Dark Sun: North & South Tablelands Games
Kleys
Elven Mage/Thief
Description:
Player: Adam C.
Character Name: Takleys Irral
Race: Elf; Sex: M
Height: Eyes:
Weight: Hair:
Size: Age:
Class / Level: Mage 7th / Thief 8th
Kit: “Illusionist” / “Spy” – Spellfilcher (from Complete Book of Elves)
Alignment: CG
Current Experience: 71,700/ 71,700 XP
Need for Next Level: 90,000 / 110,000 XP
Armor Class: 7 (3, assuming Armor was cast – lasts 15 of 15 hp)
Without Dexterity: 10 or 6
Rear:
Without Shield: Touch:
Hit Points
Temporary:26
Maximum: 26
Movement Rate: 16
Ability Scores
Strength: 11
To Hit/Damage: +0, Weight Allowance: 40, Max Press: 115, Open Doors: 6, Bend Bars/Lift Gates: 2
Dexterity: 17
Reaction Adj. +2, Missile Bonus +2, Defensive Adj. -3
Constitution: 13
Hit Point 0, System Shock 85%, Resurrection 90%, Poison 0, Regeneration -
Intelligence: 19
Maximum Spell Level: 9th, Learn Chance: 95%, Max Spells/lvl: all, Bonus Proficiencies: 8
Wisdom: 10
Magical Def. Adj. 0, Spell Level: 0, Chance of Failure: 15%
Charisma: 16
Max Henchmen: 8, Loyalty 4, Base: Reaction Adj. 5
Saving Throws:
- Paralysation, Poison, or Death Magic 12
- Rod, Staff, or Wand 9
- Petrification or Polymorph 11
- Breath Weapon 13
- Spells 10
Special Abilities
Racial Abilities:
- For: Longbow, Longsword: +1 to hit.
- Surprise: -4 surprise roll penalty (when it’s JUST Elves)
- 60ft Infravision.
- Fast: +4 Movement @ Dex 17
Class Abilities:
- Backstab: x3
- Spellfilchers Detect Magic 1 /day / level (8/day).
- Spellfilchers gain a +5% chance to Find/Remove Traps of a magical nature. This chance increases by +5% every four levels. They do not actually remove the traps but disarm them for 1d4 rounds, +1 round per three levels, which should be enough for them to retrieve the item they seek.
- The Spellfilcher’s first loyalty must always be to her guild. The guild demands total compliance with its rules, for it serves the elf race in its own way and demands that its members do so as well. Unfortunately, this service occasionally requires that the Spellfilcher be called away from whatever she may wish to do. If the Spellfilcher fails to heed the call, the wrath of the powerful guild descends upon her head.
Languages Known: Common, Elven
Proficiencies
Weapon:
Initial Slots: 3, Bonus slots: 2 (lv) + 1 (taught), Free Slots: 0
- Longsword
- Longbow
- Dagger
- Trikal
- Wrist Razors – taught
Non-Weapon:
Initial Slots: 12,
Bonus slots: 2 (kit), +2 (lvl), +1 (taught),
Free Slots: 1
- Appraising (1) Int +0 (19) – from kit,
- Contact (1) n/a – (taught)
- Disguise (1) Cha -1 (15),
- Etiquette (1) Cha +0 (16),
- Herbalism (2) Int -2 (17),
- Information Gathering (1) Int +2, (-3 if far from home) (21/18)
- Language – Common (1) Int +0,
- Language – Elven (1) Int +0,
- Observation (1) Int +0 (19),
- Prestidigitation (1) Dex -1 (16),
- Psionic Mimicry (1) Int -2 (17),
- Read Lips (1) Int -2 (17),
- Read/Writing (1) Int +1,
- Somatic Concealment (1) Int -2 (17),
- Spellcraft (1) Int -2 (17) – from kit,
- Teaching (1) Cha -1 (15),
- Tightrope Walking (1) Dex +0 (16) – from kit,
- Weaving (1) Int -1 (18).
Equipment
Armor Weapons Clothing Mounts & Livestock Other
Encumbrance:
(Weight in packs: Weight in pouches: Other: )
Combat
THAC0: 17
THAC0 – (1d20 + bonus) = AC hit
- Blasting Rod of Aman: Auto-hit, 2d4+2 per charge, max 2 charges per use, speed 3, charges: 41.
- Melf’s Acid Arrow: THAC0 15, 2d4 Acid dmg.
- Bone Longsword: +0 to hit, Medium, Slashing, speed 5, 1d8-1 (1d12-1) dmg; 4.5 cp.
- Longbow: +2 to hit, Large, Piercing, speed 8, 75 cp; [Bone Sheaf Arrows] RoF: 2/1, Range: 50 yards/100 yards (-2))/170 yards (-5), 1d8-1 (1d8-1); 0.09 cp for x60.
- Bone Dagger: -1 to hit, Small, Piercing, speed 2, 1d4-1 (1d3-1) dmg; 0.6 cp.
- Templar’s Baton (Trikal): +0 to hit, Large, Slashing, speed 8, 1d10 (1d10).
- Templar’s Baton (Club): -3 to hit, Medium, Bludgeoning, speed 4, 1d6 (1d3).
Solo Loot:
- Tiger’s Eye Amulet
Group Loot:
- “Sticks of long unused incense. Also some small resinous balls that appear to have the same use.”
- “A blackened wooden carved figurine, the size of a human hand of a bizarre, four-legged creature with a long face or weird nose.”
- 23 silver, 40 copper (group’s money from skeleton/priest barracks).
- tarnished silver bracelet – worth 25 sp to a collector
- and a soft tan pouch containing one extremely large tarnished coin with a square hole in the center the size of a human’s palm. Writing in a language unknown to you runs about the square hole on both sides of the coin – The coin is a form of worn hacksilver. Worth 10 standard silver..
- Broken tusk.
- steel dagger (off Densis) – the steel dagger is exceptional. +1 nonmagiacl bonus to damage.
- Densis’ Ring of Protection
- a lump of weird rock from the corner of Dote’s wagon (probably a chunk of raw star ore).
Bits:
Ceramic: 405
Silver:
Gold:
Other:
Spells:
4th: Charm Monster, Improved Invisibility, Stone Skin.
3rd: Dispel Magic, Fireball, Invisibility 10ft radius, Lightning Bolt, Phantom Steed, Spectral Force, Touch the Black, Wraithform.
2nd: Blur, ESP, Invisibility, Hypnotic Pattern, Knock, Levitate, Magic Trick (Defilers & Preservers, pg 68), Melf’s Acid Arrow
1st: Armor, Burning Hands, Charm Person, Comprehend Languages, Detect Magic, Enlarge, Identify, Know History, Light, Magic Missile, Read Magic, Shocking Grasp, Unseen Servant.
Spells per Day/Level
Detect Magic – 8/day.
1st – 4/day, 2nd – 3/day, 3rd – 2/day, 4th – 1/day.
Spell Immunities:
Illusions: 1st level
Psionics
Psionic Strength Points: 45
Total Disciplines: 2 Total Sciences: 1, Total Devotions:1
Attack Modes: -
Defense Modes: 2
Power Score Bonus: -
Psychokinesis
Concentrate Water: Con -3, cost 10, maintain -, (DK, pg 141).
Telekinesis: Wis -3, cost 3, maintain 1, (CPH, pg 41).
Telepathy
Mind Blank: Wis -7, cost 0 (CPH, pg 88)
Thought Shield: Wis -3, cost 1 (CPH, pg 92) ???
Tower of Iron Will: Wis -2, cost 6 (CPH, pg 79).
Rogue Skills:
- Bribe: 60%
- Climb Walls: 70%
- Detect Noise: 30%
- Escape Bonds: 35%
- Find/Remove Traps: 85% (+15% if Magic)
- Hide in Shadows: 80%
- Move Silently: 80%
- Read Languages: 10%
Poisons
Bio:
Bio:
“Magic?! Good sir templar, you wound me even as you do me credit. Nay, my tricks are only simple slights of hand augmented with a bit of the Way, designed to delight the senses and entertain the crowd. A thief? No, a bit of a rake with the ladies perhaps; besides, how could I pick pockets from up here, with everyone’s eyes upon me?
“Say, perhaps you could help me with this (shakes a pouch of coins). Hear how it rings of silver? A passer-by dropped it earlier; might you be able to return it to it’s rightful owner? He was about your height and build. Oh, you can? Thank you, most gracious and honest templar lord!”