: +6
Saving Throws
Paralyzation: 13 Poison: 13 Death Magic: 13 Petrification: 12 Polymorph: 12
Rod: 11 Staff: 11 Wand: 11 Breath Weapon: 15 Spell: 12
Combat
Hit Points: 5
Base THAC0: 20
Melee THAC0: 20
Missile THAC0: 18
Armor
Natural armor class 10
Balance Defensive adj. -2
FINAL: 8
Weapon Proficiencies
Knife, throwing
Sword, short
Non-Weapon Proficiencies
Spellcraft 10
Reading/Writing 13
Ancient History 11
Herbalism 11
Dancing 10
Swimming 9
Weapons
THAC0 Attacks/ Speed Damage Range (-2) (-5)
Weapon Melee Missile Round Factor Sm-Med Large Type Size Short Medium Long
Knife, throwing 20 18 1 8 2d4 1d6+1 P/S M 2 4 6
Sword, short 20 1 3 1d6 1d8 P S
Rogue Skills
Skill Base Racial Mods Ability Scores Points spent Armor Final
Climb walls 60 +0 +0 +7 +10 77%
Detect noise 15 +0 +0 +8 +0 23%
Find/remove traps 5 +0 +5 +8 +0 18%
Hide in shadows 5 +5 +0 +8 +5 23%
Move silently 10 +0 +0 +7 +10 27%
Open locks 10 +0 +15 +8 +0 33%
Pick pockets 15 +10 +10 +7 +5 47%
Read languages 0 +0 +0 +7 +0 7%
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'.
Less sleep - You require only four hours worth of sleep to be rested. Very handy for spellcasters.
Resistance - 30% resistance to sleep and charm spells.

Class Abilities
Thief
    Backstab - Suprise attack may inflict additional damage based on the thief's level. For every four levels, the damage will be doubled.
    Climb walls - Able to climb vertical or smooth surfaces.
    Detect noise - May hear faint noises.
    Find/remove traps - Skill at finding and disarming traps.
    Hide in shadows - Grants the ability to hide in shadows.
    Move silently - May move without making a sound.
    Open locks - 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.
    Thieves' cant - Knowlege of the secret language of thieves.
    Followers - Attracts followers when a stronghold is built and name level is reached.

Mage
    Automatic spells - One free spell every time a new level of spells is gained.
    Schools of Magic - Abjuration, Alteration, Conjuration/Summoning, Enchantment/Charm, Greater Divination, Illusion/Phantasm, Invocation/Evocation, Necromancy

Traits
Ambidexterity - reduces two weapon fighting penalty by 2.
Animal Empathy - Sucessful Wisdom/Willpower test allows character to influence animal reactions.
Lucky - A sucessful Wisdom/Intuition check allows the chracter to have a stroke of luck.
Precise Memory - With a minimal amount of studying, any object may be memorized perfectly. If the reading/writing proficiency is possessed, written material may also be memorized.

Disadvantages
Bad Tempered - Chracter must make a Wisdom/Willpower check when insulted. If check fails, the chracter will insult the person back.
Compulsive Honesty - Wisdom/Willpower check must be sucessful for character to act deceitful, and will only attempt to lie in a life or death situation.
Phobia: Crowds -
Phobia: Spiders - Each time the character is presented with their phobia, they must make a Wisdom/Willpower check every 2d6 rounds they are exposed to it. If failed, the character must flee the source of the phobia for 1d6 rounds, and must make another check.

Inventory
  • Items Carried
    • Backpack
      • Dry rations (1 week)
      • Flint and steel
      • Thieves' picks
      • Torch x3
      • Wineskin
    • Spellbook
  • Items Readied
    • Knife, throwing
    • Sword, short
  • Spending Money
    • * Copper Pieces x7
    • * Gold Pieces x61
    • * Silver Pieces x6
Spells
Class 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
Mage 1
Spells Known
Spell Time Range Area of Effect Components
1st Level
Armor 1 rd Touch 1 creature V, S, M
Audible Glamer 1 60 yds + 10 yds/lvl Hearing range V, S, M
Burning Hands 1 0 The caster V, S, M
Cantrip 1 10 ft Special V, S, M
Charm Person 1 120 yds 1 person V, S
Jump 1 Touch Creature touched V, S, M
Light 1 60 yds 20-ft radius V, M
Magic Missile 1 60 yds + 10 yds/lvl 1-5 targets V, S
Read Magic 1 rd 0 Special V, S, M
Shocking Grasp 1 Touch Creature V, S
Sleep 1 30 yds Special V, S, M