Personal Information
Name: CORBIN KNIGHTSBANE Player: JERRY
Race: Kender Gender: Male Height: 3'7" Weight: 75 lbs
Class: Thief Level: 1 Alignment: Chaotic Good
XP: 0 Next Level: 1,250
Kit: Jester
Ability Scores
Str: 12 Stamina: 12 Weight Allowance: 45 lbs Bend Bars/Lift Gates: 4%
Muscle: 12 Attack Adj.: +0 Damage Adj.: +0 Max. Press: 140 lbs Open Doors: 7
Dex: 12 Aim: 12 Missile Adjustment: +0 Pick Pockets: +0% Open Locks: +0%
Balance: 12 Reaction Adjustment: +0 Armor Class: +0 Move Silently: -5% Climb Walls: +0%
Con: 13 Health: 13 System Shock: 85% Poison Save: +0
Fitness: 13 Hit Point Adjustment: +0 Resurrection Chance: 90%
Int: 15 Reason: 15 Max. Spell Level: 7th Max. Spells Per Level: 11 Illusion Immunity: None
Knowledge: 15 Bonus Proficiencies: 4 Chance to Learn New Spell: 65%
Wis: 13 Intuition: 13 Bonus Clerical Spells: 1, 0, 0, 0, 0, 0, 0 Clerical Spell Failure Chance: 0%
Willpower: 13 Magic Defense Adjustment: +0 Spell Immunity: None
Cha: 16 Leadership: 16 Loyalty Base: +4 Maximum Number of Henchmen: 8
Appearance: 16 Initial Reaction Adjustment: +5
Saving Throws
Paralyzation: 13 Poison: 13 Death Magic: 13 Petrification: 12 Polymorph: 12
Rod: 14 Staff: 14 Wand: 14 Breath Weapon: 16 Spell: 15
Combat
Hit Points: 6
Base THAC0: 20
Melee THAC0: 20
Missile THAC0: 20
Armor
Natural armor class 10
Thief, Defense bonus -2
FINAL: 8
Weapon Proficiencies
Net
Snaplock, horse pistol
Spear
Staff sling
Sword, ninja-to
Sword, no-dachi
Warhammer
Wheellock, arquebus
Wheellock, belt pistol
Wheellock, horse pistol
Whip
Non-Weapon Proficiencies
Tumbling 7
Tightrope walking 5
Fast-Talking - Thief 8
Gem Cutting 10
Information Gathering - Thief 12
Alertness - Thief 11
Boating - Thief 9
City Lore I- City of Splendors Box 8
City Lore II- City of Splendors Box 8
City Lore III- City of Splendors Box 9
City Lore IV- City of Splendors Box 8
Fortune Telling 11
Swimming 10
Riding, Land 9
Riding, Airborne 6
Tailoring 9
Weather Knowledge 19
Weapons
THAC0 Attacks/ Speed Damage Range (-2) (-5)
Weapon Melee Missile Round Factor Sm-Med Large Type Size Short Medium Long
Net 20 20 1 10 M 2 3 4
Snaplock, horse pistol 20 1/2 7 1d10 1d10 P S 4 8 12
Rogue Skills
Skill Base Racial Mods Ability Scores Discretionary Points Armor Final
Climb walls 60 -15 +0 +0 +10 55%
Detect noise 15 +5 +0 +0 +0 20%
Find/remove traps 5 +5 +0 +0 +0 10%
Hide in shadows 5 +15 +0 +0 +5 25%
Move silently 10 +10 -5 +0 +10 25%
Open locks 10 +5 +0 +30 +0 45%
Pick pockets 15 +5 +0 +30 +5 55%
Read languages 0 -5 +0 +0 +0 -5%
Escaping bonds 10 +0 +0 +0 +5 15%
Detect magic 5 +0 +0 +0 +0 5%
Bribe 5 +0 +0 +0 +0 5%
Detect illusion 10 +0 +0 +0 +0 10%
Tunneling 15 +0 +0 +0 +10 25%
Racial Abilities
Kender Saving Throw Bonuses - For every 3.5 points of a Halfling's Constitution/Health, they will receive a +1 to saves vs. wand, staves, rods, and spells.
Fear Immunity - Kender are totally immune to the effects of both magical and nonmagical fear, whether caused by monsters like the mummy or lich or by spells such as scare and symbol of fear.
Taunt - Kender are adept at the art of taunting an enemy until that foe loses arll ability for rational thought or restraint and is goaded into an uncontrolled attack. If the victim can understand the Kender's speech, he, she or it must make a saving throw versus spells (Wisdom bonuses apply). If it fails, the victim will attack the Kender wildly for 1d10 rounds, suffering a -2 penalty to all attack rolls and a +2 penalty to Armor Class.

Class Abilities
Thief
    Backstab - Suprise attack may inflict additional damage based on the thief's level. For every four levels, the damage will be doubled.
    Bribe* 5% - Skill in administering bribes.
    Climb walls* 55% - Able to climb vertical or smooth surfaces.
    Defense bonus - -2 AC bonus when unarmored and unencumbered.
    Detect illusion* 10% - May detect illusion.
    Detect magic* 5% - Has a chance to detect magical radiance.
    Detect noise* 20% - May hear faint noises.
    Escaping bonds* 15% - Skill at escaping bonds.
    Find/remove traps* 10% - Skill at finding and disarming traps.
    Followers - Attracts folllowers when a stronghold is built.
    Followers - Attracts followers when a stronghold is built and name level is reached.
    Hide in shadows* 25% - Grants the ability to hide in shadows.
    Move silently* 25% - May move without making a sound.
    Open locks* 45% - Skill at opening locks with the proper tools.
    Pick pockets* 55% - Skill at pilfering small items from pockets or purses.
    Read languages* -5% - Skill at deciphering unknown texts.
    Scroll Use 10% - May use magic scrolls.
    Scroll Use 10% - May use magic scrolls at 9th level.
    Thieves' cant - Knowlege of the secret language of thieves.
    Tunneling* 25% - Skill in digging tunnels.
    Weapon specialization - May specialize in one weapon.

Traits
Artistic Ability - Items created by chracter will fetch 1-50% over standard sale price.
Born Innocent - Players who are "born innocents" have animal affinity, and are objects of pity that good and neutral characters will only rarely (15% for neutrals, 5% for good) take advantage of or allow to come to harm in their presence. One odd side effect: Unicorns will befriend non-virgins with this trait! This trait allows Village Idiots to aquire non-idiot henchmen (ok, well, guardians, really). Availible only to Village Idiots or good children.
Contacts, Mercenary, 15-point - This trait graces a character with an individual or individuals that she can make touch with in order to gain information. When this trait is first chosen, the type of contact must be specified. The various contacts and the type of information they can provide is shown below. A character may only choose one class of contact, though they make take this trait numerous times to gain other kinds. Contacts provide information only and will never render aid in any form beyond a simple call for help unless contracted to do otherwise.

At the 5-point level, the character has single individual that he or she may call upon. This individual is located in a specific locale and must be contacted in person or by messenger in order to draw upon his services.

For 10 points, the character has connections with a small network of individuals, offering a chance that he can find a contact in any town or city. To figure the odds, subtract 1,000 from the total population and use the result as a straight percentage, rounding fractions up. For example, in a town with a population of 32,564 people, the character has a 33% chance of knowing someone who can help. The odds need be checked only once for each town or city. If a contact is present, they will be available thereafter. If there is not one there, there will never be. The character and DM should record this information for future reference.

At the 15-point level, the character has connections to a large network of contacts with extensive reach. The Harpers or Zhentarim of the Forgotten Realms campaign are a good example of a network this size. Subtract 100 from the total population and use the result as a percentage to find the chance that the character can find a contact in any town, city, village, etc. As above, only one check need be made.

The contact will provide information appropriate to his or her field at greatly reduced rates (or possibly even no charge) and this information will be as accurate as the individual can be (i.e., the contact will not intentionally lie, though the information they have may be wrong). Contacts have at least one level of non-weapon proficiency appropriate to their category. There is no guarantee that a given contact will have information the character needs, but they should possess at least a minimum of useful data to impart.

Each contact should be fleshed out by the DM and may be of varying alignments, personalities, etc., though none should be openly hostile towards the character. Of course, how the character approaches and treats the individual should be considered. Contacts are not slaves, indebted to impart their information. They are other people whom the character happens to know.

CONTACT CATEGORIES

UNDERWORLD: Underworld contacts represent connections with local thieves' guilds and the like. Contacts of this nature will have information on local fences, potential "jobs," bounties and contracts, smuggling timetables, and the like. Any given contact will, at a minimum, possess the Local History proficiency.

NOBLE: Contacts that are associated with nobility will be able to advise on events of importance to their social class (coronations, royal visits, who's who in the local nobility, and local gossip). It is recommended that the DM require etiquette checks (or substantial payoffs) to obtain information of this sort. Any contact will, at a minimum, possess the City Lore proficiency.

ARCANE: Contacts of this nature are represented by local wizards, whether simple hedge wizards or powerful archmages. These contacts can provide information on where to get magical items identified (or may even do it themselves), where magical items can be sold or purchased (if at all), and general details of a magical nature. They tend to be a secretive lot and their information often comes at high price. Each contact will, at a minimum, possess the Spellcraft proficiency.

MERCENARY: Mercenary contacts are represented by local sellswords and adventurers- for-hire. They can often provide information on local jobs, caravan schedules, travel information, details about certain monsters, and perhaps even some lore on nearby ruins or dungeons. As with Arcane contacts, their information tends to be pricey, ranging from the cost of an ale to several hundred gold pieces or an equal share of the take. Each contact will, at a minmum, possess the Local History proficiency.

RELIGIOUS: The character has contact within temples of the same faith as the character. Information available through these individuals includes important local events, where to find healing or similar aid, comings and goings of high-ranking church officials, and general spiritual aid. Each contact will, at a minimum, posses the Religion proficiency.

SCHOLARLY: This category of contacts includes sages, academicians, librarians, and the like. The type of information from a contact of this nature varies wildly, but each contact will, at a minimum, possess the Sage Lore proficiency for at least one subject (though this may not necessarily be the proficiency that the character needs at that moment). Most sages offer their information for sale at fairly high prices, but they may be talked down or offer a discount (at the DM's discretion).
Contacts, Mercenary, 5-point - This trait graces a character with an individual or individuals that she can make touch with in order to gain information. When this trait is first chosen, the type of contact must be specified. The various contacts and the type of information they can provide is shown below. A character may only choose one class of contact, though they make take this trait numerous times to gain other kinds. Contacts provide information only and will never render aid in any form beyond a simple call for help unless contracted to do otherwise.

At the 5-point level, the character has single individual that he or she may call upon. This individual is located in a specific locale and must be contacted in person or by messenger in order to draw upon his services.

For 10 points, the character has connections with a small network of individuals, offering a chance that he can find a contact in any town or city. To figure the odds, subtract 1,000 from the total population and use the result as a straight percentage, rounding fractions up. For example, in a town with a population of 32,564 people, the character has a 33% chance of knowing someone who can help. The odds need be checked only once for each town or city. If a contact is present, they will be available thereafter. If there is not one there, there will never be. The character and DM should record this information for future reference.

At the 15-point level, the character has connections to a large network of contacts with extensive reach. The Harpers or Zhentarim of the Forgotten Realms campaign are a good example of a network this size. Subtract 100 from the total population and use the result as a percentage to find the chance that the character can find a contact in any town, city, village, etc. As above, only one check need be made.

The contact will provide information appropriate to his or her field at greatly reduced rates (or possibly even no charge) and this information will be as accurate as the individual can be (i.e., the contact will not intentionally lie, though the information they have may be wrong). Contacts have at least one level of non-weapon proficiency appropriate to their category. There is no guarantee that a given contact will have information the character needs, but they should possess at least a minimum of useful data to impart.

Each contact should be fleshed out by the DM and may be of varying alignments, personalities, etc., though none should be openly hostile towards the character. Of course, how the character approaches and treats the individual should be considered. Contacts are not slaves, indebted to impart their information. They are other people whom the character happens to know.

CONTACT CATEGORIES

UNDERWORLD: Underworld contacts represent connections with local thieves' guilds and the like. Contacts of this nature will have information on local fences, potential "jobs," bounties and contracts, smuggling timetables, and the like. Any given contact will, at a minimum, possess the Local History proficiency.

NOBLE: Contacts that are associated with nobility will be able to advise on events of importance to their social class (coronations, royal visits, who's who in the local nobility, and local gossip). It is recommended that the DM require etiquette checks (or substantial payoffs) to obtain information of this sort. Any contact will, at a minimum, possess the City Lore proficiency.

ARCANE: Contacts of this nature are represented by local wizards, whether simple hedge wizards or powerful archmages. These contacts can provide information on where to get magical items identified (or may even do it themselves), where magical items can be sold or purchased (if at all), and general details of a magical nature. They tend to be a secretive lot and their information often comes at high price. Each contact will, at a minimum, possess the Spellcraft proficiency.

MERCENARY: Mercenary contacts are represented by local sellswords and adventurers- for-hire. They can often provide information on local jobs, caravan schedules, travel information, details about certain monsters, and perhaps even some lore on nearby ruins or dungeons. As with Arcane contacts, their information tends to be pricey, ranging from the cost of an ale to several hundred gold pieces or an equal share of the take. Each contact will, at a minmum, possess the Local History proficiency.

RELIGIOUS: The character has contact within temples of the same faith as the character. Information available through these individuals includes important local events, where to find healing or similar aid, comings and goings of high-ranking church officials, and general spiritual aid. Each contact will, at a minimum, posses the Religion proficiency.

SCHOLARLY: This category of contacts includes sages, academicians, librarians, and the like. The type of information from a contact of this nature varies wildly, but each contact will, at a minimum, possess the Sage Lore proficiency for at least one subject (though this may not necessarily be the proficiency that the character needs at that moment). Most sages offer their information for sale at fairly high prices, but they may be talked down or offer a discount (at the DM's discretion).
Contacts, Mercenary, 10-points - This trait graces a character with an individual or individuals that she can make touch with in order to gain information. When this trait is first chosen, the type of contact must be specified. The various contacts and the type of information they can provide is shown below. A character may only choose one class of contact, though they make take this trait numerous times to gain other kinds. Contacts provide information only and will never render aid in any form beyond a simple call for help unless contracted to do otherwise.

At the 5-point level, the character has single individual that he or she may call upon. This individual is located in a specific locale and must be contacted in person or by messenger in order to draw upon his services.

For 10 points, the character has connections with a small network of individuals, offering a chance that he can find a contact in any town or city. To figure the odds, subtract 1,000 from the total population and use the result as a straight percentage, rounding fractions up. For example, in a town with a population of 32,564 people, the character has a 33% chance of knowing someone who can help. The odds need be checked only once for each town or city. If a contact is present, they will be available thereafter. If there is not one there, there will never be. The character and DM should record this information for future reference.

At the 15-point level, the character has connections to a large network of contacts with extensive reach. The Harpers or Zhentarim of the Forgotten Realms campaign are a good example of a network this size. Subtract 100 from the total population and use the result as a percentage to find the chance that the character can find a contact in any town, city, village, etc. As above, only one check need be made.

The contact will provide information appropriate to his or her field at greatly reduced rates (or possibly even no charge) and this information will be as accurate as the individual can be (i.e., the contact will not intentionally lie, though the information they have may be wrong). Contacts have at least one level of non-weapon proficiency appropriate to their category. There is no guarantee that a given contact will have information the character needs, but they should possess at least a minimum of useful data to impart.

Each contact should be fleshed out by the DM and may be of varying alignments, personalities, etc., though none should be openly hostile towards the character. Of course, how the character approaches and treats the individual should be considered. Contacts are not slaves, indebted to impart their information. They are other people whom the character happens to know.

CONTACT CATEGORIES

UNDERWORLD: Underworld contacts represent connections with local thieves' guilds and the like. Contacts of this nature will have information on local fences, potential "jobs," bounties and contracts, smuggling timetables, and the like. Any given contact will, at a minimum, possess the Local History proficiency.

NOBLE: Contacts that are associated with nobility will be able to advise on events of importance to their social class (coronations, royal visits, who's who in the local nobility, and local gossip). It is recommended that the DM require etiquette checks (or substantial payoffs) to obtain information of this sort. Any contact will, at a minimum, possess the City Lore proficiency.

ARCANE: Contacts of this nature are represented by local wizards, whether simple hedge wizards or powerful archmages. These contacts can provide information on where to get magical items identified (or may even do it themselves), where magical items can be sold or purchased (if at all), and general details of a magical nature. They tend to be a secretive lot and their information often comes at high price. Each contact will, at a minimum, possess the Spellcraft proficiency.

MERCENARY: Mercenary contacts are represented by local sellswords and adventurers- for-hire. They can often provide information on local jobs, caravan schedules, travel information, details about certain monsters, and perhaps even some lore on nearby ruins or dungeons. As with Arcane contacts, their information tends to be pricey, ranging from the cost of an ale to several hundred gold pieces or an equal share of the take. Each contact will, at a minmum, possess the Local History proficiency.

RELIGIOUS: The character has contact within temples of the same faith as the character. Information available through these individuals includes important local events, where to find healing or similar aid, comings and goings of high-ranking church officials, and general spiritual aid. Each contact will, at a minimum, posses the Religion proficiency.

SCHOLARLY: This category of contacts includes sages, academicians, librarians, and the like. The type of information from a contact of this nature varies wildly, but each contact will, at a minimum, possess the Sage Lore proficiency for at least one subject (though this may not necessarily be the proficiency that the character needs at that moment). Most sages offer their information for sale at fairly high prices, but they may be talked down or offer a discount (at the DM's discretion).
Contacts, Noble, 15-point - This trait graces a character with an individual or individuals that she can make touch with in order to gain information. When this trait is first chosen, the type of contact must be specified. The various contacts and the type of information they can provide is shown below. A character may only choose one class of contact, though they make take this trait numerous times to gain other kinds. Contacts provide information only and will never render aid in any form beyond a simple call for help unless contracted to do otherwise.

At the 5-point level, the character has single individual that he or she may call upon. This individual is located in a specific locale and must be contacted in person or by messenger in order to draw upon his services.

For 10 points, the character has connections with a small network of individuals, offering a chance that he can find a contact in any town or city. To figure the odds, subtract 1,000 from the total population and use the result as a straight percentage, rounding fractions up. For example, in a town with a population of 32,564 people, the character has a 33% chance of knowing someone who can help. The odds need be checked only once for each town or city. If a contact is present, they will be available thereafter. If there is not one there, there will never be. The character and DM should record this information for future reference.

At the 15-point level, the character has connections to a large network of contacts with extensive reach. The Harpers or Zhentarim of the Forgotten Realms campaign are a good example of a network this size. Subtract 100 from the total population and use the result as a percentage to find the chance that the character can find a contact in any town, city, village, etc. As above, only one check need be made.

The contact will provide information appropriate to his or her field at greatly reduced rates (or possibly even no charge) and this information will be as accurate as the individual can be (i.e., the contact will not intentionally lie, though the information they have may be wrong). Contacts have at least one level of non-weapon proficiency appropriate to their category. There is no guarantee that a given contact will have information the character needs, but they should possess at least a minimum of useful data to impart.

Each contact should be fleshed out by the DM and may be of varying alignments, personalities, etc., though none should be openly hostile towards the character. Of course, how the character approaches and treats the individual should be considered. Contacts are not slaves, indebted to impart their information. They are other people whom the character happens to know.

CONTACT CATEGORIES

UNDERWORLD: Underworld contacts represent connections with local thieves' guilds and the like. Contacts of this nature will have information on local fences, potential "jobs," bounties and contracts, smuggling timetables, and the like. Any given contact will, at a minimum, possess the Local History proficiency.

NOBLE: Contacts that are associated with nobility will be able to advise on events of importance to their social class (coronations, royal visits, who's who in the local nobility, and local gossip). It is recommended that the DM require etiquette checks (or substantial payoffs) to obtain information of this sort. Any contact will, at a minimum, possess the City Lore proficiency.

ARCANE: Contacts of this nature are represented by local wizards, whether simple hedge wizards or powerful archmages. These contacts can provide information on where to get magical items identified (or may even do it themselves), where magical items can be sold or purchased (if at all), and general details of a magical nature. They tend to be a secretive lot and their information often comes at high price. Each contact will, at a minimum, possess the Spellcraft proficiency.

MERCENARY: Mercenary contacts are represented by local sellswords and adventurers- for-hire. They can often provide information on local jobs, caravan schedules, travel information, details about certain monsters, and perhaps even some lore on nearby ruins or dungeons. As with Arcane contacts, their information tends to be pricey, ranging from the cost of an ale to several hundred gold pieces or an equal share of the take. Each contact will, at a minmum, possess the Local History proficiency.

RELIGIOUS: The character has contact within temples of the same faith as the character. Information available through these individuals includes important local events, where to find healing or similar aid, comings and goings of high-ranking church officials, and general spiritual aid. Each contact will, at a minimum, posses the Religion proficiency.

SCHOLARLY: This category of contacts includes sages, academicians, librarians, and the like. The type of information from a contact of this nature varies wildly, but each contact will, at a minimum, possess the Sage Lore proficiency for at least one subject (though this may not necessarily be the proficiency that the character needs at that moment). Most sages offer their information for sale at fairly high prices, but they may be talked down or offer a discount (at the DM's discretion).

Disadvantages
Bloodlust - The character who suffers from Bloodlust is not satisfied with merely defeating his enemies, he wants to see them DEAD! He will press an attack until all foes are down, and will then begin moving among the fallen, slaying all who yet live. If a foe retreats, this character will give pursuit as long as such is feasible or will drop his melee weapon and draw a suitable missile weapon. He will strongly protest the taking of prisoners and will refuse to support any plan which allows the foe to escape or remain alive. Note that even characters of good alignment can suffer from bloodlust. (Lt. Worf, from Star Trek: The Next Generation suffered from this disadvantage.)
Compulsive Neatness - The character keeps himself and his equipment immaculate and suffers a -1/5% to all rolls when dirty or muddy. He feels compelled (save vs magic at -2) to clean up the area after combat and can't rest until the campside is squared away and the dishes are all washed and ried and repacked. This behavior may well get on the other party members' nerves, particularly with a daily chance (20%, non-cumulative) that he willl comment on someone else's appearance (applicable skills, charisma, etc. can be used to lessen this effect).
Irritating Personality - A sucessful Wisdom/Willpower check is required in social situations, or the character must roleplay their irritating personality qualities.
Scoundrel Reputation (Rogue) - Other rogues consider the character untrustworthy, and all dealings with such folk suffer a +1 penalty on reaction rolls.


Inventory
  • Items Carried
    • Backpack
      • Dry rations (1 week)
      • Flint and steel
      • Thieves' picks
      • Torch x3
      • Wineskin
    • Snaplock, horse pistol
  • Items Readied
    • Net
  • Items Stored
    • Blowgun, barbed dart
    • Gullet Guardian - DA1998
    • Hematite (20 gp) x5
    • Sunstone
    • Tiger Eye Agate x2
  • Items Worn
    • Gorgetal - DA1998
    • Shield Base - D257
    • Thieving Helmet
  • Spending Money
    • * Copper Pieces x7
    • * Gold Pieces x25
    • * Platinum Pieces x5
    • * Silver Pieces x5
Psionics
PSPs: 0 MTHAC0: 20 MAC: 10
Power PSPs Range Area of Effect MAC
Wild Talent

Generated by the Advanced Dungeons & Dragons Core Rules CD-ROM 2.0 on 11/22/00 15:28:08