About Akkramar
Character Name: Akkramar Silverhelm
Race: Dwarf
Gender: Male
Class & Level: Fighter 1 / Thief 1
Kit: Ghetto Fighter
Height: 1.31 m
Weight: 70.8 kg
HP: 11
AC: 7 (no armor)
Ability Scores & Effects
Strength 18/97
Hit Bonus: +2
Damage Bonus: +5
Carry Weight: 235 lbs
Maximum Press: 380 lbs
Open Doors: succeed on 15/20; hard doors 3/15
Bend Bars/Lift Gates: 35% chance
Warrior XP Bonus: +10%
Dexterity 17
Initiative Bonus: +2
Missile Attack Bonus: +2
AC Bonus: -3
Rogue XP Bonus: +10% (if applicable)
Thieving Skill Adjustments: applicable if rogue
Constitution 17
Hit Points Bonus: +2 (+3 per HD warrior ≤10)
System Shock Survival: 97%
Resurrection Survival: 98%
Poison Save Adjustment: 0
Constitution Saving Throws Bonus: +4
Intelligence 15
Additional Languages: 4
Wizard Spell Level: up to 7th
Chance to Learn Spells: 65%
Max Spells per Level: 11
Nonweapon Proficiency Slots: +4
Prime Requisite XP Bonus: N/A
Wisdom 15
Magical Defense Bonus: +1 mind save
Priest Bonus Spells: +1 2nd-level spell
Spell Failure: 0%
Prime Requisite XP Bonus: N/A
Charisma 12
Max Henchmen: 5
Loyalty Adjustment: 0
Reaction Adjustment: 0
Weapon Proficiencies (4)
Dagger Specialist - 2
Mace - 1
Non-Weapon Propficiencies (4+4)
Alertness (B)
Disguise (B)
Endurance (B)
Direction Sense (1)
Rope Use (1)
Blind-Fighting (1)
Survival (2)
Tumbling (1)
Tracking(2)
Special Benefits: A Ghetto Fighter gains a +1 bonus to hit and damage when using a dagger or knife. When attacking with two weapons, he does not suffer any penalty with his primary weapon, and only a -2 attack penalty with his secondary weapon (see the Players Handbook, page 96). If his secondary
weapon is a dagger or kniie, he still gains the + 1 to hit and damage.
He gains a +5% modifier to his Pick Pockets and Hide in Shadows skills.
Special Hindrance: Ghetto Fighters have bad reputations with the authorities of the town, city, or stronghold in which they live, Law enforcement agents of the same town, city, or stronghold react at -3 to a Ghetto Fighter.
He suffers a -5% penalty to his chance to FindIRemove Traps.
Thieving Skill Base Scores
Pick Pockets 15%+5% +5% +5%= 30%
Open Locks 10%+10% +10%= 30%
Find/Remove Traps 5% + 15% - 5% = 15% +30% = 45%
Move Silently 10%+5% = 15% + 15% +10% = 40%
Hide in Shadows 5%+5% +5% = 15% + 15% +5% = 35%
Detect Noise 15%
Climb Walls 60%-10% +10% = 60%
Read Languages 0%-5%=-5%
Equipment:
Soft Boots 1
Belt 0,3
Cloak 0,8
Gloves 1
Bandoleer 7?
Dry rations (7 days) 10
Backpack 2
Belt Pouch
- Large 1
- Small 0,7
Flint and Steel 0,5
Grappling Hook 0,8
Bullseye Lantern 12
Lamp Oil x5 0,3
Silk Rope 10
Sack
- Large 0,2
- Small 0,05
Signal Whistle 0,8
Thieve’s Picks 30
Whetstone x5 0,1
Dagger x12 24
Mace 5
Gold left 11,45 gp