Personal Information
Name: Rheaphlyndar Player: Gary R. Bishop
Race: Standard half-elf Gender: Male Height: 5'6" Weight: 125 lbs
Class: Thief Level: 7 Alignment: Neutral Good
XP: 55,010 Next Level: 70,000
Kit: None
Ability Scores
Str: 13 Weight Allowance: 45 lbs Bend Bars/Lift Gates: 4%
Attack Adj.: +0 Damage Adj.: +0 Max. Press: 140 lbs Open Doors: 7
Dex: 17 Missile Adjustment: +2 Pick Pockets: +5% Open Locks: +10%
Reaction Adjustment: +2 Armor Class: -3 Move Silently: +5% Climb Walls: +5%
Con: 14 System Shock: 88% Poison Save: +0
Hit Point Adjustment: +0 Resurrection Chance: 92%
Int: 14 Max. Spell Level: 7th Max. Spells Per Level: 9 Illusion Immunity: None
Bonus Proficiencies: 4 Chance to Learn New Spell: 60%
Wis: 13 Bonus Clerical Spells: 1, 0, 0, 0, 0, 0, 0 Clerical Spell Failure Chance: 0%
Magic Defense Adjustment: +0 Spell Immunity: None
Cha: 12 Loyalty Base: +0 Maximum Number of Henchmen: 5
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: 28
Base THAC0: 17
Melee THAC0: 17
Missile THAC0: 15
Armor
Natural armor class 10
Full armor, gnomish workman's leather -3
DEX Defensive adj. -3
FINAL: 4
Weapon Proficiencies
Crossbow, hand
Dagger
Quarterstaff
Non-Weapon Proficiencies
Tumbling 18
Tightrope walking 17
Swimming 13
Rope Use 17
Direction Sense 14
Fire-Building 12
Weapons
THAC0 Attacks/ Speed Damage Range (-2) (-5)
Weapon Melee Missile Round Factor Sm-Med Large Type Size Short Medium Long
Crossbow, hand 15 1 5 None S
Crossbow, hand quarrel 1d3 1d2 P S 4 8 12
Quarterstaff 17 1 4 1d6 1d6 B L
Dagger 17 15 1 2 1d4 1d3 P S 2 4 6
Rogue Skills
Skill Base Racial Mods Ability Scores Discretionary Points Armor Final
Climb walls 60 +0 +5 +0 +0 65%
Detect noise 15 +0 +0 +25 +0 40%
Find/remove traps 5 +0 +0 +60 +0 65%
Hide in shadows 5 +5 +5 +25 +0 40%
Move silently 10 +0 +5 +25 +0 40%
Open locks 10 +0 +10 +45 +0 65%
Pick pockets 15 +10 +5 +20 +0 50%
Read languages 0 +0 +0 +40 +0 40%
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'.
Resistance - 30% resistance to sleep and charm spells.

Inventory
  • Animals
    • Horse, riding
      • Bit and bridle
      • Saddle bags, large
        • Backpack
        • Dry rations (1 week)
          • Flint and steel
          • Torch x3
          • Wineskin
        • Saddle, riding
    • Daily Food and Lodging
      • Ale (lg. barrel)
    • Items Carried
      • Crossbow, hand quarrel
      • Quarterstaff
    • Items Readied
      • Crossbow, hand
    • Items Worn
      • Baldric, bandoleer(leather)
        • Dagger x6
      • Boots, riding
      • Breeches
      • Full armor, gnomish workman's leather
        • Amber (200 gp)
        • Blue Quartz (100 gp)
        • Coral (500 gp)
        • Emerald (100 gp) x2
        • Fire Opal (50 gp)
        • Jade (50 gp)
        • Jet (100 gp)
        • Moonstone (100 gp)
        • Pearl (100 gp)
      • Hood
      • Pouch
        • * Copper Pieces x2
        • * Silver Pieces x6
      • Shirt
    • Spending Money
      • * Gold Pieces x262
      • * Platinum Pieces x37
    Psionics
    PSPs: 0 MTHAC0: 17 MAC: 10
    Power PSPs Range Area of Effect MAC
    Wild Talent
    Character History
    Born the bastard son of a an elven woman raped by a human, he was raised for a short time by his elven grandparents.

    Barely tolerated by the rest of the elves in his village, he was shunned by them after the death of his grandparents when he was 12.

    Taking the few woodland skills taught to him by his grandfather, he decided to leave the elven village and try life in the city.

    He discovered that he no more accepted in the city. Forced to live by his wits, he begged and stole his food, clothing, and shelter.

    Recently coming upon enough gold to better equip himself, he seeks his fortune as an adventurer for hire.b

    Generated by the Advanced Dungeons & Dragons Core Rules CD-ROM 2.0 on 07/03/99 16:00:16