Name: Elba A.K.A. "Shush"
Class: Thief
Alignment: Nuetral
Level: 1
XP: 0
Attributes
Strength: 10
Dexterity: 9
Constitution: 8 (-1 Hit Point)
Intelligence: 10
Wisdom: 9
Charisma: 13 (+1 bonus on reaction rolls)
Languages: Can speak and read Common and Nuetral
Hit Points: 1
Armor Class: 7
Melee Damage (Dagger): 1d4
Melee Damage (Short Sword: 1d6
Ranged Damage (spear): 1d6
To-hit targets by armor class
Target AC 9 8 7 6 5 4 3 2 1 0 -1
Melee 10 11 12 13 14 15 16 17 18 19 20
Ranged 10 11 12 13 14 15 16 17 18 19 20
Theiving Skills
Backstab: +4 to hit / double damage if target is suprised
Open Locks (d%): 15
Find Traps (d%): 10
Remove Traps (d%): 10
Climb Walls (d%): 87
Move Silently (d%): 20
Hide in Shadows (d%): 10
Pick Pockets (d%): 20
Hear Noise (1d6) 1-2
Saving Throws
Death Ray or Poison: 13
Magic Wands: 14
Paralysis or Turn to Stone: 13
Dragon Breath: 16
Rods, Staves, or Spells: 15
1 Dagger - 3 gp
1 Short Sword - 7 gp
1 Spear - 3 gp
1 Leather Armor - 20 gp
1 Backpack - 5 gp
1 Mirror, steel - 5 gp
1 Rope, 50' - 1 gp
1 Spikes (iron, 12) and small Hammer - 3 gp
1 Thieves Tools - 25 gp
1 Tinderbox - 3 gp
6 Torches - 1 gp
1 Waterskin - 1 gp
1 week's standard rations - 5 gp
Extras:
Lucky Horseshoe (From the horse he stole and sold to become an adventurer)
Mapcase with Velum and chalk, Lute
Loose Change: 8 gp
Background: I come from a nomadic river tribe. It was a great life, travel on our boats, scavenging off the land. Our people on top of their trade and their skill were required to pick up a form of art. Something useful that could bring in money when we visited cities on the river. As for myself, I would sing and play a lute. In our group, some would dance, juggle, do rope tricks, while others would sell jewelry made from pretty river stones.
That is not to say life was perfect. We were a large group and had needs that sometimes weren't met by our scavenging. As we traveled we would take things didn't belong to us, not to be malicious, but to survive. We would use our performances to draw crowds for the pick-pockets in our group and allow others time to take things to the boats. One rarely has sympathy for those that take from them and we've had to shove off from more than one settlement during the night to avoid being captured by local garrisons. Our nickname from people in those settlements by the river was "River Rats."
In the city of Denzel, I was arrested by the garrison while performing as an accomplice to something another of my group had done. My people left me behind, not that I blame them. It wasn't the first time one of ours was left behind when the barges shoved off. The countryside was littered with separated River Rats. Unfortunately in my particular predicament, I had to do something , and quick because I scheduled to have a hand chopped off.
The walls of my cell were stout, rough and pitted, I climbed up to the ceiling using a nail I pulled from the door to clear mortar from the cracks. The roof was made of wood but there was two inches of separation between the timber and the wall. I put both hands into the slit and braced my feet against the wall swinging my legs straight and using my arms to leverage up on the wood. It was old and gave away with a loud screech. When I emerged on top of the roof, there were villagers pointing and shouting for the guards. Not wasting any time, I got myself out all the way and ran across the roof to a stable and jumped thru the thatch.
Being a Rive Rat, I'd never needed to steal a horse before and didn't even know how to ride one. Despite knowing the punishment for horse-thieving was death, I hopped on and held on for dear life as the beast charged thru the street. I was out of the town and into the woods in no time, but I kept on going. I managed to figure out how to guide the horse enough to not hit trees and found a creek. As the horse was the only barter chip I had, I held on to him and followed the creek to freedom.
Money was more important to me than a beast I couldn't control or afford to feed so I sold the horse. It must have belonged to someone important because it didn't take much haggling to get offered a lot of money for him being such a fine specimen. In the town there was a hiring hall for adventurers, I'd heard stories that some of those groups made a small fortune. If I could get my hands on some of that kind of loot, I'd be able to go back to the river and have my own boat!
There was a requirements for people to be self-sufficient. As the only job I could get was as a trap finder, a dangerous and deadly job, I had some reservations about joining.... but it carried with it the weight of a full share of loot. Maybe even more if they weren't looking. It was a good enough reward for the risk I'd be taking so I bought the gear I would need to do that job and signed up to see if I could make my lifelong dream come true.
Strength
[blockquote]Rolled 3d6 : 4, 1, 5, total 10[/blockquote]
Dexterity
[blockquote]Rolled 3d6 : 1, 2, 6, total 9[/blockquote]
Constitution
[blockquote]Rolled 3d6 : 4, 3, 1, total 8[/blockquote]
Intelligence
[blockquote]Rolled 3d6 : 1, 5, 4, total 10[/blockquote]
Wisdom
[blockquote]Rolled 3d6 : 6, 1, 2, total 9[/blockquote]
Charisma
[blockquote]Rolled 3d6 : 6, 2, 5, total 13[/blockquote]
I'll make him a Half-Elf. Not being better in one particular field of study over another, he never really excelled at anything except talking. Therefore his shiftless nature set in and you know what? We found something he doesn't suck at... so... we have a Thief. To be better at nabbing stuff, we're going to drop some Wisdom (-2) to get a decent Dex (+1)
Rogue use 1d6 for hitpoints and gets a -1 from his 8 constitution so...
[blockquote]Rolled 1d6-1 : 6 - 1, total 5[/blockquote]
Starting Cash
[blockquote]Rolled 3d6 : 4, 1, 4, total 9[/blockquote]
I have 90 Gold to spend, as a thief, equipment is essential!
1 Dagger - 3 gp
1 Short Sword - 7 gp
1 Spear - 3 gp
1 Leather Armor - 20 gp
1 Backpack - 5 gp
1 Mirror, steel - 5 gp
1 Rope, 50' - 1 gp
1 Spikes (iron, 12) and small Hammer - 3 gp
1 Thieves Tools - 25 gp
1 Tinderbox - 3 gp
6 Torches - 1 gp
1 Waterskin - 1 gp
1 week's standard rations - 5 gp
Loose Change: 8 gp
I had to redo stuff cause I was using the wrong book :P
I'm going to be a Human Thief
Per Dave's rules, I can not lower the Wisdom since it's already low so I still have Dex 9 / Wis 9.
Interesting, I was about to say "ZOMG you don't have Spear proficiency" but apparently in original D&D Spears are one-handed weapons. I'm sure the ancient greeks approve :)
Please re-roll your hit points using the correct hit die (d4). Otherwise, everything looks solid.
doh! I wish I could just subtract two :P but you'z the GM. What happens if I roll a 1 and I have the -1 from my con score?
[blockquote]Rolled 1d4 : 2, total 2[/blockquote]
Quote
What happens if I roll a 1 and I have the -1 from my con score?
You always get at least 1 hp per hit die, no matter what your con modifier is.
Rerolling HP with a 50% chance to still have 1 HP :P
[blockquote]Rolled 1d4 : 2, total 2[/blockquote]
Still 1 HP
Approved.
XP Log
3 XP - 9/7/2011 - Centepede Encounter