Personal Information
Name: Takas Darkstone [DECEASED] Player: Joe
Race: Dwarf Gender: Male Height: 4'6" Weight: 220 lbs
Class: Fighter Level: 4 Alignment: Chaotic Good
XP: 14,117 Next Level: 16,000
Kit: Gladiator
Ability Scores
Str: 15 Stamina: 13 Weight Allowance: 45 lbs Bend Bars/Lift Gates: 13%
Muscle: 17 Attack Adj.: +1 Damage Adj.: +1 Max. Press: 220 lbs Open Doors: 10
Dex: 15 Aim: 13 Missile Adjustment: +0 Pick Pockets: +0% Open Locks: +0%
Balance: 17 Reaction Adjustment: +2 Armor Class: -3 Move Silently: +5% Climb Walls: +5%
Con: 14 Health: 12 System Shock: 80% Poison Save: +0
Fitness: 16 Hit Point Adjustment: +2 Resurrection Chance: 96%
Int: 13 Reason: 11 Max. Spell Level: 5th Max. Spells Per Level: 7 Illusion Immunity: None
Knowledge: 15 Bonus Proficiencies: 4 Chance to Learn New Spell: 65%
Wis: 11 Intuition: 9 Bonus Clerical Spells: 0, 0, 0, 0, 0, 0, 0 Clerical Spell Failure Chance: 20%
Willpower: 13 Magic Defense Adjustment: +0 Spell Immunity: None
Cha: 9 Leadership: 9 Loyalty Base: +0 Maximum Number of Henchmen: 4
Appearance: 9 Initial Reaction Adjustment: +0
Saving Throws
Paralyzation: 13 Poison: 13 Death Magic: 13 Petrification: 14 Polymorph: 14
Rod: 15 Staff: 15 Wand: 15 Breath Weapon: 16 Spell: 16
Combat
Hit Points: 49
Base THAC0: 17
Melee THAC0: 16
Missile THAC0: 17
Armor
Natural armor class 10
Full armor, chain mail -5
Medium shield proficiency bonus -3
Shield, medium (with weapon harness) adj. -1
Balance Defensive adj. -3
FINAL: -2
Weapon Proficiencies
Axe, battle (Specialist)
Axes: Axes
Hammer
Shield (medium)
Fighting Style:
Weapon and Shield
Thrown Weapon/Sling
Non-Weapon Proficiencies
Blind Fighting 11
Mountaineering 7
Animal Lore 9
Rope Use 10
Jumping 12
Native Languages
Common - Faerunian, Dwarf - mountain dialect, Gnoll, Gnome, Hill giant

Weapons
THAC0 Attacks/ Speed Damage Range (-2) (-5)
Weapon Melee Missile Round Factor Sm-Med Large Type Size Short Medium Long
Axe, battle 14 3/2 7 1d8+3 1d10+3 S M
Hammer 17 18 1 4 1d4+1 1d3+1 B S 2 4 6
Axe, hand/throwing 16 17 1 4 1d6+1 1d4+1 S M 2 4 6
Class Abilities
Fighter
    1d12 for hit points - d12 Hit Point die.
    Multiple specialization - Allows specialization in more than one weapon.
    Limited armor - May not wear armor heaver than chain.

Racial Abilities
Axe bonus - +1 to attack rolls with hand or battle axe.
Dense skin - If the dwarf is struck by a blunt weapon, the character suffers only half the damage the attack would normally inflict.
Determine stability - The character is an expert at determining if the ground is stable. By concentrating for one round, the character can determine if there will be a dangerous tremor, collapse, rockfall or slide when the character enters the area. The chance of success is 1-4 on 1d6
Evaluate gems - A dwarf with this ability can determine within 10% the value of any given gem.
Infravision - Dwarves have infravision to 60 feet - the ability to see heat patterns given off by living warm-blooded creatures in the dark.
Melee combat - Dwarves have a +1 bonus to their attack rolls vs. orcs, half-orcs, goblins, and hobgoblins. Further, when ogres, half-ogres, ogre magi, trolls, giants, or titans fight dwarves, these aggressors suffer a -4 penalty on all attack rolls. Dwarves are small and have defensive tactics against these large foes.

Traits
Ambidexterity - reduces two weapon fighting penalty by 2.
Keen Eyesight - +1 bonus on to hit rolls for missile weapons when attacking at long range. The character acts as if they were one sight category closer with respect to information gained.

Disadvantages
Colorblind - Character sees only in shades of grey.
Deep Sleeper - Character requires 1d6 to awaken, and will only begin to do so after a very loud noise or physical prodding.

Kit - Gladiator
Gladiator
    Benefits: Gladiators enjoy a +1 bonus on attack rolls with one particular melee weapon. For example, a gladiator could choose a +1 attack bonus with the short sword.
    Hindrances: As gladiators are trained to make combats last a long while and to play to any crowd, they suffer a +1 penalty to their initiative rolls. They take this time to show off, display their weapon prowess, or bait their opponent.


Inventory
  • Animals
    • Horse, riding
      • Saddle, pack
        • Axe, battle
        • Saddle bags, large
    • Pony
      • Saddle bags, large
      • Saddle, riding
  • Items Carried
    • Backpack
      • Flint and steel
      • Grappling hook
      • Rope, silk (50 ft)
      • Wineskin
    • Hammer
  • Items Readied
    • Axe, battle
  • Items Worn
    • - Set of Clothes (Cannons, Tunic, Belt and Shoes)
    • Full armor, chain mail
    • Helm of Underwater Action
    • Shield, medium (with weapon harness)
      • Axe, hand/throwing x3
  • Spending Money
    • * Gold Pieces x11
    • * Silver Pieces x7
Movement and Encumbrance
Encumbrance Unencumbered Light Moderate Heavy Severe
Weight (lbs) 0-45 46-69 70-93 94-117 118-140
Movement 8 5 4 2 1
THAC0 -1 -2 -4
AC +1 +3
Currently carrying 86.70 pounds (Moderate Encumbrance, 4 Movement)
Character History
I was born in the mountains near the city of Calaunt, on the shores of the Sea of Fallen Stars to Trakis and Dralem Darkstone. It was my duty while growing up to go out and chop wood for fires and such. I did this for about 25 years; while I chopped my father, Trakis, taught me about gems, their value and how to tell if they were good or not. Being that gems were usually found in the mountains I quickly learned where to walk and where to avoid. When I was about 45 I decided to go out on my own; using the knowledge my father had given me, I became a gem appraiser in Calaunt, working out of the shop of gnomish master carver/inlayer Santrin "the Skilled".

I did this for about 7 years when an agent of Duke Iritar "the Dark" came to me asking about a gem; when I told him its value and offered him 5 gold for it (honestly, it was really worth that little!) the agent became FURIOUS with me and accused me of trying to steal the gem by offering a bad price. Despite Santrin's protests of my innocence, I was arrested; Duke Iritar had me sold as a slave to a pit-fighters' guild in Thay. In the gladiator pens you quickly learn what to do...and what not to do, for if we stepped out of line the guards would beat us with rattan sticks (the Zulkirs of Thay did not want any scars on their gladiators save those earned in the Arenas). I stepped out of line a lot, and after a while the punishment sticks would literally break on my leathery skin. In the Arenas, I learned how to put on a show without getting myself killed. I became skilled in rope use, and jumping and tumbling skills were a must, for if you did not put on a good show you had "stepped out of line".

This went on for about 20 years until the guild lost me to a rival in a poorly-placed bet. On the way to the town I was to be sold at, we passed through a mountain. I knew that there was unstable ground ahead so I started to lag behind; that's when it happened. There was a sinkhole right where 5 out of 6 guards were standing. The earth swallowed them whole; about 4 slaves went under also. That left 1 other slave and myself alone with 1 remaining guard. Needless to say we killed him and unchained ourselves. We threw his body into the hole with the others and went our separate ways. Though my travels of the past 3 years have taken me away from the site, I still return to the sinkhole now and then, wondering if someone will return to the surface. My appraising skills have earned me enough cash to outfit myself with the armor and weapons I had become so familiar with in the Arenas. I now seek employment as a mercenary sellsword, though if the opportuinity arises I will fight for the roar of the crowd as well.

Generated by the Advanced Dungeons & Dragons Core Rules CD-ROM 2.0 on 06/07/99 19:52:45