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Personal Information
Name: Kanar Allenath the Mad Engraver Player: NPC
Race: High elf Gender: Male Height: 5'2" Weight: 106 lbs
Class: Thief Level: 8 Alignment: Neutral Good
XP: 71,130 Next Level: 110,000
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: 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: 10 Max. Spell Level: 5th Max. Spells Per Level: 7 Illusion Immunity: None
Bonus Proficiencies: 2 Chance to Learn New Spell: 40%
Wis: 9 Bonus Clerical Spells: 0, 0, 0, 0, 0, 0, 0 Clerical Spell Failure Chance: 20%
Magic Defense Adjustment: +0 Spell Immunity: None
Cha: 9 Loyalty Base: +0 Maximum Number of Henchmen: 4
Initial Reaction Adjustment: +0
Saving Throws
Paralyzation: 12 Poison: 12 Death Magic: 12 Petrification: 11 Polymorph: 11
Rod: 12 Staff: 12 Wand: 12 Breath Weapon: 15 Spell: 13
Combat
Hit Points: 31
Base THAC0: 17
Melee THAC0: 17
Missile THAC0: 15
Armor
Natural armor class 10
Bracers of Defense AC 2 -8
Cloak of Protection +3 magic adj. -3
DEX Defensive adj. -4
FINAL: -5
Weapon Proficiencies
Dagger
Knife, throwing
Sword, long
Sword, short
Non-Weapon Proficiencies
Tumbling 18
Tightrope walking 18
Reading/Writing 11
Elf
Set Snares 17
Riding, Land 12
Forgery 17
Native Languages
Common, Elf
Weapons
THAC0 Attacks/ Speed Damage Range (-2) (-5)
Weapon Melee Missile Round Factor Sm-Med Large Type Size Short Medium Long
Sword, long +1, +4 vs. reptiles 15 1 4 1d8+2 1d12+2 S M
Dagger 17 15 1 2 1d4+1 1d3+1 P S 2 4 6
Knife, throwing of Returning 17 15 1 8 2d4+1 1d6+2 P/S M 2 4 6
Rogue Skills
Skill Base Racial Mods Ability Scores Discretionary Points Armor Final
Climb walls 60 +0 +10 +0 +10 80%
Detect noise 15 +5 +0 +0 +0 20%
Find/remove traps 5 +0 +5 +85 +0 95%
Hide in shadows 5 +10 +10 +70 +5 100%
Move silently 10 +5 +10 +70 +10 105%
Open locks 10 -5 +15 +30 +0 50%
Pick pockets 15 +5 +10 +15 +5 50%
Read languages 0 +0 +0 +0 +0 0%
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.

Inventory
  • Items Readied
    • Sword, long +1, +4 vs. reptiles
  • Items Worn
    • Boots, soft
    • Bracers of Defense AC 2
    • Braies
    • Cloak of Protection +3
    • Gauntlets of Dexterity
    • Girdle of Many Pouches
      • Dagger
      • Dry rations (1 week)
      • Flint and steel
      • Knife, throwing of Returning
      • Torch x3
    • Indestructable Cloak
    • Ring of engraving
    • Slop
    • Wineskin
  • Spending Money
    • * Copper Pieces x7
    • * Gold Pieces x24
    • * Silver Pieces x6
Psionics
PSPs: 0 MTHAC0: 17 MAC: 10
Power PSPs Range Area of Effect MAC
Wild Talent

Generated by the Advanced Dungeons & Dragons Core Rules CD-ROM 2.0 on 10/02/00 21:13:01