Phineas T. Codswallop    (Halfling Male Impresario (Fighter/Thief))
Character Information   
Name: Phineas T. Codswallop XP/Next lvl: 601 - 601 / 2001 - 1251
Class: Impresario (Fighter/Thief) HP:curr/max 10 / 10
Alignment: Chaotic Neutral AC:reg/rear/no shield 3 / 7 / 3
Race: Halfling Level: 1/1
Age: 44 Height: 3' 6'
Weight: 100 Gender: Male
Encumbrance: Movement: 12'
Languages: A flowery form of Common, Dwarven, Elven, Gnome, Goblin, Halfling and Orcish.
Ability Scores   
STR: 10 (1-2 open door. 2 bend bars/lift gates.)
INT: 14 (4 additional languages possible.)
WIS: 9 (no adjustments)
DEX: 18 (+3 reaction/attacking with missiles. -4 defensive adjustment)
CON: 16 (+2 hit points per level. 95 system shock. 96 resurrection.)
CHR: 15 (7 henchmen. +15 loyalty base. +15 reaction adjustment.)

Saving Throws   
Death, Paralysis,
Poison:
Petrification,
Polymorph:
Rod, Staff
or Wand:
Breath: Spell:
13,13,9 12 10 16 11

Notes: Halfling ability, +4 on Saves vs. Poison and Magic (Wands, Staves, Rods and Spells), already factored in.

Description and Background   
Description:
Phineas T. Codswallop is a halfling, but there’s nothing small about him! Giant dreams! Huge spirits! Big talk. His attire is expensive, outlandish and colorful, but had clearly seen better days. His manner of speaking is likewise over the top; voluble, embroidered with orotund, baroque locutions of hyperbole and exaggeration. And his mighty mustache is worthy of the name.

Background:
A circus performer who clawed his way up to ringmaster, Phineas T. Codswallop is an entrepreneurial impresario who has been a con man, card sharp, grifter, sleight of hand artist, escapologist, gentleman rake, bartender, huckster, businessman and door-to-door salesman. Recently fallen on hard times when the circus caravan was arrested by the local constables, Phineas now looks to make a fresh, larcenous start to begin to replenish his beleaguered coffers. Friends and Contacts: 'Unique, eccentric and amazing entertainers' such as the bearded lady, strong man, acrobats, conjoined twins, stone eaters, tattooed woman, mind readers, poison resisters, daredevils, singing mice, etc. Source Material: P.T. Barnum, Ricky Jay, Stan Lee, The Wizard of Oz, Oh Brother Where Art Thou?, Groucho Marx, Bugs Bunny.


Weapons
Weapon Att/Rnd Range Speed Damage sm/l Spec. Dbl. spec. THAC0 Projectiles
Left
Notes
Short Bow 2 1d6/1d6 n n 34 10 of these arrows are poisoned.
Short Sword 1 1d6/1d8/ n n
Dagger 1 1d4/1d3 n n
Darts 3 1d3/1d2 n n 9
Equipment
Qty Item Location
1 Studded leather armor, won from a wager on a pegasus race. worn
1 Short Bow and 2 Quivers of arrows, 'borrowed' from a dead-eyed trickshooter. back
1 Short Sword awarded for exemplary services rendered, by the crowned heads of Furyondy! hip
1 Set of Thieves Tools, how did these get here?!? pouch
1 50' length of silk rope, used to tie up lovely young ladies in astounding feats of magic! backpack
8 Torches absconded from a fearless fire-eater from parts unknown! backpack
1 Suit of fine clothes, won off the back of a nobleman in a card game played completely on the up-and-up! worn
1 Astonishing Tinderbox of everlighting matches! Really! pouch
1 Leather Backpack that has twice circumnavigated the globe! back
2 Humble Pouches secreting away amazing treasures of wonder! belt
2 Weeks Rations of the most sumptuous, exotic delicacies of the far East! backpack
1 Wineskin filled with an ambrosia-like vintage from the winecellars of his majesty the Emperor! back
1 Dagger wrested from the deadly grip of a savage in darkest Zamboolia! hip
9 Lucky Darts that won the Greyhawk Tavern Darts Club competition three years in a row! pouch
1 Bottle of Mister C.K. Pickering's Wonderous Elixir of Vitality, sure to cure what ails you! backpack


Wealth   Enter negative number to subtract
PP GP EP SP CP
0 30 0 1 0
Magic Items
Qty Item Location
1 +1 Magic Dagger, found on the corpse of a fungus zombie!


Gems and Jewelry
Qty Item Location
Memorized Spells



Spell Book



Notes
Thief Skills
Pick Pockets: 45
Pick Locks: 45
Find/Remove Traps: 30
Move Silently: 35
Hide in Shadows: 35
Hear Noise: 15
Climb Walls: 70
Halfling Abilities
+4 on Saves vs. Poison and Magic (Wands, Staves, Rods and Spells).

Infravision: 60'

Detect up or down grade: 75
Determine direction: 50

If alone or 90' in advance of a party, can move silently and surprise on 1-4 on a d6. 1-2 if a door must be opened.

-1 to Strength. +1 to Dexterity.
Attacks with Two Weapons
As per DMG p. 70:
Sword: +0
Dagger: -1