Cheyrth Ravarora    (Elf Male M.U./Thief)
Character Information   
Name: Cheyrth Ravarora XP/Next lvl: 192501/192501 /
Class: M.U./Thief HP:curr/max 34 / 34
Alignment: NG AC:reg/rear/no shield 0 / 0 / 0
Race: Elf Level: 9/10
Age: 136 Height: 5'6'
Weight: 108 Gender: Male
Encumbrance: Movement:
Languages: Elvish, Common,Thives Cant,Gnomish,Goblin,Halfling.Orcish.Hobgoblin,Gnoll,Kobold,Ogre,Dwarvish
Ability Scores   
STR: 9 ()
INT: 18 (85chance to know spell/Minperlvl 9/ Max spells per lvl 18)
WIS: 7 ()
DEX: 17 (React adj+2/ AC Adj -3)
CON: 9 (Syst Shock Adj65/Res Survival 70)
CHR: 8 (Loyalty Base -5)

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

Notes: 90 resistonce to sleep and charm spells

Description and Background   
Description:

Background:


Weapons
Weapon Att/Rnd Range Speed Damage sm/l Spec. Dbl. spec. THAC0 Projectiles
Left
Notes
+1 L.Sword 1 1d8/1d10 n y 16 (+3vs Lycanthropes & Shapechangers)
L.Bow 1 1d8/ n y 16
3 daggers 1 1d4+1/1d3+1 y n 16
Equipment
Qty Item Location
1 Lg Backpack Worn
1 Bedroll BP
2 wks Rations Worn
1 Spellbook BP
1 SpellComponents Belt
1 Thieves Picks Worn
1 Cloak Worn
1 Lg Belt pouch Worn
1 pr Boots High Soft Worn


Wealth   Enter negative number to subtract
PP GP EP SP CP
100 0 0 0 0
Magic Items
Qty Item Location
1 +1 L.Sword(+3vs Lycanthropes & Shapechangers)
1 +1 Ring of Protection
1 Bracers of Defense(AC6)
1 Potion of Water Breathing
1 Scroll (MU Spells: Monster Summoning II, Animate Dead, Gate),
1 +2 Cloak of Protection
1 Rope of Climbing


Gems and Jewelry
Qty Item Location
Memorized Spells


Level 1
Armor
Identify
Magic Missile
Magic Missile
Magic Missile
Read Magic

Level 2
Flaming Sphere
Strength
Web

Level 3
Dispel Magic
FireBall
Invisbilty10' radius
Lightning Bolt

Level 4
Ice Storm

Level 5
Teleport


Spell Book


Level 1
Alarm
Armor
Comprehend Languages
Detect Magic
Find Familiar
Firewater
Identify
Magic Missile
Mount
Protection from Evil
Read Magic
Sleep
Spider Climb
Unseen Servant
Ventriloquism
Write

Level 2
Continual Light
Darkness 15ft
Deep Pockets
Detect Invisibility
ESP
Flaming Sphere
Invisibillity
Melf's Acid Arrow
Mirror Image
Scare
Stinking Cloud
Strength
Web
Wizard Lock

Level 3
Blink
Clairvoyance
Dispel Magic
FireBall
Haste
Leomunds Tiny Hut
Lightning Bolt
Melf's Minute Meteor
Phantasmal Force
Prot from Normal Missiles
Slow
Suggestion
WaterBreathing

Level 4
Charm Monster
Extension 1
Fire Shield
Fire Trap
Ice Storm
Leomunds Secure Shelter
Magic Mirror
Massmorph
Polymorph other
Polymorrh self
Remove Curse
Wall of Fire

Level 5
Animate Dead
Cloud Kill
Cone of Cold
Extension2
Hold Monster
Monster Summoning 3
Mordenkainens Faithfull Hound
Passwall
Teleport
Wall of Stone


Notes
Thief Skill 10th lvl
Pick Pockets 95
Open Locks 77
Find/Remove Traps 70
Move Silently 93
Hide in Shadows 83
Hear Noise 35
Climb Walls 99
Read Languages 50


Backstab Multiplier x4
Elvish
Elven characters have a 90 resistonce to sleep and charm spells (if these
spells are cost upon them a percentile dice roll of 91 or better is required
to allow the magic any chance of having an effect, and even then the
saving throw against spells is allowed versus the charm spell).
When employing either a bow of any sort other than a crossbow, or a short
or long sword, elven characters gain a bonus of + 1 on their die rolls 'to
hit'.
All elven characters are able to speak the following languoges in addition
to that of their chosen alignment: elvish, gnome, holfling, goblin,
hobgoblin, orcish, gnoll, and the 'common tongue' of mankind. Elven
characters of above 15 intelligence are able to learn one additional
language for every point of intelligence over 15, i.e. a character with an 18
intelligence score could learn three additional languages (q.v.).
Elves have the ability to see into the infro-red spectrum, so they are able to
see up to 60' in darkness, noting varying degrees of heat radiation.
Secret or concealed doors are difficult to hide from elves. Merely passing
within 10' of the latter makes an elven character 16 213 (1 in 6) likely to
notice it. If actively searching for such doors, elven characters are 33 1/3
(2 in 6) likely to find o secret door and 50 likely (3 in 6) to discover a
concealed portal.
As has been shown previously, elven choracters add a bonus of + 1 to their
initial dexterity score. Likewise, os elves are not as sturdy as humans, they
deduct 1 from their initial constitution score.
If alone and not in metal armor (or if well in advance- 90' or more - of
a party which does not consist entirely of elves and/or halflings) an elven
character moves so silently that he or she will surprise (q.v.) monsters 66
213 (d6, 1 through 4) of the time unless some portal must be opened in
order to confront the monster. In the latter case the chance for surprise
drops to 33 113 (d6, 1-2).