Make your own free website on
Personal Information
Name: Waehaken Player: Rich B.
Race: High elf Gender: Male Height: 6'0" Weight: 120 lbs
Classes: Thief/Mage Levels: 3/2 Alignment: Chaotic Good
XP: 2,750/2,750 Next Level: 5,000/5,000
Kit: None
Ability Scores
Str: 11 Weight Allowance: 40 lbs Bend Bars/Lift Gates: 2%
Attack Adj.: +0 Damage Adj.: +0 Max. Press: 115 lbs Open Doors: 6
Dex: 16 Missile Adjustment: +1 Pick Pockets: +0% Open Locks: +5%
Reaction Adjustment: +1 Armor Class: -2 Move Silently: +0% Climb Walls: +0%
Con: 15 System Shock: 90% Poison Save: +0
Hit Point Adjustment: +1 Resurrection Chance: 94%
Int: 17 Max. Spell Level: 8th Max. Spells Per Level: 14 Illusion Immunity: None
Bonus Proficiencies: 6 Chance to Learn New Spell: 75%
Wis: 10 Bonus Clerical Spells: 0, 0, 0, 0, 0, 0, 0 Clerical Spell Failure Chance: 15%
Magic Defense Adjustment: +0 Spell Immunity: None
Cha: 12 Loyalty Base: +0 Maximum Number of Henchmen: 5
Initial Reaction Adjustment: +0
Movement and Encumbrance
Encumbrance Unencumbered Light Moderate Heavy Severe
Weight (lbs) 0-40 41-58 59-76 77-96 97-110
Movement 12 8 6 4 1
THAC0 -1 -2 -4
AC +1 +3
Currently carrying 49.60 pounds (Light Encumbrance, 8 Movement)
Saving Throws
Paralyzation: 13 Poison: 13 Death Magic: 13 Petrification: 12 Polymorph: 12
Rod: 11 Staff: 11 Wand: 11 Breath Weapon: 15 Spell: 12
THAC0 Attacks/ Speed Damage Range (-2) (-5)
Weapon Melee Missile Round Factor Sm-Med Large Type Size Short Medium Long
Sword, short 18 1 3 1d6 1d8 P S
Quarterstaff 19 1 4 1d6 1d6 B L
Short bow 17 2 7 P M
Short bow, flight arrow 1d6 1d6 P S 10 20 30

Hit Points: 13
Base THAC0: 19
Melee THAC0: 19
Missile THAC0: 18
Natural armor class 10
Full armor, leather -2
DEX Defensive adj. -2
Weapon Proficiencies
Short bow
Sword, short
Non-Weapon Proficiencies
Engineering 14
Ancient History 16
Herbalism 15
Disguise 11
Fire-Building 9
Spellcraft 15
Reading/Writing 18
Heraldry 17
Appraising 17
Racial Abilities
Bow bonus - +1 bonus to attack rolls with long or short bows.
Infravision - 60' infravision range.
Resistance 90% - 90 percent resistant to sleep and charm-related spells.
Secret doors - Because of their acute senses, elves are quick to spot concealed doors and hidden entranceways. Merely passing within 10' of a concealed door allows an elf a one-in-six chance (a 1 on 1d6) to notice it. If actively searching, an elf's chances improve to a two-in-six chance (1 or 2 on 1d6) to find secret doors, and a three-in-six chance (1, 2, or 3 on 1d6) to notice a concealed door.
Stealth - When the elf is alone and is not wearing metal armor, he gains a bonus to surprise opponents. The opponent suffers a -4 penalty, a -2 if the elf has to open a door.
Sword bonus - +1 bonus to attack rolls when using a long or short sword.

Class Abilities
    Backstab - Surprise attack may inflict double damage. For every four levels beyond first, the damage multiplier increases by one.
    Climb walls* 80% - Able to climb vertical or smooth surfaces.
    Detect noise* 30% - May hear faint noises.
    Find/remove traps* 15% - Skill at finding and disarming traps.
    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* 35% - May move without making a sound.
    Open locks* 20% - Skill at opening locks with the proper tools.
    Pick pockets* 50% - Skill at pilfering small items from pockets or purses.
    Read languages* 10% - Skill at deciphering unknown texts.
    Scroll Use 20% - May use magic scrolls at 9th level.
    Thieves' cant - Knowlege of the secret language of thieves.
    Schools of Magic - Abjuration, Alteration, Conjuration/Summoning, Enchantment/Charm, Greater Divination, Illusion/Phantasm, Invocation/Evocation, Necromancy

Rogue Skills
Skill Base Racial Mods Ability Scores Discretionary Points Armor Final
Climb walls 60 +0 +0 +20 +0 80%
Detect noise 15 +5 +0 +10 +0 30%
Find/remove traps 5 +0 +0 +10 +0 15%
Hide in shadows 5 +10 +0 +10 +0 25%
Move silently 10 +5 +0 +20 +0 35%
Open locks 10 -5 +5 +10 +0 20%
Pick pockets 15 +5 +0 +30 +0 50%
Read languages 0 +0 +0 +10 +0 10%

Character History
Weehawken never knew his real parents, they had been caught inadvertantly in an ambush by some warring factions and both were killed. One of the surviving members, an Ancellary Mage found the boy who was barely 3 years pf age at that time, and chose to take him home and adopt him. As the years passed, Weehawken grew up and loved his adopted father and also wanted to copy his skills in the magical arts. Without him knowing it, Weehawk started to study on the sly his fathers magical works and proved fairly adept at learning the basics of the lowest level spells. But this was not the only thing he was doing on the sly. Weehawken had fallen in with the wrong group of youths and later
men who were rogues and thieves and he found himself attracted to the 'adventure' of doing something he knew he shouldn't do and not get caught. By time Weehawken was a young man, he had managed to gain entry in to the local Thieves guild, as well as having mastered nine first
level spells he had learned so far from his fathers tomes and studying him as well. It was at about that time that he was finaly caught out in a matter of some petty thievery (failed to pick a pocket correctly). That led to a confrontation between him and his 'father' and a falling out between them and Weehawken left his home, but not before stealing a
magical blade in the form of a short sword. The sword was called the Green Mark, and while it gave no bonuses to his ability to hit or damage, it had the ability to when the pommel was held, ifa lie was told in its presense it would know it and give off a light vibration felt in the hand holding it. Weehawken now on his own, continued his thieving
ways and managed to find another human thief/mage from which he gained a tenth 1st level spell. and soon joined with a group of adventurers where he put his skills to use and slowly advanced his skills to their current levels. At present, Weehawken is not adventuring, but he's definitely looking
for some kind of action.

Items Carried
Dry rations (1 week)
Flint and steel
Thieves' picks
Torch x3
Short bow
Short bow, flight arrow x10
Items Readied
Sword, short
Items Worn
Full armor, leather
Spending Money
* Copper Pieces x7
* Gold Pieces x31
* Silver Pieces x4

Generated by the Advanced Dungeons & Dragons Core Rules CD-ROM 2.0 on 11/25/98 23:38:24