Vicenç Santharam    (Human M Thief)
Character Information   
Name: Vicenç Santharam XP/Next lvl: 0 / 1200
Class: Thief HP:curr/max 1 / 1
Alignment: Neutral AC:reg/rear/no shield 7 / 0 / 0
Race: Human Level: 1
Age: 37 Height: 5'10'
Weight: 165 Gender: M
Encumbrance: Movement: 120'
Languages: Yellow City Trade Tongue, Parbati, Slug-man
Ability Scores   
STR: 12 ()
INT: 14 (Reads and writes native languages, + 1 added language)
WIS: 13 (+ 1 on magic-based saving throws)
DEX: 16 (Prime: + 10 to earned experience points, +2 missile fire 'to hit,' -2 AC, +1 Init)
CON: 8 (-1 per hit die)
CHR: 16 (+1 react adj, 6 retainers, 9 morale of retainers)

Saving Throws   
Death, Paralysis,
Poison:
Petrification,
Polymorph:
Rod, Staff
or Wand:
Breath: Spell:
13 14 13 16 15

Notes: + 1 on magic-based saving throws

Description and Background   
Description:
Background Former apprentice to a velvet worm breeder. Vicenç was adamant he could breed two of the Master breeder’s prized strains, take the spoils of the union, and start his own breeding pits. The female didn’t take kindly to the stud worm and promptly killed and ate him. Vicenç has been on the run ever since. The End. CharGen:

STR [4d6k3] = 12 INT [4d6k3] = 14 WIS [4d6k3] = 13 DEX [4d6k3] = 16 CON [4d6k3] = 8 CHA [4d6k3] = 16

GeoOrigin: The Mountains of the Moon [1d12] = 1 Other Human Background: Low caste (born of a rice farmer, worm breeder, waged laborer, servant) [1d20] = 10 SPECIAL ABILITIES:When striking unnoticed from behind, a thief gains a bonus of + 4 on 'to hit' rolls and inflicts twice the normal amount of damage.

Background:
  • Open Locks: 15
  • Find/Remove Traps: 10
  • Pick Pockets: 20
  • Move Silently: 20
  • Climb Sheer Surfaces: 87
  • Hide in Shadows: 10
  • Hear Noise: 1-2
Percentages represent the thief's chance for success. If the given number (or less) is rolled on d, the thief is successful. The Hear Noise category is determined using a d6. Each ability is explained hereafter: Open Locks may only be tried once per lock. The thief may not 'try again' on a difficult lock until he or she has gained another level of experience. Find or Remove Traps is a double ability. The thief has the listed chance of finding a trap (if there is one) and the same chance (if the trap is found) of removing it. Either attempt may only be tried once per trap. Pick Pockets may be risky. If the DM rolls a number greater than twice the chance of success, the thief s attempt is seen. The DM should determine the reaction of any NPC who sees the thief's failed attempt. EXAMPLE: A 1st level thief was seen picking a pocket of an NPC party member (the DM rolled a 41 on percentage dice). Rolling 2d6 to determine the reaction of the victim the result is a 4 and the DM decides that the NPC will attack the thief. Move Silently will always seem successful to the thief. However, the DM will know (based on the percentage roll) whether the thief s movement is actually heard by nearby enemies, and should have them take action if necessary.


Weapons
Weapon Att/Rnd Range Speed Damage sm/l Spec. Dbl. spec. THAC0 Projectiles
Left
Notes
Short Sword 1 1d6/ n n
Dagger (2) 1 5-10, 11-20, 21-30 1d4/ n n Range: +1, 0, -1 (short, med, long)
Mace 1 1d6/ n n
Equipment
Qty Item Location
1 Leather Armor
1 Backpack
50 feet of Rope
1 Thieves Tools
6 Torches
1 Water Skin
1 Week Standard Rations
1 Short Sword
2 Daggers
1 Mace
12 Iron Spikes
1 Small Hammer
2 Oil Flasks


Wealth   Enter negative number to subtract
PP GP EP SP CP
0 21 0 0 0
Magic Items
Qty Item Location


Gems and Jewelry
Qty Item Location
Memorized Spells



Spell Book



Notes