Hex Burrowbook    (Halfling Male Illusionist/Thief )
Character Information   
Name: Hex Burrowbook XP/Next lvl: 62/63 / 2251/1251
Class: Illusionist/Thief HP:curr/max 5 / 5
Alignment: Chaotic Neutral AC:reg/rear/no shield 5 / 8 / 5
Race: Halfling Level: 1st /1st
Age: 30 Height: 3 ft 3”
Weight: 70 lbs Gender: Male
Encumbrance: Movement: 9”
Languages: Common : Chaotic Good : Dwarf : Elven : Gnome : Halfling : Orcish : Goblin :
Ability Scores   
STR: 10 (Normal : None : Normal : 1-2 : 2)
INT: 15 (None : 65 : 7 : 11 )
WIS: 8 (+0)
DEX: 17 (+2 / -3 )
CON: 12 (+0 / 80 / 85 )
CHR: 7 (4 : -10 / -05 )

Saving Throws   
Death, Paralysis,
Poison:
Petrification,
Polymorph:
Rod, Staff
or Wand:
Breath: Spell:
13 12 11 15 12

Notes: +3 vs Rods, Staves, Wands and Spells and also Poison : +3 vs dodge from lightning/Fireball etc

Description and Background   
Description:


Background:


Weapons
Weapon Att/Rnd Range Speed Damage sm/l Spec. Dbl. spec. THAC0 Projectiles
Left
Notes
Shortsword/Dagger 2 0 3/2 1d6/1d4/1d8/1d3 n n 20 Two weapon fighting +0/-2
Thrown daggers 2 30 2 1d4/1d3 n n 20 6 +2 to hit
Sling 1 150 1in1 1d4+1/1d6+1 n n 21 12 -3 non proficiency penalty but +2 to hit from dex
Equipment
Qty Item Location
1 Sky blue robes Body
1 White fur lined cloak Shoulders
1 High white wizard collar Neck
6 Daggers Belt, boots, thigh
1 Backpack Back
1 Small silver mirror Pack
1 Tinderbox flint and steel Pack
1 Belt and large belt pouch Waist
1 Book of spells Pack
1 Bone scroll case Pack
1 Waterskin Pack
7 Iron rations Pack
5 Candles Pack
1 Vial of Holy Water Pouch
1 Shortsword Belt
1 Sling and 12 Bullets Pouch


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


Level 1
Colour Spray


Spell Book


Level 1
Colour Spray
Detect Invisibility
Light


Notes
Halflings gain +1 vs Magic and Poison for every 3.5 points of constitution
Halflings surprise others 4in6 if not in metal armour and
Halflings gain 30’ infravision.
Illusionists can research spells with enough time and resources
Thieves can speak to others of their profession in a special cant
Thieves that surprise their foes from behind can backstab
x2 damage from a backstab from behind at +4 to hit.
Thieves can Open Locks
A 17 dexterity grants a thief +10 to open locks. Being a halfling grants another +05
Success chance = 40
Thieves can Find and Remove Traps
Being a halfling adds +05 to Finding and removing traps.
Success Chance = 30
Thieves can Move silently
A 17 dexterity grants a thief +05 to moving silently. Being a halfling grants another +10
Success chance = 30
Thieves can Hide in Shadows
A 17 dexterity grants a bonus of +05 to hiding. A halfling grants another 15 bonus to hiding in shadows
Success chance = 30
Thieves can Hear noise
Being a halfling grants a +05 bonus to hearing noises.
Success chance = 15
Thieves can Climb Walls
A halfling suffers a -15 penalty to climbing
70 success chance
Thieves can Read Languages
This skill starts at 4th level
Thieves can Pick Pockets
A 17 dexterity grants a +05 chance to picking pockets. A halfling adds a further +05 to picking pockets.
Success chance = 40
Illusionists are restricted in magical items they can use
All potions not restricted to fighters only
All Rings
Rod of Cancellation, Staff of Striking and Wands of Detecting Magic, Enemy Detection, Fear, Illusion, Metal and Mineral detection, Secret Door and Trap Detection and Wonder.
All miscellaneous magical items not restricted to only fighters, cleric’s or thieves
All Robes except the Robe of Archmagi
All written works useable by Magic-users
Crystal balls without any added powers
All illusionist scrolls and those magic-user scrolls containing spells on the illusionist’s spell list.
Magic Daggers, Darts and Staves.