Dram Rylinani(House of the widow)    (Drow Male MU/ Thief)
Character Information   
Name: Dram Rylinani(House of the widow) XP/Next lvl: 0/0 / 1250/2500
Class: MU/ Thief HP:curr/max 8 / 8
Alignment: N AC:reg/rear/no shield 2 / 2 / 2
Race: Drow Level: 1
Age: !65 Height: 5'3'
Weight: 114 Gender: Male
Encumbrance: Movement: 12
Languages: Drow. Underdark, THieves cant. Elvish, Gnome, Silent tongue, common
Ability Scores   
STR: 16 (+1 to Damage,Weight allowance350 lbs,Open Doors1-3 on a 1d6,Bend Bars 10)
INT: 17 (5 languages, 65chance to know Spells-7min/11max)
WIS: 13 ()
DEX: 18 (+3 Reaction/attack bonus, -4 Defense Adj, Ambidexteritous)
CON: 17 (+3 to HP,Syst Shock survival 97, Resurection Survival 98)
CHR: 14 (6 henchmen, loyalty base 20, Reaction adj 25)

Saving Throws   
Death, Paralysis,
Poison:
Petrification,
Polymorph:
Rod, Staff
or Wand:
Breath: Spell:
13 12 11 15 12

Notes: +2 on all saves

Description and Background   
Description:
5'6' Silver hair, Red Eyes. He is wiry and strong, intelligent.. He has high cheekbones and narrow features. Very cunning Dram is not afraid to speak his mind and won't backdown from a fight. He is a free spirit that yearns for adventure, wealth, and a comfy bed. He values friends and will never betray them, but he's also comfortable alone

Background:
Drams mother was left for dying during a raid on the Elves she had not told any of her kin that she was with child. Dram was born on the battlefield. A Elven Magic User took Dram to raise as a test to see if the drow were born evil or if the Drow raised them to be evil. Some Elven Elders wanted to send his soul to the gods. But the Old Mage was appointed as his guardian. After years of fighting the drow. The Old mage was not able to protect the young Dram. He was taken out into the city to a human thief named Huxaw old adventurer and trusted friend of the mage. Huxaw help him hone his thieving skills and gave them shelter and protection. Huxaw was more firm with Dram taught him how to survive in the surface world.


Weapons
Weapon Att/Rnd Range Speed Damage sm/l Spec. Dbl. spec. THAC0 Projectiles
Left
Notes
Long Sword 1 5 1d8/1d12 y n
Short Sword 1 3 1d6/1d8 y n
Dagger x3 1 1d4/1d3 n n
Long Bow 2 5/10/18 1d6/1d6 n n
Equipment
Qty Item Location
1 Lg Backpack
3 Torches BP
1 50Ft Rope BP
3 Rations BP
1 Flint/Steel BP
1 1wk Dry Rations BP
1 Flint -n- Steele BP
2 Sacks Small BP
1 Black Leather armor Worn
1 Quiverx 36 arrows worn
1 Ink & Quill pen BP
1 Robe with Sm pockets x10 Worn
1 Spellbook BP
1 Thieves picks Worn
1 Black Cloak Worn
1 Black soft leather boots Worn


Wealth   Enter negative number to subtract
PP GP EP SP CP
0 59 0 20 23
Magic Items
Qty Item Location


Gems and Jewelry
Qty Item Location
Memorized Spells


Level 1
Dancing Lights/ Racial
Fearie fire/Racial
MAGIC MISSLE

Level 2
Darkness 15ft Radious/ Racial bonus


Spell Book


Level 1
Detect Magic
Drow racial spells
Find Familiar
Identify
MAGIC MISSLE
Read Magic
Sleep

Level 2
Darkness 15ft Radious/ Racial bonus
Web

Level 3
Dispel Magic
Haste

Level 4
Fear


Notes
Drow traits
*Dark elves, also known as drow, are the most divergent of the elven sub-races. Their form similar to that of other elves, but their skin color is the inky black of a moonless night and their hair is normally pure white or silver. Classes open to dark elf player characters are cleric, fighter (including ranger), cavalier, magic-user, and thief (including thief-acrobat and assassin). Males and females of this sub-race differ in the maximum level attainable in the cleric, fighter, and magic-user
classes. Drow are generally evil and chaotic in nature, though player characters are not required to be so.

*A dark elf player character is considered an outcast from his or her homeland deep within the earth, whether by matter of choice, alignment, or merely being on the losing side of some family-wide power struggle. As such, drow characters do not have immediate access to the weaponry, armor, cloaks, and poisons that are normally found in the possession of non-player characters of this sub-race. The 50 magic resistance possessed by NPC dark elves is likewise not a property of player characters, who have abandoned their homeland; it is likely that this power is the result of extended dabbling in the dark arts as well as the effects of their environment. Once having made the decision to embark upon an adventuring career, a drow player character can never regain this magic resistance short of the use of wish spells or similar magics, but can still rise in power and dominate fellow dark elves. Outcast dark elves do retain the customary elven resistance to charm and sleep, and they receive a bonus of + 2 to all saving throw: versus magical effects.

Dark elves do not gain the combat bonuses of the surface elves with regard to sword and bow, but may fight with two weapons without penalty, provided each weapon may be easily wielded in one hand. They cannot use a shield when performing this type of combat, but may use a spiked buckler as one of their two weapons.

Drow can speak the common tongue, the language of “undercommon” (a trade language of those who dwell beneath the earth), plus the elvish and gnomish languages, as well as other languages up to the limit prescribed by intelligence score. In addition, all dark elves “speak” the silent tongue of subterranean dwellers, a language of complex hand signals and gestures, combined with facial expressions and body language. The range of communication in this silent tongue is only 30’, but it is as informative as any other language within that range. Only the drow may fully master this tongue, though other races may be taught its basic signs and symbols.


Dark elves have infravision out to a 12” range. The base movement rate of female drow is 15”, while that of male drow is 12”. Drow have the ability to detect secret and concealed doors just as other elves can, and they can also detect new construction, stonework traps, sliding walls, and depth underground as do dwarves. Dark elves can move silently in the same manner as other elves, under the same conditions, and are surprised only on a 1 in 8 chance.

All dark elves have the innate ability to use the following magic spells once per day: dancing lights, faerie fire, and darkness, 15’ radius. Upon attaining 4th level in any class, dark elves gain the ability to cast detect magic, know alignment, and levitate, also once per day. Females of 4th level or higher also can use clairvoyance, detect lie (or its reverse), suggestion, and dispel magic, each once per day.
Thief Skills
30Find and Remove Traps
35 Open Locks
30 Hide in shadows
45 Pick Pockets
85 Climb walls
30 Move Silently
15 Hear noise
0Read Languages