Saphjawx Melarn    (Drow Male MU/Thief)
Character Information   
Name: Saphjawx Melarn XP/Next lvl: 48963/20654 / 60001/42501
Class: MU/Thief HP:curr/max 34 / 34
Alignment: NG AC:reg/rear/no shield 0 / 1 / 0
Race: Drow Level: 6/6
Age: 140 Height: 5'6'
Weight: 132 Gender: Male
Encumbrance: 170 Movement: 12
Languages: Common,Drow,Underdark,Dwarven,Elven,Orc,Goblin,
Ability Scores   
STR: 14 (Weight Allow 55lbs/ Max Press 170lbs / Open Doors 8 /Bend Bars Lift Gates 7)
INT: 17 (6 Languages / spell lvl 8th / chance to learn spell 75 / Max of spells per lvl 14 )
WIS: 11 ()
DEX: 17 (React Adj +2 / Missle Adj +2 / Def Adj -3)
CON: 17 (+2 HP/ Syst Shock 97 / Resurect 98 / )
CHR: 12 (Max henchmen 5 )

Saving Throws   
Death, Paralysis,
Poison:
Petrification,
Polymorph:
Rod, Staff
or Wand:
Breath: Spell:
13 11 9 13 10

Notes: +2 On all saves

Description and Background   
Description:
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Background:
Saphjawx was labeled a outcast. He had to flee to the surface or be killed by his Matron mother or worse turned into a Drider. He believes the goddess was protecting him. EILISTRAEE (lesser goddess) Eilistraee, the “Dark Maiden,” is the goddess of the good drow—those rare dark elves who yearn for a return to life in the surface. Eilistraee aids her faithful in hunting and swordcraft.


Weapons
Weapon Att/Rnd Range Speed Damage sm/l Spec. Dbl. spec. THAC0 Projectiles
Left
Notes
+1 L. Bow 4/1 40/80/170 7 1d8/1d8 n y 19 36 Sheaf Arrows
+1 Long Sword 1/1 5 1d8/1d12 y y 19
S Sword 1/1 3 1d6/1d8 y n 19
3 Daggers 1/1 1d4/1d3 n n 19
Equipment
Qty Item Location
1 Lg Backpack Worn
1 Spellbook bp
1 Thieves pick Belt
1 Belt pouch Worn
1 Bedroll BP
1 50ft Rope Silk BP
10 Dry Rations Bp
1 lantern Bullseye BP
2 Flasks of oil BP
2 Water Skins BP
1 Cloak Black Worn
1 Weapon Black BP
1 twisted green metallic rose shaped broach Worn


Wealth   Enter negative number to subtract
PP GP EP SP CP
100 0 635 1637 3000
Magic Items
Qty Item Location
1 +2 Elven Chain Black Worn
1 +1 Comp L. Bow
2 Potions of Xtra Healing
1 Ring of Sustenance L hand Worn
1 +1 L. Sword
1 Ring of Shooting Stars R hand Worn


Gems and Jewelry
Qty Item Location
Memorized Spells


Level 1
Dancing Lights RacBonus
Detect Magic
Faerie Fire RAC Bonus`
Magic Missle
Magic Missle
Sleep

Level 2
Darkness 15'ft Racial Bonus Spell
Know Alignment Rac Bonus
Levitate RAC Bonus
Scare
Web

Level 3
Lightning Bolt
Slow


Spell Book


Level 1
Alarm
Dancing Lights RacBonus
Detect Magic
Faerie Fire RAC Bonus`
Freinds
Identify
Light
Magic Missle
Protection from Evil
Shield
Sleep
Wall of Fog

Level 2
Darkness 15'ft Racial Bonus Spell
Detect Evil
ESP
Know Alignment Rac Bonus
Levitate RAC Bonus
Misdirection
Scare
Strength
Web

Level 3
Dispel Magic
Fly
Haste
Invisibility 10' Radious
Lightning Bolt
Slow


Notes
Racial Advantage & Disadvantages
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), p’rusthe 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, 5’ 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.


Drow are affected by light in the same manner as gray dwarves (see above). They will prefer to travel either at night or in gloomy, overcast conditions when they venture out into the surface world.
Thieving Skills and Benefits
BackStab x2

Pick Pockets 60 No Armor
Open Locks 47 No Armor
Find/ Remove Traps 40
Move Silently 50
Hide-n-Shadows 46
Detect Noise 30
Climb Walls 90
Read Languages 25
NWP's
Direction Sense-Wis +1

Ancient History-Intel -1

Appraising-Intel

Blind Fighting-NA

Reading Lips-Intel -2

Local History-Char 0

Ventriloquism-Intel -2

Set Snares-Dex -1

SpellCraft-Intel -2

Reading/Writing-Intel +1

Languages Ancient-Intel

Rope Use-Dex

Herbalism-Intel -1
Ring of Sustenance
This ring continually provides its wearer with life-sustaining nourishment. The ring also refreshes the body and mind; its wearer needs only sleep 2 hours per day to gain the benefit of 8 hours of sleep. This allows a spellcaster that requires rest to prepare spells to do so after only 2 hours, but this does not allow a spellcaster to prepare spells more than once per day. The ring must be worn for a full week before it begins to work. If it is removed, the owner must wear it for another week to reattune it to himself.
Guild Info
Guild loot
PP
GP3510
EP63
SP32
CP

Income from city 1500gp a month, yearly profit 18000gp. with cut to the CONSTABLE of 400gp = profit of 110Gp
Income from thieves guild for the next 2 years of 3500Gp
Plantinum MU Guild Key
When you show this key to the Items Shop Proprietor, he will show you his Guild Only merchandise. The key can also cast the light spell from the key hole as a 10th lvl spell duration for 3 per day. Also the Key can teleport its owner back to the Inn once per day, (Not the Key must be kept inside any inn for one full day before the key sync's up to that inn. It can be sync'ed to any inn. But the teleport will bring you to the last sync'ed inn.
Ring of Shooting Stars
This ring has two modes of operation, one for being in shadowy darkness or outdoors at night and a second one when the wearer is underground or indoors at night.

During the night under the open sky or in areas of shadow or darkness, the ring of shooting stars can perform the following functions on command.
Dancing lights (once per hour)
Light (twice per night)
Ball lightning (special, once per night)
Shooting stars (special, three per week)

The first special function, ball lightning, releases one to four balls of lightning (ring wearer’s choice). These glowing globes resemble dancing lights, and the ring wearer controls them in the same fashion (see the dancing lights spell description). The spheres have a 120-foot range and a duration of 4 rounds. They can be moved at 120 feet per round. Each sphere is about 3 feet in diameter, and any creature who comes within 5 feet of one causes its charge to dissipate, taking electricity damage in the process according to the number of balls created.


Number of Balls

Damage per Ball

4 lightning balls 1d6 points of damage each
3 lightning balls 2d6 points of damage each
2 lightning balls 3d6 points of damage each
1 lightning ball 4d6 points of damage

Once the ball lightning function is activated, the balls can be released at any time before the sun rises. (Multiple balls can be released in the same round.)

The second special function produces three shooting stars that can be released from the ring each week, simultaneously or one at a time. They impact for 12 points of damage and spread (as a fireball) in a 5-foot-radius sphere for 24 points of fire damage.

Any creature struck by a shooting star takes full damage from impact plus full fire damage from the spread unless it makes a DC 13 Reflex save. Creatures not struck but within the spread ignore the impact damage and take only half damage from the fire spread on a successful DC 13 Reflex save. Range is 70 feet, at the end of which the shooting star explodes, unless it strikes a creature or object before that. A shooting star always follows a straight line, and any creature in its path must make a save or be hit by the projectile.

Indoors at night, or underground, the ring of shooting stars has the following properties.
Faerie fire (twice per day)
Spark shower (special, once per day)

The spark shower is a flying cloud of sizzling purple sparks that fan out from the ring for a distance of 20 feet in an arc 10 feet wide. Creatures within this area take 2d8 points of damage each if not wearing metal armor or carrying a metal weapon. Those wearing metal armor and/or carrying a metal weapon take 4d8 points of damage.