Jinx Dapplefoot    (Halfling Mixed blood Female Fighter/Thief)
Character Information   
Name: Jinx Dapplefoot XP/Next lvl: 0/0 / 2001/1250
Class: Fighter/Thief HP:curr/max 8 / 8
Alignment: Neutral AC:reg/rear/no shield 3 / 8 / 4
Race: Halfling Mixed blood Level: 1st/1st
Age: 48 Height: 3’5”
Weight: 68 lbs Gender: Female
Encumbrance: 682gp carried Movement: 9”
Languages: Common, Neutral, Dwarven, Elvish, Gnomish, Halfling, Goblin, Orcish, Thieves Cant
Ability Scores   
STR: 11 (Normal/none/+100/1-2/4)
INT: 7 (None)
WIS: 9 (Normal)
DEX: 18 (+3/-4)
CON: 12 (+0/ 80/ 85)
CHR: 12 (5 / normal/ none )

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

Notes: +4 vs dodged attacks like fireball and breath weapons, +3 vs magic and poison from halfling resistance.

Description and Background   
Description:
Jinx is a lithe halfling lady, wearing a white tunic, black breeches and a volumous black fur lined cloak. She had long brown hair she ties in a topknot to keep it out of her way. Soft brown eyes and with a freckled complexion, Jinx seems quite the innocent child, though she is in her middle years, having trained long and hard as both a fighter and a thief. (She prefers the term scout, which is how she introduces herself) Jinx, like most halflings, does not where shoes, preferring to wander open toed with her furry halfling feet. She carries a Shortsword and hand axe at her belt and a Shortbow and quiver of arrows hangs over her shoulder next to her black backpack.

Background:
Jinx is reluctant to give details of her whereabouts. She says only that she hails from the shire, and prefers to leave it at that.


Weapons
Weapon Att/Rnd Range Speed Damage sm/l Spec. Dbl. spec. THAC0 Projectiles
Left
Notes
Shortword 1 0 3 1d6/1d8 n n 20 Can sometimes use two weapon fighting
Hand Axe 1 30ft 4 1d6/1d4 n n 20/21 Used in off hand sometimes at -1 penalty or thrown with +3 to hit
Shortbow 2 150 ft Spl 1d6/1d6 n n 20 20 +3 to hit from dexterity
Quarterstaff 1 0 4 1d6/1d6 n n 20
Equipment
Qty Item Location
1 Black Leather armour ( 75gp) Body
1 Small wooden shield (30gp) Left arm or back
1 Shortsword (35gp) Scabbard on belt
1 Hand Axe (50gp) Belt loop
1 Shortbow (50gp) Back
1 Quiver of 24 arrows (48 gp) Shoulder
1 Black fur lined cloak (part of 30gp clothes) Shoulders
1 Backpack (20gp) Back
1 Waterskin (50gps) Pack
1 Belt pouch (10gp) Belt
1 White Tunic and black breeches and belt (30gp) Body
1 Tinderbox flint and steel (2gp) Pouch
1 Rope 50’ (75gp) Pack
5 Candles (5gp) Pack
2 Iron rations Per week (75gp) Pack
1 Thieves tools (2gp) Pouch
1 Sling Belt


Wealth   Enter negative number to subtract
PP GP EP SP CP
0 12 0 0 0
Magic Items
Qty Item Location


Gems and Jewelry
Qty Item Location
Memorized Spells



Spell Book



Notes
Halflings gain +1 to saving throws vs poison and magic per 3.5 points of constitution. Jinx has a +3 bonus.
Halflings surprise others 4 in 6 when not with others apart from elves in leather armour or less
Halflings of mixed blood have 30’ infravision.
Mixed blood Halflings can detect a sloping passage 3in4 and can note direction underground 50 of the time
Fighters can attack less than 1 HD creatures once per round for every fighter level.
Thieves can backstab an enemy that remains unaware of them at +4 to hit and for double damage.
Pick Pockets 45
Thieves can Pick Pockets with a 30 chance. Halflings add +05 and an 18 dexterity adds +10 for a 45 success
Open Locks 45
Thieves can open locks with a 25 chance. Halflings add 05 and an 18 dexterity adds +15
Find and Remove Traps 30
Thieves can find and remove traps. Halflings add +05 and an 18 dexterity adds another +05
Move Silently 35
Thieves can move silently. They have a 15 chance to do so, and being a halfling adds +10, and an 18 dexterity adds another +10
Hide In Shadows 35
Thieves can hide in shadows. They have a 10 chance to do so, and being a halfling adds 15, and an 18 dexterity adds another 10
Hear Noise 15
Thieves can hear noise. They have a 10 chance to do so, and being a halfling adds another 5
Climb Walls 70
Thieves can climb walls. A thief has an 85 chance to succeed, but being a halfling penalises the chance by -15