Ruins of Adventure
Homeland: High Dale
Class: Fighter / Thief
Alignment: Lawful Evil
Experience: 40,676 / 40,676 (ready to level Thief)
Next Level: 64,000 / 40,000
Max Level: 15/15
|Str||13||Stamina||13||Weight Allowance: 50 lbs|
|Muscle||14||–||Max Press: 140 lbs||20%|
|Dex||16||Aim||17||Missile Adjust +2|
|Con||9||Health||10||System Shock 60%|
|Fitness||07||Resurrection 55%||Hit Points 0/level|
|Int||10||Reason||10||Max Spell Levle||Spells/Level|
|Knowledge||09||+2 Proficiencies||Paths||Learn Spell %|
|Wis||12||Intuition||12||Spell Failure %|
|Willpower||12||+0 Mental Saves||Power Points: +0/level|
|Cha||15||Leadership||12||5 Henchmen||+0 Loyalty|
|Appearance||18||+7 NPC reactions|
- Initiative: +0
- Surprise: +0
- NPC Reaction: +7
- Movement: +0
- Hit Points: maximum 30 current 27
- Armor Class: 10
- THAC0: 16
- Paralyzation/Poison/Death: 11
- Rod/Staff/Wand: 12
- Petrification/Polymorph: 11
- Breath Weapon: 13
- Spells: 13
- Fear: 10
- Horror: 13
- Madness: 16
|Weapons||# Att||Att Bonus||Dmg||Dmg (L)||Speed||Range||Special|
|Arrow, Armor Piercer||3/round||9/4||1d4+4||1d4+3||7||30/70/140/210|
|Sword, Short, Off Hand||1/round||+2||1d6||1d8||3||Melee|
Non-Weapon Proficiencies: Martial, Craft, Pastoral, Detection, Larceny, Social
|Modern Languages (Common)||9||Modern Languages (Espruar)||9|
|Modern Languages (Thieves Cant)||9||Modern Languages (Tharian)||9|
|Artistic Ability (Wood Carving)||12||Bowyer/Fletcher||16|
|Hunting||11||Arcane Order (4)||N/A|
Two-weapon Style Specialization
Specialize Composite Long Bow
Bows Tight Group
Short Blades Tight Group
- All warriors gain the ability to make more than one melee attack per round as they rise in level. At 7th level, they can make 3 attacks every 2 rounds. At 13th level and up, they can make 2 attacks per round.
- When engaged with large numbers of weak enemies (less than 1 HD each), the warrior gains double his normal number of attacks per round (including doubling attacks with off-hand weapons). Starting at 11th level, this applies to any foe with 10 fewer HD than the warrior’s levels (so a 12th level warrior can do this against 2HD creatures)
- As a master of weapons, the fighter is the only character able to achieve Weapon Mastery. Weapon specialization and mastery enables the fighter to use a particular weapon with exceptional skill, improving his chances to hit and cause damage with that weapon. A fighter character is not required to specialize in or master a weapon; the choice is up to the player.
- A fighter can teach weapon proficiencies when he reaches 3rd level and can train students in the use of any weapon in which he is specialized. The fighter may train a number of students equal to his level in a single “training class.” A training class requires eight hours of study each and every day for one month. At the end of that time, each student must make a Reason check. Those who pass gain a bonus proficiency slot in that weapon. A student may only be trained once, regardless of success, with a specific weapon. Students can learn any number of new proficiencies in this manner, even beyond those slots normally allowed for a character of that level.
- A fighter can operate heavy war machines when he reaches 4th level, including bombardment engines (such as ballistae, catapults, and trebuchets), crushing engines (such as rams and bores), and siege towers.
- A fighter can supervise the construction of defenses when he reaches 6th level. These include ditches and pits, fields of stakes, hasty stone and wooden barricades, and even semi-permanent stone fortifications.
- A fighter can command large numbers of troops when he reaches 7th level. In role-playing terms, the fighter has mastered the skills and techniques to take charge of 100 soldiers per level. This includes terminology, use of messengers and signals, use of psionic and magical aids to communication, etc.
- As a fighter increases in experience levels, his reputation as a warrior and leader grows. As word spreads, less experienced warriors who are eager to fight for the same causes seek him out. These followers remain loyal to the fighter for as long as they are not mistreated and there are battles to be fought. A fighter need not have a stronghold to attract these confederates. Followers are always gained in a group of ten individuals, which is called a stand. All ten are of the same race and experience level and have the same equipment. A unit consists of some number (usually 2d10) of identical stands.
- All Thieves are exceptional climbers. They do not suffer the normal penalty for free climbing (climing without tools), and gain a bonus to Climbing checks equal to their AC bonus from Balance if any.
- All Thieves gain a bonus to surprise opponents, but only if the cleric is not in metal armor. Even then, the thief must either be alone or 90 feet or more away from his party to gain this bonus. If he fulfills these conditions, he moves so silently that opponents suffer a -4 penalty to their surprise die rolls. If the thief must open a door or screen to attack, this penalty is reduced to -2. If the thief gains similar abilities from another source, such as being an Elf, the penalty is increased by 2.
- Backstab: Thieves are weak in toe-to-toe hacking matches, but they are masters of the knife in the back. When attacking someone by surprise and from behind, a thief can improve his chance to successfully hit (+4 modifier for rear attack and negate the target’s shield and Balance bonuses) and greatly increase the amount of damage his blow causes.
- Thieves’ Cant: Thieves’ cant is a special form of communication known by all thieves and their associates. It is not a distinct language; it consists of slang words and implied meanings that can be worked into any language. The vocabulary of thieves’ cant limits its use to discussing things that interest thieves: stolen loot, easy marks, breaking and entering, mugging, confidence games, and the like. It is not a language, however. Two thieves cannot communicate via thieves’ cant unless they know a common language. The cant is useful, however, for identifying fellow cads and bounders by slipping a few tidbits of lingo into a normal conversation.
- Use Scrolls: Starting at 10th level, any Thief with the Literacy proficiency may attempt to use both Wizardly and Priestly magical scrolls by making a successful Literacy check. On a failed check, the scroll backfires in some way. This sort of malfunction is almost always detrimental to the thief and his party. It could be as simple as accidentally casting the reverse of the given spell or as complex as a foul-up on a fireball scroll, causing the ball of flame to be centered on the thief instead of its intended target.
- Half-Elven infravision enables them to discern gradients of heat within 60 feet in darkness. In addition, an half-elf’s keen senses allow him to purchase Detection Proficiencies for the normal cost, regardless of his class.
- Half-Elves require only half the amount of sleep compared to a human. An half-elf needs only four hours to gain the benefit of a full night’s sleep. This applies in terms of both natural healing, and the recovery of spells.
- All Dalesman gain a +2 bonus to morale checks when they are engaged in battle anywhere in the Dalelands. In addition, each Dalesman gains a +1 to attack rolls and saving throws when fighting in defense of his home Dale.
- When a character from this region employs a bow of any sort in combat, he is able to add his missile attack adjustment (as dictated by his Aim score) to both his attack and damage rolls.
- These characters make excellent snipers. Whenever they fire on an unsuspecting target with a bow, the attack is treated as a Backstab: The character receives a +4 bonus to his attack roll and deals double damage (more if the character has the thief’s Backstab ability). When making this sort of attack, the character does not have to be behind his target to gain the benefits of a backstab.
- High Dalesmen may learn the Airborne Riding and Bowyer/Fletcher proficiencies for 1 slot each, regardless of their class or proficiency groups.
- All Archers start out with a finely-crafted missile weapon at no cost. This weapon may be any Bow, Crossbow, Sling, or Firearm, and must be a weapon the archer is specialized in. This special weapon gains a +1 bonus on all item saving throws due to its superior construction. If this special weapon is a Bow, the Archer gains his full Strength bonus on damage rolls with the weapon.
- If the Archer keeps and cares for a bow for more than a month and keeps her arrows sharpened to a keen edge, she may cause 1 hp of additional damage when using these items. If using a different bow or new arrows, she does not gain the bonus. It can only be used with familiar, well-cared-for equipment.
- In addition to the benefits of specialization, an Archer gains a further +1 to attack rolls with any ranged weapon he is specialized in. He is also able to fire faster than other characters, making one extra attack every two rounds. If the Archer elects to stand-still (forgoing his movement in a round), he can make one extra attack every round, above his normal specialist rate of fire.
- An Archer making a called shot can elect to take careful aim, gaining a +2 bonus on his attack rolls. This bonus increases by +1 for every four experience levels (round down). In order to gain this bonus, he must forgo initiative (acting last in the round) and may make only a single ranged attack in the round.
- Once per day, an Archer may search for weakness while observing an enemy. If the Archer passes a Reason ability check with a -3 penalty, he finds a weakness in the creature’s armor, some little crack or missing scale where an arrow or crossbow bolt can have maximum effect. If he finds one, all successful hits against that target inflict double damage, including a doubling of his Strength bonus (magical and specialization bonuses are not doubled).
- At 9th level, an Archer can craft one arrow of slaying. Each time he gains a level thereafter, he can craft one more such arrow (or bolt or bullet).
- Allowed Weapons: Any Bow, Small one-handed melee weapons
- Allowed Armor: No armor.
- Because High Dalesmen try to avoid close combat they lack the ability to wear any form of armor.
- Because of their strong cultural emphasis on archery, High Dalesmen may not gain proficiency in any ranged weapons (including thrown weapons) other than Bows, and may only gain proficiency in small melee weapons (size S). High Dalesman warriors must spend 2 additional weapon proficiency slots (instead of 1) to gain specialization in any weapon that is not in the Bows group.
- Like Harrowdale’s Grey Riders, High Dalesmen may find themselves needed for the defense of the Dale. There is a flat 20% chance per month that there will be such a need, requiring the archer to report back immediately. Once the crisis passes, however, a month passes before the likelihood needs to be checked again.
- Archers spend so much time training with missile weapons that they suffer a -1 penalty to all attack rolls with hurled weapons or melee attacks.
- An archer may never become specialized with a melee or thrown weapon.
- The Archer must always be concerned about the quality of her bow and arrows. If any are faulty, she must repair them or replace them with equipment of higher quality. She can never use missile equipment of inferior quality—except when in mortal danger or when necessary for the success of a mission.
Arcane Order Spells: Caster Level 6
- 1st: Inner Sight,Fire Arrow, Fire Arrow, Charged Arrow
- 2nd: Power Strike, Power Strike
Complete Spell List:
- 1st: Magic Arrow, Fire Arrow, Charged Arrow, Inner Sight
- 2nd: Poison Arrow, Power Strike, Cold Arrow
- 3rd: Caustic Arrow, Exploding Arrow, Protection from Normal Missiles
- 4th: Guided Arrow, Impale, Plague Arrow
- 5th: Fist of Fury, Valkyrie
- 6th: Lightning Fury, Lightning Strike
- Breaches (2 pair)
- Chemise (2)
- Boots, High, Hard
- Backpack, Leather (2 lbs)
- 2 Sacks, Large
- Blanket, Flannel (2 lbs)
- Candles (10)
- 50’ 1/4" silk rope (3.5 lbs)
- 2 wineskin 3 gallons (4 lbs)
- Quiver (1lb)
- Quiver, Draw Mouth (in backpack 1lb)
- 2 knives
- Leather Quiver (4 lbs)
*10 sheaf arrows
*10 flight arrows
*3 flare arrows
*5 silver tipped sheaf arrows
- Composite Long Bow (3 lbs)
- 52 Arrow, Sheaf
- 12 Arrow, Armor Piercing
- Sword, Short (2, 6lbs)
- Potion of Reptile/Fish/Amphibian Control
- Potion of Frost Giant Strength
- Potion of Polymorph Self
- Elixer of Youth
- Wizard Scroll w/ Flaming Sphere, Fireball, and Fireball
- A Deck of Playing Cards
- Aerdi’s Rod of the Sea (4 lbs)
- Rod of Elemental Fire (6 lbs)
- Sling of Seeking
- Shield of Charms (10 lbs)
Base Speed: 12
Total Weight of Gear: 42.5 lbs.
|Weight||0 – 50 lbs.||> 50 lbs|
Life in the High Dale is boring, so boring. Quite the archer even at a young age, Aroelor (or Arro as people called him… yeah I know how original) was great with a bow, while not uncommon in these parts certainly, his skill was better than most even there. After embarrassing the High Constable’s son several times in practice and tournaments (and maybe having been caught bedding his daughter in a house that belonged to neither of them… twice…) Arro decided that it was time to make himself scarce. Traveling to Phlan on the promise of riches and fame, Arro soon found himself teamed up with some like minded adventurers. Citizen paperwork in hand Arro and his team ventured forth. Unfortunately, the full blooded Elf in the group was a complete idiot and got the rest of the group killed. Arro playing a run/hide/snipe game managed to escape. While resting a blue nimbus floated over him. He opens his eyes…“where am I now?”