Saelinnyth, Elven Fighter/Thief

   Well, while I’m getting the Legend of the Five Rings log caught up – it’s quite a few sessions behind – here’s another bit of nostalgia and an example for some of the players who are fooling around with making some second edition characters. It’s also an illustration of why Skills and Powers gave fighters a notable boost: between specialities and the ability to adjust your most critical characteristic scores, they got a good deal more powerful.

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Personal Information

Name: Saelinnyth Player:
Race: Elf Gender: Female Height: 4’8″ Age: 114
Classes: Fighter/Thief Levels: 1/1 Weight: 94 lbs
XP: 0/0 Alignment: Neutral Good
Next Level: 2,000/1,250 Kit: Thug

Ability Scores
Str: 17 Stamina: 15 Weight Allowance: 55 lbs

Bend Bars/Lift Gates: 50%

    Muscle: 19 Attack Adj.: +3

Damage Adj.: +7

Max. Press: 640 lbs

Open Doors: 16(8)

Dex: 17 Aim: 18 Missile Adjustment: +2

Pick Pockets: +10%

Open Locks: +15%

    Balance: 16 Reaction Adjustment: +1

Armor Class: -2

Move Silently: +0%

Climb Walls: +0%

Con: 16 Health: 14 System Shock: 88%

Poison Save: +0

    Fitness: 18 Hit Point Adjustment: +2(+4)

Resurrection Chance: 100%

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: 12 Intuition: 12 Bonus Clerical Spells: 0, 0, 0, 0, 0, 0, 0

Clerical Spell Failure Chance: 5%

    Willpower: 12 Magic Defense Adjustment: +0

Spell Immunity: None

Cha: 16 Leadership: 18 Loyalty Base: +8

Maximum Number of Henchmen: 15

    Appearance: 14 Initial Reaction Adjustment: +2

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:

9

Base THAC0:

20

Melee THAC0:

17

Missile THAC0:

18

Armor
Natural armor class

10

Composite armor, chain hauberk

-4

Balance Defensive adj.

-2

FINAL:

4

Weapon Proficiencies
Composite long bow
Dagger
Sword, long (Expert, Chosen Weapon)
Fighting Style:
Two Weapon (+2)

Non-Weapon Proficiencies
Blind Fighting

9

Endurance

8

Hunting

7

Navigation

8

Rope Use

13

Survival

8

Throwing

13

Tracking

7

Modern Languages

12

  Dwarf, Orc
Native Languages  
  Elf

Weapons
 

THAC0

Attacks

Speed

Damage

   

Range

-2

-5

-10

Weapon

Melee

Missile

Round

Factor

Sm-Med

Large

Type

Size

PB

S

M

L

EX

Sword, long

15

 

3/2

5

1d8+8

1d12+8

S

M

         
Composite Long Bow, Strength  

19

2

7

   

P

L

         
Composite Long Bow, Sheaf Arrow        

1d8+8

1d8+8

P

S

 

8

16

34

 
Dagger

17

18

1

2

1d4+8

1d3+8

P

S

 

2

4

6

 

Weapons – Primary and Offhand
 

THAC0

Attacks/

Speed

Damage

   

Range

-2

-5

-10

Weapon    

Melee

Missile

Round

Factor

Sm-Med

Large

Type

Size

PB

S

M

L

EX

Primary:    
Sword, long

15

 

3/2

5

1d8+8

1d12+8

S

M

         
Composite Long Bow, Strength  

19

2

7

   

P

L

         
Composite Long Bow, Sheaf Arrow        

1d8+8

1d8+8

P

S

 

8

16

34

 
Dagger

17

18

1

2

1d4+8

1d3+8

P

S

 

2

4

6

 
Offhand: 
Sword, long

15

 

1

5

1d8+8

1d12+8

S

M

         
Composite Long Bow  

19

1

7

   

P

L

         
Composite Long Bow, Sheaf Arrow        

1d8+8

1d8+8

P

S

 

8

16

34

 
Dagger

17

18

1

2

1d4+8

1d3+8

P

S

 

2

4

6

 

Racial Abilities
  • Bow bonus – +1 bonus to attack rolls with long or short bows.
  • Infravision – 60′ infravision range.
  • Less sleep – The elf requires only four hours worth of sleep to be rested. This is especially valuable to spell-casters.
  • Resistance 90% – 90 percent resistant to sleep and charm-related spells.
  • Sword bonus – +1 bonus to attack rolls when using a long or short sword.
  • Water breathing – The elf can breathe under water for 1 hour per experience level per day.

Class Abilities

Fighter

  • Magic resistance – 2% magic resistance per level.
  • Weapon specialization – Allows specialization in one weapon.

Thief

  • Backstab – Surprise attack may inflict double damage. For every four levels beyond first, the damage multiplier increases by one.
  • Climb walls* 75% – Able to climb vertical or smooth surfaces.
  • Detect noise* 20% – May hear faint noises.
  • Find/remove traps* 40% – Skill at finding and disarming traps.
  • Followers – Attracts folllowers when a stronghold is built.
  • Hide in shadows* 15% – Grants the ability to hide in shadows.
  • Move silently* 15% – May move without making a sound.
  • Open locks* 35% – Skill at opening locks with the proper tools.
  • Scroll Use 10% – May use magic scrolls at 10th level.
Traits
  • Ambidexterity – reduces two weapon fighting penalty by 2.
  • Lucky – A successful Wisdom/Intuition check allows the character to have a stroke of luck.

Disadvantages

  • Bad Tempered – Character must make a Wisdom/Willpower check when insulted. If check fails, the chracter will insult the person back.
  • Powerful Enemy – Agents of the powerful enemy will always be after the character.

Rogue Skills

 
Skill    

Base

Racial Mods

Ability Scores

Discretionary Points

Armor

Final

Climb walls

60

+0

+0

+15

+0

75%

Detect noise

15

+5

+0

+0

+0

20%

Find/remove traps

5

+0

+5

+30

+0

40%

Hide in shadows

5

+10

+0

+0

+0

15%

Move silently

10

+5

+0

+0

+0

15%

Open locks

10

-5

+15

+15

+0

35%

Inventory

Items Carried

  • Backpack
  • Dry rations (1 week)
  • Flint and steel
  • Rope, silk (50 ft)
  • Thieves’ picks
  • Torch x3
  • Wineskin
  • Belt pouch, large
  • Mirror, small metal
  • Oil, Greek fire (flask) x2
  • Composite Long Bow, Strength
  • Dagger
  • Quiver
  • Composite Long Bow, Strength, Sheaf Arrow x24
  • Items Readied
  • Sword, long x2

Items Worn

  • Belt
  • Boots, soft
  • Breeches
  • Composite armor, chain hauberk
  • Good cloth cloak

Spending Money

  • * Copper Pieces x7
  • * Gold Pieces x9
  • * Silver Pieces x6

Movement and Encumbrance

Encumbrance:

Unencumbered

Light

Moderate

Heavy

Severe

Weight (lbs):

0-55

56-85

86-115

116-145

146-170

Movement:

13

9

6

3

1

THAC0:    

-1

-2

-4

AC:      

+1

+3

Currently carrying 78.10 pounds (Light Encumbrance, 9 Movement)

Kit – Thug
  • Benefits: Due to their rough-and-tumble lifestyle and penchant for street brawls, thugs gain a +1 bonus to all damage rolls.
  • Hindrances: Thugs are often wanted by the local law enforcers. In a relatively confined area such as a city, a thug can never relax. Around the next corner might be a member of the constabulary-or the thug’s next victim
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