Xlore Strongoak    (Elf(High) Male Thief/Adventurer kit)
Character Information   
Name: Xlore Strongoak XP/Next lvl: 3163/5000 /
Class: Thief/Adventurer kit HP:curr/max 9 / 13
Alignment: NG AC:reg/rear/no shield 5 / 6 / 5
Race: Elf(High) Level: 3
Age: 125 Height: 5'10
Weight: 89lbs Gender: Male
Encumbrance: 58lbs Movement: 12
Languages: common, elf, gnome, halfling, goblin, hobgoblin, orc, gnoll,Dwarven
Ability Scores   
STR: 16 (+1 dam/70lbs Wght allow/Max Press195/Open doors 9/10bend bars,lift gates)
INT: 12 (3 lang/6th spell lvl/chance to learn spell 70/11 Max spells per lvl)
WIS: 11 ()
DEX: 17 (React +2/Mis Atk Adj+2/Def Adj -3)
CON: 15 (+1Hp Adj/System Shock 95/Res Surv94/)
CHR: 10 (4 max henchmen/)

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

Notes:

Description and Background   
Description:
Xlore Strongoak was raised in the eleven city of Everlund near the high forest. Long blonde hair very nimble and quick. He used his skills for recovering lost artifacts for the elven nation. As he got older to decided to venture out on his own to improve on his knowledge and skills.

Background:


Weapons
Weapon Att/Rnd Range Speed Damage sm/l Spec. Dbl. spec. THAC0 Projectiles
Left
Notes
L. Sword 1 M/S/5 1d8/1d12 y n 20
L. Bow 1 S70/M140/L210 8 1d6/1d6 y y 20 24
Dagger 1 1d4+1/1d3+1 y n 20
Equipment
Qty Item Location
1 Backpack LG Worn
1 Bedroll Bp
1 Flint n Steele BP
2 Water skins BP
1 Leather armor BP
1 High leather boots Worn
1 Thieves Picks Hip
6 Rations, trail 12 days BP
1 Cloak Worn
1 Boots Soft Worn
1 100' Silk Cord BP
1 Leather pouch belt Worn


Wealth   Enter negative number to subtract
PP GP EP SP CP
8 637 24 112 5
Magic Items
Qty Item Location
1 +1 Leather with a 25% chance that critical and backstab only do normal damage. Worn


Gems and Jewelry
Qty Item Location
Memorized Spells



Spell Book



Notes
Elven Traits
Elves tend to be somewhat shorter and slimmer than normal humans. Their features are
finely chiseled and delicate, and they speak in melodic tones. Although they appear
fragile and weak, as a race they are quick and strong. Elves often live to be over 1,200
years old, although long before this time they feel compelled to depart the realms of men
and mortals.

As initial languages, an elf can choose common, elf, gnome,
halfling, goblin, hobgoblin, orc, and gnoll. The number of languages an elf can learn is
limited by his Intelligence (see Table 4) or the proficiency slots he allots to languages (if
that optional system is used).

Elven characters have 90 resistance to sleep and all charm-related spells. (See
Chapter 9: Combat for an explanation of magic resistance.) This is in addition to the
normal saving throw allowed against a charm spell.
When employing a bow of any sort other than a crossbow, or when using a short or
long sword, elves gain a bonus of +1 to their attack rolls.
An elf can gain a bonus to surprise opponents, but only if the elf is not in metal armor.
Even then, the elf must either be alone, or with a party comprised only of elves or
halflings (also not in metal armor), or 90 feet or more away from his party (the group of
characters he is with) to gain this bonus. If he fulfills these conditions, he moves so
silently that opponents suffer a -4 penalty to their surprise die rolls. If the elf must open a
door or screen to attack, this penalty is reduced to -2.

Elven infravision enables them to see up to 60 feet in darkness.
Secret doors (those constructed so as to be hard to notice) and concealed doors (those
hidden from sight by screens, curtains, or the like) are difficult to hide from elves. Merely
passing within 10 feet of a concealed door gives an elven character a one-in-six chance
(roll a 1 on 1d6) to notice it. If actively searching for such doors, elven characters have a
one-in-three chance (roll a 1 or 2 on 1d6) to find a secret door and a one-in-two chance
(roll a 1, 2, or 3 on 1d6) to discover a concealed portal.
As stated previously, elven characters add 1 to their initial Dexterity scores. Likewise,
as elves are not as sturdy as humans, they deduct 1 from their initial Constitution scores.
Profficiencies
Weapons Proficiencies
L.Sword
L.Bow



NWP's
Direction Sense 11,Wis+1
Ancient History 12,Int-1
Set Snares 17,Dex-1
Blind Fighting NA
Animal Lore 12-Int




Thief Skills
Pick Pockets- 30
Open Locks- 50
Find/Remove Traps- 50
Move Silently -40
Hide in Shadows- 40
Detect Noise- 35
Climb Walls -60
Read Languages

30 pts added when new level attained

+4 to Backstab

Backstab Multipliers
Thief lvl ----Dam Mult
1-4 x2
5-8 x3
9-12 x4
13+ x5