Kram Greywolf    (Gnome Male Thief)
Character Information   
Name: Kram Greywolf XP/Next lvl: 2501 / 5001
Class: Thief HP:curr/max 18 / 18
Alignment: NG AC:reg/rear/no shield 0 / 0 / 0
Race: Gnome Level: 3
Age: 94 Height: 4'3
Weight: 85 Gender: Male
Encumbrance: Movement: 12
Languages: gnome, Underdark, Dwarven, Orc ,Common
Ability Scores   
STR: 15 (Weight 200lbs/Open Doors 1-2 on D6/Bendbars,lift gates 7)
INT: 13 (3 Languages)
WIS: 11 ()
DEX: 16 (React/Attacking adj +1/ -2 AC)
CON: 15 (+1 HP / +4 on saves vs rods staves,wands & spells)
CHR: 13 (5 Henchmen/ +5 reaction adj)

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

Notes: +4 on saves vs rods staves,wands & spells

Description and Background   
Description:
Kram Greywolf set out to make his fortune in the world of the humans. He sells his skills to the highest bidder. He has become very touchy about his height as most of the humans mistake or purposely think of him as a human child. You can say he has a Neapollin complex. html html

Background:


Weapons
Weapon Att/Rnd Range Speed Damage sm/l Spec. Dbl. spec. THAC0 Projectiles
Left
Notes
Short Sword 1 1d6/1d8 y n
Dagger x3 1 1d4/1d3 n y
L Crossbow 1 / n n
Equipment
Qty Item Location
1 Sm backpack worn
1 Rope 50' silk BP
3 Torches Bp
1 Belt money pouch worn
1 Thieves picks BP
2 1 wk dry rations Bp
2 Waterskins BP
1 Flint n Steele BP
1 Leather Armor Worn
1 Leather boots Worn
1 Dark Gray cloak Worn


Wealth   Enter negative number to subtract
PP GP EP SP CP
0 125 0 23 48
Magic Items
Qty Item Location


Gems and Jewelry
Qty Item Location
Memorized Spells



Spell Book



Notes
Deep Gnome info
gnome that lives deep beneath the surface of the earth. They can be
of any class or combination of classes that is permitted to surfacedwelling
gnomes. Deep gnomes who are not illusionists gain special
abilities at high levels. Deep gnomes are more muscular than their
above-ground cousins, their gnarled skin ranging from medium
brown to grayish brown in color. They have gray eyes.
Deep gnomes have the standard gnomish abilities with regard to detection
of slopes and unsafe walls, and determining depth and direction
underground. In addition, they have a 60 chance of being able
to camouflage themselves against surrounding natural rock deep underground,
remaining effectively invisible until they move, attack, or
take some other action which negates invisibility.
Player character deep gnomes must be male, since no females of this
sub-race have ever been known to take up adventuring careers.
Player character deep gnomes do not possess the innate magic resistance
of non-player character svirfneblin, but do gain a + 2 bonus
on saving throws versus poison and a + 3 bonus on all other saving
throws. Just as others of this sub-race, the deep gnome player character
is immune to the effects of illusions and phantasms. Unlike nonplayer
characters of this sub-race, player character svirfneblin do not
automatically improve in natural armor class as they progress in
levels. The reasons why player character deep gnomes lose certain
abilities may be similar to why this happens to dark elves (see above).
Deep gnomes speak their own tongue, which is related to the gnomish
tongue spoken by surface dwellers of the race. They can know
other languages depending on intelligence, with emphasis on
tongues spoken beneath the earth. Player character deep gnomes
cannot converse with creatures from the Elemental Plane of Earth,
unless the character has such a language as one of the tongues that
he or she has specifically learned, and player characters are just as
likely to be attacked by creatures from the Plane of Earth as are members
of any other race.
When a deep gnome becomes a player character, he or she forfeits
some of the benefits that derive from close association with the Elemental
Plane of Earth, as described above. However, deep gnomes
who are not illusionists do retain the innate ability of svirfneblin to
summon an earth elemental once per day. When a non-illusionist
reaches 6th level in any class, he or she can perform this feat in a
fashion similar to the magic-user spell conjure elemental. The type of
creature summoned, if any, is determined by rolling d20 and referring
to the following table:
Die Roll Result
1 24 HD earth elemental
2-6 16 HD earth elemental
7-10 12 HD earth elemental
11-15 8 HD earth elemental
16-18 xorn
19-20 summoning fails, may not be attempted again that day
Player character deep gnomes may use the following spell-like abilities
once per day: blindness, blur and change self, as if cast by an illusionist
of the same level as the character’s highest level. A deep
gnome also radiates non-detection as the spell, though this applies
only to the individual alone and does not affect an area.
Svirfneblin have infravision out to a range of 12”, but ultravision of
only a 3” range. In bright light their vision (of all sorts) is reduced to 3”,
and they must take a penalty of -1 “to hit” when fighting opponents in
such illuminated conditions, Player character deep gnomes can be
surprised only on a 1 in 12 chance, and can surprise others on a 9 in
10 chance if they are alone or in the company of other deep gnomes
and not wearing bulky armor. Player character deep gnomes do not
have psionic abilities.
In melee combat, deep gnomes gain a bonus of + 1 on rolls “to hit”
and damage when attacking drow and kuo-toa, which are enemies of
their race just as goblins and kobolds are enemies of surface
gnomes. The deep gnomes gain the same benefits as surface
gnomes when
Thieving Skills 3rd lvl
Pick Pockets- 40
Open Locks- 43
Find/Remove traps- 40
Move Silenty- 32
Hide in Shadows- 25
Hear Noise- 25
Climb Walls- 72
Read Languages- 0
BACKSTAB-X2/ +4 To Hit