Gilnes (Gil = griffin, nes = heart)    (Elf Male Rogue)
Character Information   
Name: Gilnes (Gil = griffin, nes = heart) XP/Next lvl: 4645 / 5000
Class: Rogue HP:curr/max 19 / 19
Alignment: Chaotically good AC:reg/rear/no shield 2 / 0 / -2
Race: Elf Level: 3
Age: 111 Height: 57
Weight: 82 Gender: Male
Encumbrance: Movement:
Languages:
Ability Scores   
STR: 14 (Stamina: (12) Weight Allowance: 45; Muscle: (16) Damage (+1), Max Press: 195, Open doors: 9, Bend Bars/Life Gates: 10)
INT: 14 (Reason (12) Spell-level (6th), Max Spells (7): Knowledge (16) Bonus Prof. (5), Chance to learn spells (70))
WIS: 16 (Intuition (18): Will-power (14) )
DEX: 19 (Aim: (19) Missile Adjustment (+3), Pick Pockets (+15), Open Locks (+20): Balance: (19) Reaction (+3), Defense Adjustment (-4), Move Silently (+15), Climb Walls (+15), Balance Warrior/Rouge (-2AC) bonus (no-armor))
CON: 16 (Health (16): System Shock (95), Poison save (0).: Fitness (16): Hit Point Adjustment (+2), Resurrection Chance (96))
CHR: 17 (Leadership (16) Loyalty Base (+4), Number of Henchmen (8) (Allure +1 Henchman/female): Appearance (18) Reaction Adjustment (+7) (Swashbuckler +2 with women) (Allure +1 to +3 bonus with women))

Saving Throws   
Death, Paralysis,
Poison:
Petrification,
Polymorph:
Rod, Staff
or Wand:
Breath: Spell:
13 12 14 16 15

Notes:

Description and Background   
Description:
Gilnes, is lightly armed (frequently without armor) with a flashing blade and sharp wit. Unlike many elves he is more at home in a city (dungeons tend to ruin his fine silks), During his stays in the city, he sports his finest and fanciest clothes, but when "on a trip" (or leaving the city "for his health") girds on his finely made long-sword, sturdy normal garb if finely made, and ventures out for adventure. However he prefers and loves the darkening city for its raucous revelry, flippant conversation, and its ample helping of games of chance. Despite a generally flippant and arrogantly sarcastic temperamental attitude, Gil has a strong sense of honor. Anyone who dares insult the swashbuckler, his comrades, or a member lady of beauty may well find Gil's blade at his throat, or his back. Character thoughts: Gilnes is a reluctant adventurer who, “doesn’t wait for adventure or battle to happen… doesn’t even want it to happen… but is determined to be ready for it when it happens”. (Thus he fights only when he has to). He is in essence forced to adventure to support his hedonistic desires (wine, women, but mostly gambling). Gilnes believes that battles/monsters/and adventure occur when the old and bitter trick the young and stupid into getting killed in order to make them richer… and he is no longer so young, nor so stupid. Gil’s life goals are to gamble with a pretty girl on his knee, a glass of good Elvin wine in front of him… and luck with the cards. Gil has no war-time experience (per-say) but since his exile has no other choice but to adventure because a quiet life in a safe guild is no longer an option: So he travels to Greyhawk to find his fortunes and start his search for his birth family. Greyhawk is believed to be a corrupt city, so he hopes to gain status and reputation there. Also, he feels compelled to move on from his origins because of a Powerful Enemy, and the occasional pretty girl left in his wake…. so he knows that in all probability he can’t stay in anyone pla

Background:
Gilnes (Gil = griffin) (nes = hart) Early life: Gilnes was born in a now unknown village (about a days ride) north-west of Greyhawk city. He was found in a destroyed Elvin village of unique design where he was born and raised until the age of 55. It was filled with bodies of all kinds of elves of mixed Elvin and 1/2 Elvin heritages. Judging from the damage two things were evident; that 1) not all had been killed but most had in fact scattered in the confusion, and 2) that it was destroyed by a Drow raiding party. Gilnes was found by an Upper Middle Class merchant house (which was the cover for a thieves guild) and raised by the Fredo Clan Thieves' Guild. It was prophesized by the venerable matriarch of the family (who was also a cleric of some minor ability) that a child found that night by the merchants would herald the end to their long standing feud with a rival guild in their home village. The village was called Dorobo, a backwater town about a days’ ride from Greyhawk. Two guilds, the Thieves led by Fredo and the Assassins led by Doyle, compete for control of the lucrative smuggling pipeline. The authorities have been ineffective at keeping the peace, and have stopped trying. The current Sheriff, Galt, actually seems to be exploiting the conflict for personal gain. They referred to the child simply as "Gil" and it was believed he was prophesied to unite the warring Thieves' and Assassins' Guilds. Soon after, Gil was placed in the care of Fagan's Mob, a gang of pick-pockets (that were supported by the Thieves guild as a sort of “training ground” for new talent) and it is they who taught him the ways of thievery. After living as an orphan on the streets, a 65-year-old Gil attempted to pick the pocket of Lucas Fredo, the patriarch of the Thieves' Guild. Lucas took the boy off the streets and adopted him into his own family. This was the second prophesized task the child was supposed to perform according to the now deceased matriarch. Gil’s Elvin spell abilities manifested late 70’s (teen


Weapons
Weapon Att/Rnd Range Speed Damage sm/l Spec. Dbl. spec. THAC0 Projectiles
Left
Notes
Long-sword 1 m 5 1d8/1d12 n n
Short-bow 2 mi 7 1d6/1d6 n n
Equipment
Qty Item Location


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


Gems and Jewelry
Qty Item Location
Memorized Spells



Spell Book



Notes
Traits:
Balance: A character possessing a high Balance score may be an acrobat or a tightrope walker. A new rule for the Player’s Option system is that all unarmored warrior and rogue characters gain an additional +2 bonus to armor class while unencumbered. This bonus is in addition to any the characters might receive for high Balance scores.

Allure: This trait allows a character to attract romantic attention from NPC’s, at the player’s option. The character can conceal the trait any time, but when it is in effect it can modify the reaction rolls of NPCs who might be affected perhaps by as much as +3. The trait is only effective if there is a reasonable chance of the PC drawing romantic attention from the NPC’s the very least the NPC must be of the opposite sex and of at least young adult age. A character with the allure trait can receive one henchman above the normal maximum of at least one of the henchmen has a romantic interest, however unrequited and hopeless, with the player character. Elves can purchase this trait for 1 less character point than the listed amount.
Elf
Companion (10): The elf gains the companionship of a cooshee or an elven cat.
See http://www.purpleworm.org/rules/SP/DD02973.htm the Animal Master kit for more specifics on companion animals.

Infravision (10): 60' infravision range.

Resistance (10): 90 percent resistant to sleep and charm-related spells.

Spell Abilities (15): Once a day the elf can cast faerie fire, dancing lights, and darkness as a priest or wizard of the same level.
When the character reaches 4th level, he can add, levitate,detect magic, and know alignment.
Thief
Bribe* (5): A thief can bribe an official with gifts of money or merchandise. Only one bribe can be attempted per target. If the attempt fails, the DM should make a reaction roll for the target to determine how he counters the bribe.

Climb walls* (5): This skill lets thieves climb smooth or vertical surfaces.

Detect illusion* (10): Thieves can see detect illusions within their line of sight, up to 90 feet away. They perceive the illusion as a translucent image, seeing through it as though it were a light mist.

Detect magic* (10): Thieves can spot magical radiations within their line of sight, up to 60 feet away. They can determine the intensity of the magic妖im, faint, moderate, strong, and overwhelming.

Detect noise* (5): This is the ability to hear sounds others usually can’t.

Escaping bonds* (10): There comes a time in every thief’s career when his luck runs out and the he is apprehended. The ability to escape bonds such as ropes, leather thongs, manacles, chains, and even straight jackets is a feat of contortion and determination. The thief must roll to break every device binding him. If he’s tied at the wrists and at the ankles, then he must make two successful rolls to free himself. This skill takes five rounds to use. A thief might hurry his efforts, but he suffers a (5) penalty for each round he tries to shave. Locked items also require the thief to successfully pick the locks. A failure on any attempt means that the thief cannot loose that bond or pick the lock.

Find/remove traps* (10): Many people try to protect their important belongings from thieves with small mechanical traps or alarms. As a result, thieves have developed skills to find and disarm these traps.

Hide in shadows* (5): A thief can attempt to disappear in shadows, bushes, and crannies. A successful thief will be effectively invisible as long as he remains all but motionless. Slow, deliberate movements are allowed.

Move silently* (5): This is the ability to move without making noise. The movement rate of a thief attempting this is reduced to 1/3 his normal rate.

Open locks* (10): A thief can try to pick all types of locks using skill, tools, finesse, and luck. If a thief fails to open a lock, he cannot attempt to open that lock again until advancing a level.

Pick pockets* (10): A thief uses this skill to pilfer small items from the pouches, pockets, belts, sleeves, packs, etc. of others. A failed attempt means the thief did not come away with an item, but it does not indicate the thief was caught in the act. To determine if a thief’s attempt was noticed, subtract three times the victim’s experience level from 100. If the thief’s roll was equal to or higher than this number, the attempt was noticed. For example, if the thief tried to pick the pocket of a 5th level fighter and failed and the thief’s roll was 85 or higher the thief is noticed. (5x3 = 15. 100・5 = 85.)

Read languages* (5): A thief needs every edge he can get, and the ability to read languages can help.
Swashbuckler
Swashbuckler:

A swashbuckler is the lightly armed and armored hero with a flashing blade and rapier wit.

Most at home in a city-based campaign (dungeons tend to ruin their expensive, foppish attire), At night they don their fanciest clothes, gird on their blades, and venture out into the darkening city for an evening of raucous revelry, flippant conversation, and a helping of derring-do.

Despite a generally flippant attitude, most swashbucklers have a strong sense of honor. Anyone who dares insult the swashbuckler, his comrades, or a member of the opposite sex may well find a blade at his throat.

Social ranks: Swashbucklers are more affluent than common fighters. Upper Middle Class, or Upper Class.

Swashbucklers should be witty, and light on their feet for those occasions when their wit goes unappreciated.

Equipment: A swashbuckler wears armor and weapons at are flashy & of good quality.

Benefits: When unarmored or wearing armor no heavier than studded leather, swashbucklers gain a +2 armor class bonus. This bonus is in addition to any other AC modifiers such as a high Dexterity and magical defensive items. (This is equal to the optional defensive bonus class ability, and the two cannot be combined.)

Also, due to their roguish charm, swashbucklers gain a +2 reaction roll bonus from NPC members of the opposite sex.

Hindrances: As the swashbuckler seeks out adventure, so too does adventure find him. Life, conspires to make reality interesting for the character.

Wealth: Standard for the character class, plus 20 to reflect his affluent background.
Thieving Abilities Percentages:
PP: 40
OL: 95
FRT: 55
MS: 40
HS: 35
DN: 20
CW: 95
RL: 0
DM: 15
DI: 10
B: 20
T: (n/a)
ES:30
Fighting Style:
(2 CP) One weapon fighting style, A.C. (-2)
Non-Weapons:
Tumbling (2 CP), Rating: 7 (Dex/balance) +5 = (12)

Appraising, (1 CP), Rating 8 (Wis/intuition +5 = (13)

Jumping, (1 CP), Rating 8 (Dex/balance) +5 = (13)

Etiquette (1 CP), Rating 8 (Wis/intuition +5 = (13)

Dancing (1 CP), Rating: 6 (Dex/balance) +5 = (11)

Riding (land), (1CP), Rating 8 (Dex/balance) +5 = (13)

Musical Instrument (1 CP), Rating 7 (Cha/leader) +3 = (10)

Gaming (1CP)(2 slots), Rating 5 (Wis/intuition) +5+1 = (11)

Language, elf (free), Rating 9 (Int/knowledge) +3 = (12)

Language, Common (2 CP), Rating 9 (Int/know) +3 = (12)