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The Kingdom Of Mass > The Shady Dragon > Evan Evermoore


Title: Evan Evermoore
Description: Half-Elf Ruffian


dwak - January 2, 2007 02:43 AM (GMT)
Character Appearance
Evan's trademark among the local thieves is the ever-present coil of rope slung on his shoulder, with the devious grappling hook hanging at its end (hence his nickname). He is typically seen clad in brown, always hooded with a well-worn yellow scarf keeping half his face hidden, revealing only his eyes and part of his nose. Whenever the scarf is removed, the reason for it become obvious: grotesque, reddish scars mar his otherwise handsome half-elven features from the chin down. He would never discuss their origins, and one would be well-adviced not to press on too far.
Hair: Auburn
Eyes: Amber
Skin: Fair

name: Evan "Claw" Evermoore
race: Half-Elf
class: Fighter/Thief
gender: male
alignment: chaotic good
age: 17 yrs
ht: 5'7"
wt: 150 lbs

Fighter/Thief Level: 1 / 1
Current Experience Points: 1150 / 1150
Fighter/ Thief next level: 2000 / 1250

Armour Class: 4 (-4 dex -2 armour)
Hit Points: 8 / 8

Str....14
Dex...18
Con...12
Int.....13
Wis....15
Cha... 7

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Combat abilities:
Base Thac0: 20

Longsword Base Thac0 Speed: 5 Damage: 1d8 S-M / 1d12 L
Dagger, melee Base Thac0 Speed: 2 Damage: 1d4 S-M / 1d3 L
Dagger, thrown Base Thac0 +2 (dex) Speed: 2 ROF: 2 /rnd Range: 10/20/30 yds
Grappling Hook Base Thac0 +2 (dex) Speed: 8* Range: 25 ft Damage: 1d6 all
Lasso Base Thac0 +4 (dex, prof) Speed: 8* Range: 25 ft, S-M targets only Damage: Special**
* weapon speed for Whip is used
** modified from Mancatcher rules – see notes below

Thieving abilities:
Thieving Abilities: / no armour / other
pick pockets : 35 / +5
open locks : 25
find/rem traps : 10
move silently : 50 / +10
hide in shadow: 50 / +5
detect noise : 15
climb walls : 60 / +10 / +10 rope / +40 grapple hook
read languages : 0

Backstab x 2

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Equipment:

Worn total: 35 lbs:
yellow scarf
brown robe
brown cloak with hood
leather armour [15 lbs]
longsword, on belt [4 lbs]
2 daggers, one in each boot [2 lbs]
Hemp Rope, 25 ft slung on shoulder [10 lbs] with one end tied in a lasso and
Grappling hook on other end, hung on belt [4 lbs]

Backpack total: 13 lbs
Silk rope, 50 ft 8 lbs
Iron rations, 3 days 3 lbs
Wineskin 1 lbs
Lockpicks 1 lbs
Small sack

Money (50 coins/lbs): 1 lbs
49 gp
8 sp

Total weight: 49 lbs -- unencumbered

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Stat abilities:

Strength: 14
Hit Probability normal
Damage Adjustment none
Weight Allowance 55 lbs
Maximum Press 170 lbs
Open Doors 8
Bend Bars/Lift Gates 7%

Dexterity: 18
Reaction Adjustment +2
Missile Attack Adjustment +2
Defense Adjustment -4 AC

Constitution: 12
Hit Point Adjustment 0
System Shock 80%
Resurrection Survival 85%
Poison Save 0
Regeneration nil

Intelligence: 13
Number of Languages 3

Wisdom: 15
Magical Defense Adjustment +1

Charisma: 7
Maximum Number of Henchmen 3
Loyalty Base -2
Reaction Adjustment -1

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Weapon Proficiencies (add 1 per 3 lvls):


1. Longsword
2. Dagger
3. Whip
4. Shortbow

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Non-weapon proficiencies (add 1 per 3 lvls): – see notes below

1. Ventriloquism (int -2 = 11)
2. Forgery (dex -1 = 17)
3. Rope Use (dex = 18 )

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Known languages:

1. common
2. elven
3. goblin

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Saving Throws:

Para, Poison, Death Magic...13
Rod, Staff, Wand................14
Petrify, Polymorph..............12
Breath Weapon..................16
Spells................................15*

* +1 to save vs mind-affecting spells

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Miscellenous Notes:

Ventriloquism: (phb .126)
general location: no modifier / humanoids: +2 / inanimate objects: -5
observer int. mods: <3 +6 , 3-5 +4 , 6-8 +2 , 9-14 +0 , 15-16 -1 , 17-18 -2 , >18 -4

Forgery: (phb .116)
forge general documents: no modifier / signatures: -2 / handwriting: -3
detect forgery: no penalty / failed = answer unknown / 20 = incorrect conclusion

Rope Use: (phb .122)
proficiency check (with a -6 penalty) to escape bonds
+2 bonus to all attacks made with a lasso.
+10% bonus to all climbing checks made while using a rope, including attempts to belay (secure the end of a climbing rope) companions.

Lasso as a weapon (modified from Mancatcher rules, phb p.144)
The target is always treated as AC 10, modified for Dexterity. If a hit is scored, the character is caught. The caught victim loses use of both arms, all shield and Dexterity bonuses and can be pulled and dragged about. This gives a 25% chance of pulling the victim to the ground. The victim can escape on a successful bend bars/lift gates roll, or cutting himself free if he is wielding a bladed weapon. A common tactic is to use the weapon to pull horsemen off their mounts.

If the DM allows, a successful called-shot to the head strangles* a victim for 1d3 points per round. Both attacker and victim make strength checks starting from the second round, the victim with -1 cumulative penalty for each subsequent round thereafter:
Attacker pass, Victim fail: remain strangled
Attacker fail, Victim pass: break free
Both pass / both fail: if victim passes by more/fails by less than the attacker, he breaks free; else he remains strangled.

* adapted from constrictor snake, normal (monstrous manual p.613)


Racial abilities: Half-Elf
30% resistance to sleep and all charm-related spells.
Infravision up to 60 feet.
Passing within 10 feet of a concealed door (one hidden by obstructing curtains, etc.) gives the half-elven character a one-in-six chance (roll a 1 on 1d6) of spotting it. If the character is actively seeking to discover hidden doors, he has a one-in-three chance (roll a 1 or 2 on 1d6) of spotting a secret door (one constructed to be undetectable) and a one-in-two chance (roll a 1, 2, or 3 on 1d6) of locating a concealed door.

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You can link to these results at
http://invisiblecastle.com/find.py?a=show&id=55181
_________________
" Happiness is good health and a bad memory." -- Ingrid Bergman (1915-1982)

Last edited by Dwak on Mon Feb 13, 2006 5:43 pm; edited 1 time in total




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