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Hytogg's page

228 posts. Alias of scranford.


Full Name

Hytogg

Race

Dwarf | HP 7 (d6) | AC 8

Classes/Levels

Thief 1(Rogue) | XP 0/1250

Gender

Male

Size

Medium

Alignment

Chaotic Neutral

Location

Hold of the Sea Princes

Languages

Common, Dwarven, Orcish, Goblin, Gnome, Kobold, Thieves Cant, Suiloise, Giant

Occupation

Able Seaman (And specialist in shadowed aquisition)

Strength 12
Dexterity 14
Constitution 15
Intelligence 12
Wisdom 14
Charisma 7

About Hytogg

Character Sheet

Male Dwarven Thief / 1

STR - 12 (Hit 0, Dam 0, Weight +100, Open Doors 1-2, BB/LG 4%)
INT - 14 Additional Languages 4
WIS - 14
DEX - 12 Reaction +0, Defensive +0
CON - 15 HP +1, SS 91%, Resurection 94%
CHA - 7 Max Henchmen 3, Loyalty -15%, Reactions -05%

AC 8
HP 7
Dagger To Hit +0, (-3NP) (1-4, 1-3) Speed Factor (2)
Sling To Hit +0, (-3NP) (2-5, 2-7) Fire Rate (1), Range S/5 M/10 L/20)

Racial Abilities

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NON MAGICAL Because of their very nature, dwarves are non-magical and do not ever use magical spells. However, this nature gives them a bonus with regard to their saving throws (see COMBAT, Saving Throws) against attacks by magic wands, staves, rods and spells. This bonus is + 1 for every 3% points of constitution ability. Thus, if o dwarf had a constitution of 7 he or she would gain a +2 on dice rolls made as saving throws, at 14 constitution the bonus would be +4, and at 18 constitution the bonus would be the maximum normally possible, +5.

STRONG CONSTITUTION Similarly, dwarves have exceptional constitutional strength with regard to toxic substances, ingested or injected Therefore, a11 dwarven characters make saving throws against poison in the same manner and with the same bonuses as they do against magical attacks from wands, staves, rods, and spells.

ADDITIONAL LANGUAGES All dwarves are able to speak the following languages (q...): dwarven, gnome, goblin, kobold, and orcish; in addition, dwarven characters are able to speak the "common tongue" of all humankind. However, except for their alignment language (see ALIGNMENT), they are unable to learn more than two additional languages regardless of their intelligence ability.

INFRAVISION Dwarves are able to see radiation in the infra-red spectrum, so they can see up to 60' in the dark noting varying degrees of heat radiation. This ability is known as "infravision

MINERS
Dwarves are miners of great skill. They are able to detect the following facts when within 10' or less of the particular phenomenon (except determination of depth which can be done at any distance) Note that the dwarven character must be actively seeking to determine the phenomenon in question in order to be able to determine the answer; the information does not simply spring to mind unbidden
* Detect Grade d4 (1-3)
* Detect New Construction d4 (1-3)
* Detect Sliding / Shifting Walls d6 (1-4)
* Stonework Traps d6 (1-3)
* Approximate Depth d6 (1-3)

COMBAT
In melee combat dwarves add 1 to their dice rolls to hit opponents who are half-orcs, goblins, hobgoblins, or orcs. When being
attacked by ogres, trolls, ogre magi, giants, and/or titans, dwarves subtract 4 from their opponents' "to hit" dice rolls because of the dwarves' small size and combat ability against these much bigger creatures.

Class Abilities

Spoiler:

Thief: The profession of thief is not dishonorable, albeit is neither honorable nor highly respected in some quarters. The major ability for a thief is dexterity, and a character must have not less than a 9 to become a thief. Thieves are principally meant to take by cunning and stealth.

ARMOR AND WEAPONS
Armor: Leather
Shield: None
Weapons: club, dagger, dart, sling, sword (Short, Broad, or long)

ALIGNMENT
All thieves are neutral or evil, although they can become neutral good (rarely), and of lawful or chaotic nature. Most thieves trend towards evil.

PRIMARY FUNCTIONS
The primary functions of a thief are: 1) picking pockets, 2) opening locks, 3) finding/removing traps, 4) moving silently, and 5) hiding in shadows. These functions are basically self-explanatory. The chance for success of any performance is based on the ability level of the thief performing it. This is modified with respect to picking pockets by the experience level of his or her victim and by the powers of the observer with respect to hiding in shadows. behind them, 2) ascending and descending vertical surfaces such as walls, and 3) backstabbing those who happen upon the thief in the performance of his or her profession.

ADDITIONAL LANGUAGES
All thieves, regardless of alignment, have their own language, the "Thieves' Cant". This language is known in addition to others which may be learned because of race and/or intelligence. At 4th level (Burglar), thieves are able to read 20% of languages, and this ability increases by 5% with each additional level of experience until an 80% probability is attained. This enables the possible reading of instructions and treasure maps without having to resort to a magic item or spell.

MASTER THIEF
At 10th Level (Master Thief), thieves are able to decipher
magical writings and utilize scrolls of all sorts, excluding those
of clerical, but not druidic, nature. However, the fact that thieves do not fully comprehend magic means that there is a 25% chance that writings will be misunderstood. Furthermore, magic spells from scrolls can be mispronounced when uttered, so that there is an increasing chance per level of the spell that it will be the reverse of its intent.

Thief Abilities

* Pick Pockets (30%)
* Open Locks (35%)
* Find/Remove Traps (35%)
* Move Silently (15%)
* Hide in Shadows (10%)
* Hear Noise (10%)
* Climb Walls (75%)
* Read Languages (00%) -5%

Inventory

* Leather Armor AC 8 - 5-GP
* Dagger & Scabbard - 2-GP
* Sling & bullets (12) - 15-SP
* Sling Bullets (20) - 10-SP
* Backpack (Leather) - 2-GP
* Belt Pouch (Large) - 1-GP
* Rope 100' - 8-SP
* 10' Pole - 4-CP
* Iron Rations (1-week) - 5-GP
* Pint Beer (4) 2-SP

Loot

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Notes

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