Tharz Dosha
Behavior:
History:
Recent Events: He and his companions were separated while exploring the Castle of Tristenoira. Though he is sure they all survived that first night in the castle, it was only by divine providence. The second day was difficult with the ghost harassing them at every turn and possessing the party's ranger. The second night, each of the adventurers was separated from the main body of the group and Tharz barely survived. He was able to escape the castle via an underground escape tunnel, sometime after dawn. Throughout the morning, he searched for any sign of other survivors, but by early afternoon, he decided that discretion might be the better part of valor. Thus he freed the horses, stored the group's collected gear in the first out-building the group had explored and took a single horse and pack pony for himself. For himself he took only his prized tools, survival gear, and his share of the group's collective wealth. By late afternoon, he had put the Castle of Tristenoira behind him as he traveled along the shore of the Lake of Red Tears. That night he took shelter in shallow cave where he could protect the horses and kindled a fire at the cave mouth. The next day was a long one as he followed a tributary of the lake north and west through narrow canons out of Forlorn and into a new land, Barovia.
Contents
Second Edition Character Sheet
Name: Tharz Dosha
Race: Drow Elf
Gender: Male
Class: Thief
Level: 4
Hit Points 22
Armor class: 4 Armor type: Studded leather, or Ring mail armor
Alignment: Chaotic Good
Ability Scores
STR: 13
CON: 15
DEX: 17
INT: 12
WIS: 10
CHA: 8
Rogue / Thief Skills
Pick Pockets: 49
Open Locks: 33
Find & Remove Traps: 23
Move Silently: 38
Hide in Shadows: 38
Detect Noise: 38
Climb Walls: 78
Read Languages: 18
Backstab Multiplier: x3
Non-Weapon Proficiencies
Appraising
Blind-fighting
Fire-building
Gaming
Jumping
Reading Lips
Riding, Land-based
Tightrope Walking
Tumbling
Spell-like Abilities
Darkvision - [1] - Innate & at will.
Dancing Lights - [2] - (once per day)
Darkness - [3] - (once per day)
Detect Good - D&D Spell (once per day)
Detect Magic - D&D Spell (once per day)
Faerie Fire - D&D Spell (once per day)
Levitate - D&D Spell (once per day)
Armor
Thieves' Leather:
Weapon Proficiencies
Knife: (A couple dozen on his person.)
Club: A crowbar it grants a +2 circumstance bonus on Strength checks made for such purposes. If used in combat, treat a crowbar as a one-handed improvised weapon that deals bludgeoning damage equal to that of a club of its size. Alchemical Silver: A complex process involving metallurgy and alchemy can bond silver to a weapon made of steel so that it bypasses the damage reduction of creatures such as lycanthropes. On a successful attack with a silvered weapon, the wielder takes a –1 penalty on the damage roll (with the usual minimum of 1 point of damage). The alchemical silvering process can’t be applied to nonmetal items, and it doesn’t work on rare metals such as adamantine, cold iron, and mithral. Alchemical silver has 10 hit points per inch of thickness and hardness 8. (Enchanted with the Light Spell)
Short bow: (mechanical, disassembling)
Short Sword:
Gear
Standard Adventurer's Kit
This kit consists of basic items that the average adventurer needs.
Contains: Backpack, Bedroll, Belt Pouch, Flint & Steel, Hooded Lantern with three pints of Oil, Trail Rations for seven days, Sack, Waterskin, and a Whetstone
Cost: 16 gold
Weight: 27 lb.
Sun-Glasses:
Spidersilk Rope: Spidersilk rope, made only by sentient giant spiders, is sturdier and finer than any other type of rope. This rope has 6 hit points and can be burst with a DC 25 Strength check. It is incredibly supple and slightly adhesive, and thus provides a +2 circumstance bonus on Use Rope checks and on Climb checks to climb the rope. An average spidersilk rope costs 50 gp, weighs 5 lb. and is 50 feet long.
Traveling Duster: A duster is a coat, used by horsemen to protect their outer clothes from dust. It is a long coat that stretches down to about ankle length, with a slit in the back that stretches from the hip down. A traveling duster is a duster that is more heavily re-enforced than a normal duster, with leather at all the bending points, and additional rivets on the seams. For an additional ten gold, one can have their duster reinforced even further, allowing it to act as a non-magical armor enchancement, which adds 2 to armor class although it adds 5% to arcane spell failure. A duster cannot be worn over full plate armor. Any small weapon hidden under a duster gains +2 against being found.
Magic Items
Potion of Healing (1-8hp)
Potion of Spider Climb
Treasure
125 GP
77 SP
55 CP