Vilandrien Starbrow
Vilandrien Starbrow
Male Elf
Fighter/Magic User/Thief 1
LN
Str 10
Dex 13
Con 10
Int 15
Wis 6
Cha 8 (-5 Loyalty Bonus)
Elf • +1dexterity,-1constitution • 90%resistancetosleepandcharmspells Anypulledbow: +1tohit Longsword and short sword: +1 to hit Languages: Common, elven, gnoll, gnomish, goblin, hal- fling, hobgoblin, orcish. Languages in addition to these are only possible if the character has an intelligence of 16+, with one additional language possible for each point of intelligence over 15. Infravision: 60ft Detectsecretdoors: 1in6chancetonoticesecretdoors when passing within 10 ft, 2 in 6 chance to discover secret doors when searching, and 3 in 6 chance to discover con- cealed doors when searching. Surprise: 4in6chancetosurprisewhentravellinginnon- metal armour and alone, or more than 90 ft in advance of others, or with a party entirely consisting of elves and/or halflings. If a door must be opened (or some similar task), the chance of surprise drops to 2 in 6. MovementRate: 90’ Starting Age: 150+5d6 Starting Age: 5d6 15 = 165
HD: d10/d4/d6
HP: HP: 1d4 2
HP (Fighter, Thief): 1d10 9 1d6 1
9+2+1=12/3=4 / 4
AC: 7
To-Hit Table: Fighter
Weapon Proficiency: 4, +1/2 levels
Non-proficiency penalty: -2
Long sword (specialized), short bow, short sword
Long sword: 3/2, +2 to hit, 1d8+2/1d12+2
Short bow: 2/1, +1 to hit, 1d6, 50’
Short sword: 1d6/1d8
Saves: (-1 Mental) Rod/Staff/Wand: 11 Breath Weapon: 15 Death/Paralysis/Poison: 13 Petrifaction/Polymorph: 12 Spells: 12
XP: 1114 / 1900 : 1114 / 2400 : 1114 / 1250
Fighting the Unskilled: 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. 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.
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. Specialisation costs one proficiency “slot” for melee weapons and crossbows, and two “slots” for missile weapons other than crossbows. Weapon Specialization: Longsword
Chance to Understand Spells: 65% Min/Max Spells Understood per Level: 7/11
Backstab: Ifthethiefcanapproachhisorhertargetun- observed and strike with a melee weapon, the attack is made at +4 to hit. Damage from a backstab is doubled— or trebled if the thief is of 5th level or higher. Thieves of 9th level or higher do quadruple damage, while those of 13th or greater level quintuple the number shown on the die. Damage modifiers (such as those pertaining to strength or magic) are not multiplied from a backstab.
Climb Walls: 75%
Find Traps: 30%
Hear Noise: 15%
Hide in Shadows: 30%
Move Quietly: 25%
Open Locks: 30%
Pick Pockets: 40%
Read Languages: 11%
Thieves’Cant: Thieveshavetheirownlanguage
Spells Known:
Spells: 1d20 9 1d20 5 1d20 20
Read Magic
Magic Missile @
Feather Fall
Dancing Lights
Spells/Level: 1st: 1
Equipment:
Cash: 3d6+2 15
150 gp
Studded leather armor. 15, 20
Sword, long. 15, 7
Sword, short. 8, 3
Bow, short. 15, 8
Arrows (24). 4, 8
Quiver (24). 2.5, 2
Cloak. 0.03, 2
Pin, cloak. 0.4
Boots, soft. 1, 3
Belt. 0.5
Pouch, large (2). 0.8, 4
Doublet, linen. 3, 1
Hose. 1
Shoes, common. 0.5, 1
Backpack. 2, 10
Waterskin. 1, 1
Thieves tools. 30, 1
Rope, silk, 50’. 10, 5
Grappling hook. 1, 4
Spell book. 25, 5
Candle. 1
Quill (2). 0.2
Parchment (5). 1
Chalk (2). 0.02
Rations, trail (2). 12, 2
Scrollcase, leather (2). 2, 1
Soap. 0.5, 1 / 141.95
9 gp
Encumbrance: 89 / 150