Fronky Thistletoe    (Halfling Male Halfling Veteran)
Character Information   
Name: Fronky Thistletoe XP/Next lvl: 0 / 2000
Class: Halfling Veteran HP:curr/max 0 / 0
Alignment: Neutral AC:reg/rear/no shield 4 / 7 / 4
Race: Halfling Level: 1
Age: Height: 3' 4'
Weight: 32 Gender: Male
Encumbrance: Movement: 120 (40)
Languages: Common
Ability Scores   
STR: 16 (+2 Dmg Thrown Weapons)
INT: 10 (-, read/write common)
WIS: 10 (-)
DEX: 18 (+3, +2 Initiative, +10 XP)
CON: 15 (+1)
CHR: 9 (-, no Reac Adj, Retainers 4, Morale 7)

Saving Throws   
Death, Paralysis,
Poison:
Petrification,
Polymorph:
Rod, Staff
or Wand:
Breath: Spell:
8 10 9 13 12

Notes:

Description and Background   
Description:


Background:


Weapons
Weapon Att/Rnd Range Speed Damage sm/l Spec. Dbl. spec. THAC0 Projectiles
Left
Notes
Short Bow +4 Hit 1 (50/100/150) (+1/0/-1) 1d6/ n n 19 20 +1 Hit (Halfling) +3 Hit (DEX)
Dagger +4 Hit, +2 Dmg 1 (10/20/30) (+1/0/-1) 1d4/ n n 19 3 +1 Hit (Halfling), +3 Hit (DEX), +2 Dmg (STR)
Equipment
Qty Item Location
1 Leather Armor (7) Wearing
1 Shortbow Carrying
3 Daggers Wearing
1 Quiver (20 Arrows) Wearing
20 Normal Arrows Quiver
4 Silver Arrows Quiver
1 Tinder Box Backpack
1 Wineskin (full) Backpack
1 Waterskin Backpack
6 Torches Backpack


Wealth   Enter negative number to subtract
PP GP EP SP CP
0 6 0 0 0
Magic Items
Qty Item Location


Gems and Jewelry
Qty Item Location
Memorized Spells



Spell Book



Notes
Notes:
SPECIAL ABILITIES:
- Use small weapons only

HIDING
Outdoors, Halflings are difficult to spot, having the ability to seemingly vanish into woods or underbrush. In such cover, they can only be detected 10 of the time (the DM will roll). Halflings can even hide in dungeons, though not with as much success. In normal light, if a Halfling finds some shadows or cover to hide in (remaining absolutely quiet and not moving), the attempt at hiding will succeed Y3 of the time. To use this ability, tell your DM. The DM will roll ld6; a result of 1 or 2 indicates success at hiding, as long as the character does not move or make any noise.
Magical light, such as a cleric’s Light spell, will ruin the attempt. If the character is carrying any light, it will be impossible to hide.

COMBAT:
+2 Initiative (DEX Bonus)

Missile Fire:
(Roll + DEX + Range)
-2 Bonus to Armor Class when attacked by creatures larger than man-size
+1 Bonus to the Hit Roll when using any missile
+1 Bonus to Individual Initiative