Swords & Wizardry: 20 Halfling Thieves
Twenty Swords & Wizardry Complete Revised Halfling Thieves incoming! Attributes rolled 3d6 in order:
SET | STR | DEX | CON | INT | WIS | CHA | GOLD |
---|---|---|---|---|---|---|---|
1 | 7 | 12 | 9 | 10 | 17 | 7 | 11 |
2 | 17 | 12 | 8 | 14 | 11 | 12 | 15 |
3 | 15 | 11 | 10 | 13 | 10 | 10 | 16 |
4 | 11 | 8 | 6 | 15 | 5 | 7 | 15 |
5 | 13 | 9 | 9 | 9 | 11 | 4 | 8 |
6 | 7 | 11 | 7 | 12 | 14 | 9 | 11 |
7 | 9 | 11 | 13 | 8 | 7 | 9 | 11 |
8 | 11 | 11 | 5 | 9 | 11 | 6 | 8 |
9 | 11 | 16 | 8 | 12 | 11 | 17 | 11 |
10 | 8 | 12 | 13 | 15 | 8 | 16 | 10 |
11 | 12 | 11 | 8 | 16 | 16 | 12 | 4 |
12 | 17 | 18 | 11 | 13 | 8 | 8 | 16 |
13 | 11 | 3 | 10 | 11 | 8 | 9 | 9 |
14 | 15 | 12 | 6 | 9 | 11 | 11 | 11 |
15 | 10 | 11 | 7 | 8 | 11 | 11 | 15 |
16 | 14 | 9 | 10 | 5 | 11 | 13 | 10 |
17 | 13 | 13 | 10 | 13 | 14 | 9 | 11 |
18 | 14 | 15 | 7 | 9 | 12 | 14 | 16 |
19 | 8 | 11 | 12 | 11 | 13 | 16 | 9 |
20 | 15 | 17 | 10 | 8 | 13 | 8 | 9 |
Character 1–10 are male, while 11–20 are female. Half are Neutral, and half are Chaotic. All use halfling thieves' equipment packs. Without further ado, here are the characters.
1. Lilidon Yulley
Class: Thief
Ancestry: Halfling
Alignment: Neutral
Languages: Common, Halfling, Alignment
Appearance: 3'3'' / 0.99 m, 95 lbs / 43 kg; red hair; tan eyes; pale gold skin tone; 3'' scar; pentagram-shaped birthmark
Traits: realistic, visual, uncaring
Hit points: 2
Armor class: 7[12]
Saving throw, Thief: 15
Saving throw modifier(s): +2 bonus against devices, including traps, magical wands or staffs, and other magical devices, +4 bonus on saving throw against any magic
Attributes
STR: 7 (open doors: 1–2; carry modifier: 0 lbs)
DEX: 12 (missile to-hit modifier: 0; AC modifier: none)
CON: 9 (hp per hit die modifier: 0; raise dead survival: 75%)
INT: 10 (max additional languages: 2)
WIS: 17 (experience bonus: +5%)
CHA: 7 (max # of special hirelings: 3; retainer morale adjustment: -1; experience bonus: none)
Class abilities
Backstab (+4 to-hit bonus and double damage when attacking from behind); thieving skills (climb walls: 87%; delicate tasks and traps: 20%; hear sounds: 3-in-6; hide in shadows: 20%; move silently: 30%; open locks: 30%).
Ancestry abilities
+1 bonus when using missile weapons.
Equipment
Armour: 1 × Leather (-2[+2] AC)
Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Hammer, war (1d4+1); 1 × Sword, bastard (1H 1d8; 2H 1d8+1); 1 × Crossbow, light (2H, ROF 1, range 60’); 1 × Bolts, light (20) (1d4+1)
Gear: 1 × Thieves’ tools; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Flask, leather; 1 × Case (map or scroll); 1 × Block and tackle; 1 × Grappling hook; 1 × Rope, hemp (50 feet); 1 × Rope, silk (50 feet); 12 × Spike, iron; 6 × Candle; 6 × Torch; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Mirror, small steel; 1 × Fishing net (25 square feet); 1 × Signal whistle; 6 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Pot, iron; 1 × Bedroll; 1 × Parchment (sheet)
Coins: 4 gp, 1 sp, 5 cp
Encumbrance: 64 lbs
2. Felchin Longshank
Class: Thief
Ancestry: Halfling
Alignment: Neutral
Languages: Common, Halfling, Alignment
Appearance: 3'7'' / 1.09 m, 115 lbs / 52 kg; mixed yellow and red hair; dark brown eyes; medium brown skin tone; all double joints
Traits: responsive, amused, tasteful
Hit points: 1
Armor class: 7[12]
Saving throw, Thief: 15
Saving throw modifier(s): +2 bonus against devices, including traps, magical wands or staffs, and other magical devices, +4 bonus on saving throw against any magic
Attributes
STR: 17 (open doors: 1–4; carry modifier: +30 lbs)
DEX: 12 (missile to-hit modifier: 0; AC modifier: none)
CON: 8 (hp per hit die modifier: -1; raise dead survival: 50%)
INT: 14 (max additional languages: 4)
WIS: 11 (experience bonus: none)
CHA: 12 (max # of special hirelings: 4; retainer morale adjustment: 0; experience bonus: none)
Class abilities
Backstab (+4 to-hit bonus and double damage when attacking from behind); thieving skills (climb walls: 87%; delicate tasks and traps: 20%; hear sounds: 3-in-6; hide in shadows: 20%; move silently: 30%; open locks: 30%).
Ancestry abilities
+1 bonus when using missile weapons.
Equipment
Armour: 1 × Leather (-2[+2] AC)
Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Mace, heavy (1d6); 1 × Sword, bastard (1H 1d8; 2H 1d8+1); 1 × Crossbow, light (2H, ROF 1, range 60’); 1 × Bolts, light (20) (1d4+1); 3 × Dart (1d3, ROF 3, range 15’)
Gear: 1 × Mule; 1 × Thieves’ tools; 1 × Backpack (30-pound capacity); 2 × Sack (15 pounds capacity); 1 × Waterskin; 1 × Lamp, bronze; 1 × Block and tackle; 1 × Crowbar; 1 × Grappling hook; 1 × Ladder (10 foot); 1 × Pole (10 foot); 1 × Rope, hemp (50 feet); 6 × Candle; 1 × Lantern, hooded; 1 × Lantern, bullseye; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Manacles; 1 × Fishing net (25 square feet); 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Pot, iron; 1 × Bedroll; 1 × Tent
Coins: 4 gp, 5 sp, 4 cp
Encumbrance: 67 lbs
3. Berd Oans
Class: Thief
Ancestry: Halfling
Alignment: Neutral
Languages: Common, Halfling, Alignment
Appearance: 3'5'' / 1.04 m, 115 lbs / 52 kg; red hair; silver eyes; dark tan skin tone
Traits: academic, optimistic, proud
Hit points: 2
Armor class: 7[12]
Saving throw, Thief: 15
Saving throw modifier(s): +2 bonus against devices, including traps, magical wands or staffs, and other magical devices, +4 bonus on saving throw against any magic
Attributes
STR: 15 (open doors: 1–2; carry modifier: +10 lbs)
DEX: 11 (missile to-hit modifier: 0; AC modifier: none)
CON: 10 (hp per hit die modifier: 0; raise dead survival: 75%)
INT: 13 (max additional languages: 3)
WIS: 10 (experience bonus: none)
CHA: 10 (max # of special hirelings: 4; retainer morale adjustment: 0; experience bonus: none)
Class abilities
Backstab (+4 to-hit bonus and double damage when attacking from behind); thieving skills (climb walls: 87%; delicate tasks and traps: 20%; hear sounds: 3-in-6; hide in shadows: 20%; move silently: 30%; open locks: 30%).
Ancestry abilities
+1 bonus when using missile weapons.
Equipment
Armour: 1 × Leather (-2[+2] AC)
Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Sword, long (1d8); 1 × Crossbow, heavy (2H, ROF ½, range 80’); 1 × Bolts, heavy (20) (1d6+1); 9 × Dart (1d3, ROF 3, range 15’)
Gear: 1 × Mule; 1 × Thieves’ tools; 1 × Backpack (30-pound capacity); 4 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Flask, leather; 2 × Case (map or scroll); 1 × Block and tackle; 1 × Grappling hook; 1 × Hammer; 4 × Rope, hemp (50 feet); 2 × Rope, silk (50 feet); 1 × Shovel; 12 × Spike, iron; 6 × Candle; 6 × Torch; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Mirror, small steel; 2 × Fishing net (25 square feet); 1 × Signal whistle; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Pot, iron; 1 × Bedroll; 2 × Parchment (sheet)
Coins: 5 gp, 2 sp, 5 cp
Encumbrance: 73 lbs
4. Jerun Barrels
Class: Thief
Ancestry: Halfling
Alignment: Neutral
Languages: Common, Halfling, Alignment
Appearance: 3'6'' / 1.07 m, 110 lbs / 50 kg; brown hair; aqua eyes; grey-green skin tone; 2'' scar
Traits: vivacious, childish, cutthroat
Hit points: 2
Armor class: 8[11]
Saving throw, Thief: 15
Saving throw modifier(s): +2 bonus against devices, including traps, magical wands or staffs, and other magical devices, +4 bonus on saving throw against any magic
Attributes
STR: 11 (open doors: 1–2; carry modifier: +5 lbs)
DEX: 8 (missile to-hit modifier: -1; AC modifier: worse by 1 point)
CON: 6 (hp per hit die modifier: -1; raise dead survival: 50%)
INT: 15 (max additional languages: 4)
WIS: 5 (experience bonus: none)
CHA: 7 (max # of special hirelings: 3; retainer morale adjustment: -1; experience bonus: none)
Class abilities
Backstab (+4 to-hit bonus and double damage when attacking from behind); thieving skills (climb walls: 87%; delicate tasks and traps: 20%; hear sounds: 3-in-6; hide in shadows: 20%; move silently: 30%; open locks: 30%).
Ancestry abilities
+1 bonus when using missile weapons.
Equipment
Armour: 1 × Leather (-2[+2] AC)
Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Mace, heavy (1d6); 1 × Sword, bastard (1H 1d8; 2H 1d8+1); 1 × Crossbow, light (2H, ROF 1, range 60’); 1 × Bolts, light (20) (1d4+1); 3 × Dart (1d3, ROF 3, range 15’)
Gear: 1 × Mule; 1 × Thieves’ tools; 1 × Backpack (30-pound capacity); 2 × Sack (15 pounds capacity); 1 × Waterskin; 1 × Lamp, bronze; 1 × Block and tackle; 1 × Crowbar; 1 × Grappling hook; 1 × Ladder (10 foot); 1 × Pole (10 foot); 1 × Rope, hemp (50 feet); 6 × Candle; 1 × Lantern, hooded; 1 × Lantern, bullseye; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Manacles; 1 × Fishing net (25 square feet); 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Pot, iron; 1 × Bedroll; 1 × Tent
Coins: 4 gp, 5 sp, 4 cp
Encumbrance: 67 lbs
5. Giles Amblin
Class: Thief
Ancestry: Halfling
Alignment: Neutral
Languages: Common, Halfling, Alignment
Appearance: 3'5'' / 1.04 m, 115 lbs / 52 kg; grey / orange hair; brown eyes; pale silver skin tone; 4'' scar; circle-shaped birthmark
Traits: funloving, threatening, distraught
Hit points: 2
Armor class: 7[12]
Saving throw, Thief: 15
Saving throw modifier(s): +2 bonus against devices, including traps, magical wands or staffs, and other magical devices, +4 bonus on saving throw against any magic
Attributes
STR: 13 (open doors: 1–2; carry modifier: +10 lbs)
DEX: 9 (missile to-hit modifier: 0; AC modifier: none)
CON: 9 (hp per hit die modifier: 0; raise dead survival: 75%)
INT: 9 (max additional languages: 1)
WIS: 11 (experience bonus: none)
CHA: 4 (max # of special hirelings: 1; retainer morale adjustment: -4; experience bonus: none)
Class abilities
Backstab (+4 to-hit bonus and double damage when attacking from behind); thieving skills (climb walls: 87%; delicate tasks and traps: 20%; hear sounds: 3-in-6; hide in shadows: 20%; move silently: 30%; open locks: 30%).
Ancestry abilities
+1 bonus when using missile weapons.
Equipment
Armour: 1 × Leather (-2[+2] AC)
Weapons: 3 × Dagger (1d4; missile ROF 1, range 10’); 1 × Sword, long (1d8); 1 × Staff (2H 1d6); 1 × Sling (2H, ROF 1, range 40’); 1 × Stones, sling (20) (1d4)
Gear: 1 × Thieves’ tools; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Flask, leather; 1 × Case (map or scroll); 3 × Chalk, 1 piece; 1 × Crowbar; 1 × Grappling hook; 1 × Hammer; 3 × Rope, hemp (50 feet); 12 × Spike, iron; 6 × Candle; 6 × Torch; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Manacles; 2 × Fishing net (25 square feet); 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Pot, iron; 1 × Bedroll
Coins: 4 gp, 3 sp, 10 cp
Encumbrance: 69 lbs
6. Oen Yimrick
Class: Thief
Ancestry: Halfling
Alignment: Chaotic
Languages: Common, Halfling, Alignment
Appearance: 3'5'' / 1.04 m, 110 lbs / 50 kg; roan hair; amber eyes; light brown skin tone; z-shaped birthmark
Traits: foolish, corrupt
Hit points: 1
Armor class: 7[12]
Saving throw, Thief: 15
Saving throw modifier(s): +2 bonus against devices, including traps, magical wands or staffs, and other magical devices, +4 bonus on saving throw against any magic
Attributes
STR: 7 (open doors: 1–2; carry modifier: 0 lbs)
DEX: 11 (missile to-hit modifier: 0; AC modifier: none)
CON: 7 (hp per hit die modifier: -1; raise dead survival: 50%)
INT: 12 (max additional languages: 3)
WIS: 14 (experience bonus: +5%)
CHA: 9 (max # of special hirelings: 4; retainer morale adjustment: 0; experience bonus: none)
Class abilities
Backstab (+4 to-hit bonus and double damage when attacking from behind); thieving skills (climb walls: 87%; delicate tasks and traps: 20%; hear sounds: 3-in-6; hide in shadows: 20%; move silently: 30%; open locks: 30%).
Ancestry abilities
+1 bonus when using missile weapons.
Equipment
Armour: 1 × Leather (-2[+2] AC)
Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Hammer, war (1d4+1); 1 × Sword, bastard (1H 1d8; 2H 1d8+1); 1 × Crossbow, light (2H, ROF 1, range 60’); 1 × Bolts, light (20) (1d4+1)
Gear: 1 × Thieves’ tools; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Flask, leather; 1 × Case (map or scroll); 1 × Block and tackle; 1 × Grappling hook; 1 × Rope, hemp (50 feet); 1 × Rope, silk (50 feet); 12 × Spike, iron; 6 × Candle; 6 × Torch; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Mirror, small steel; 1 × Fishing net (25 square feet); 1 × Signal whistle; 6 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Pot, iron; 1 × Bedroll; 1 × Parchment (sheet)
Coins: 4 gp, 1 sp, 5 cp
Encumbrance: 64 lbs
7. Pipki Zachs
Class: Thief
Ancestry: Halfling
Alignment: Chaotic
Languages: Common, Halfling, Alignment
Appearance: 3'6'' / 1.07 m, 110 lbs / 50 kg; orange hair; yellow eyes; pale grey skin tone
Traits: bashful, studious, brutish
Hit points: 4
Armor class: 7[12]
Saving throw, Thief: 15
Saving throw modifier(s): +2 bonus against devices, including traps, magical wands or staffs, and other magical devices, +4 bonus on saving throw against any magic
Attributes
STR: 9 (open doors: 1–2; carry modifier: +5 lbs)
DEX: 11 (missile to-hit modifier: 0; AC modifier: none)
CON: 13 (hp per hit die modifier: +1; raise dead survival: 100%)
INT: 8 (max additional languages: 1)
WIS: 7 (experience bonus: none)
CHA: 9 (max # of special hirelings: 4; retainer morale adjustment: 0; experience bonus: none)
Class abilities
Backstab (+4 to-hit bonus and double damage when attacking from behind); thieving skills (climb walls: 87%; delicate tasks and traps: 20%; hear sounds: 3-in-6; hide in shadows: 20%; move silently: 30%; open locks: 30%).
Ancestry abilities
+1 bonus when using missile weapons.
Equipment
Armour: 1 × Leather (-2[+2] AC)
Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Hammer, war (1d4+1); 1 × Sword, bastard (1H 1d8; 2H 1d8+1); 1 × Crossbow, light (2H, ROF 1, range 60’); 1 × Bolts, light (20) (1d4+1)
Gear: 1 × Thieves’ tools; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Flask, leather; 1 × Case (map or scroll); 1 × Block and tackle; 1 × Grappling hook; 1 × Rope, hemp (50 feet); 1 × Rope, silk (50 feet); 12 × Spike, iron; 6 × Candle; 6 × Torch; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Mirror, small steel; 1 × Fishing net (25 square feet); 1 × Signal whistle; 6 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Pot, iron; 1 × Bedroll; 1 × Parchment (sheet)
Coins: 4 gp, 1 sp, 5 cp
Encumbrance: 64 lbs
8. Tarlan Daggs
Class: Thief
Ancestry: Halfling
Alignment: Chaotic
Languages: Common, Halfling, Alignment
Appearance: 3'6'' / 1.07 m, 105 lbs / 48 kg; bald; light brown eyes; grey-green skin tone
Traits: vague, belligerent, abrasive
Hit points: 1
Armor class: 7[12]
Saving throw, Thief: 15
Saving throw modifier(s): +2 bonus against devices, including traps, magical wands or staffs, and other magical devices, +4 bonus on saving throw against any magic
Attributes
STR: 11 (open doors: 1–2; carry modifier: +5 lbs)
DEX: 11 (missile to-hit modifier: 0; AC modifier: none)
CON: 5 (hp per hit die modifier: -1; raise dead survival: 50%)
INT: 9 (max additional languages: 1)
WIS: 11 (experience bonus: none)
CHA: 6 (max # of special hirelings: 2; retainer morale adjustment: -2; experience bonus: none)
Class abilities
Backstab (+4 to-hit bonus and double damage when attacking from behind); thieving skills (climb walls: 87%; delicate tasks and traps: 20%; hear sounds: 3-in-6; hide in shadows: 20%; move silently: 30%; open locks: 30%).
Ancestry abilities
+1 bonus when using missile weapons.
Equipment
Armour: 1 × Leather (-2[+2] AC)
Weapons: 3 × Dagger (1d4; missile ROF 1, range 10’); 1 × Sword, long (1d8); 1 × Staff (2H 1d6); 1 × Sling (2H, ROF 1, range 40’); 1 × Stones, sling (20) (1d4)
Gear: 1 × Thieves’ tools; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Flask, leather; 1 × Case (map or scroll); 3 × Chalk, 1 piece; 1 × Crowbar; 1 × Grappling hook; 1 × Hammer; 3 × Rope, hemp (50 feet); 12 × Spike, iron; 6 × Candle; 6 × Torch; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Manacles; 2 × Fishing net (25 square feet); 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Pot, iron; 1 × Bedroll
Coins: 4 gp, 3 sp, 10 cp
Encumbrance: 69 lbs
9. Balbo Hilltopple
Class: Thief
Ancestry: Halfling
Alignment: Chaotic
Languages: Common, Halfling, Alignment
Appearance: 3'6'' / 1.07 m, 105 lbs / 48 kg; light brown hair; brown eyes; caucasian skin tone; hermaphrodite
Traits: adaptable, babyish, gentle
Hit points: 3
Armor class: 6[13]
Saving throw, Thief: 15
Saving throw modifier(s): +2 bonus against devices, including traps, magical wands or staffs, and other magical devices, +4 bonus on saving throw against any magic
Attributes
STR: 11 (open doors: 1–2; carry modifier: +5 lbs)
DEX: 16 (missile to-hit modifier: +1; AC modifier: better by 1 point)
CON: 8 (hp per hit die modifier: -1; raise dead survival: 50%)
INT: 12 (max additional languages: 3)
WIS: 11 (experience bonus: none)
CHA: 17 (max # of special hirelings: 6; retainer morale adjustment: +2; experience bonus: +5%)
Class abilities
Backstab (+4 to-hit bonus and double damage when attacking from behind); thieving skills (climb walls: 87%; delicate tasks and traps: 20%; hear sounds: 3-in-6; hide in shadows: 20%; move silently: 30%; open locks: 30%).
Ancestry abilities
+1 bonus when using missile weapons.
Equipment
Armour: 1 × Leather (-2[+2] AC)
Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Hammer, war (1d4+1); 1 × Sword, bastard (1H 1d8; 2H 1d8+1); 1 × Crossbow, light (2H, ROF 1, range 60’); 1 × Bolts, light (20) (1d4+1)
Gear: 1 × Thieves’ tools; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Flask, leather; 1 × Case (map or scroll); 1 × Block and tackle; 1 × Grappling hook; 1 × Rope, hemp (50 feet); 1 × Rope, silk (50 feet); 12 × Spike, iron; 6 × Candle; 6 × Torch; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Mirror, small steel; 1 × Fishing net (25 square feet); 1 × Signal whistle; 6 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Pot, iron; 1 × Bedroll; 1 × Parchment (sheet)
Coins: 4 gp, 1 sp, 5 cp
Encumbrance: 64 lbs
10. Robin Burrow
Class: Thief
Ancestry: Halfling
Alignment: Chaotic
Languages: Common, Halfling, Alignment
Appearance: 3'5'' / 1.04 m, 105 lbs / 48 kg; roan hair; gold eyes; yellow white skin tone; snake-shaped birthmark
Traits: organized, callous
Hit points: 3
Armor class: 7[12]
Saving throw, Thief: 15
Saving throw modifier(s): +2 bonus against devices, including traps, magical wands or staffs, and other magical devices, +4 bonus on saving throw against any magic
Attributes
STR: 8 (open doors: 1–2; carry modifier: 0 lbs)
DEX: 12 (missile to-hit modifier: 0; AC modifier: none)
CON: 13 (hp per hit die modifier: +1; raise dead survival: 100%)
INT: 15 (max additional languages: 4)
WIS: 8 (experience bonus: none)
CHA: 16 (max # of special hirelings: 6; retainer morale adjustment: +2; experience bonus: +5%)
Class abilities
Backstab (+4 to-hit bonus and double damage when attacking from behind); thieving skills (climb walls: 87%; delicate tasks and traps: 20%; hear sounds: 3-in-6; hide in shadows: 20%; move silently: 30%; open locks: 30%).
Ancestry abilities
+1 bonus when using missile weapons.
Equipment
Armour: 1 × Leather (-2[+2] AC)
Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Mace, heavy (1d6); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Crossbow, light (2H, ROF 1, range 60’); 1 × Bolts, light (20) (1d4+1)
Gear: 1 × Thieves’ tools; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Lamp, bronze; 1 × Case (map or scroll); 1 × Bell; 1 × Chalk, 1 piece; 1 × Grappling hook; 1 × Hammer; 3 × Rope, hemp (50 feet); 1 × Shovel; 12 × Spike, iron; 6 × Candle; 1 × Lantern, hooded; 1 × Lantern, bullseye; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Manacles; 1 × Signal whistle; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Pot, iron; 1 × Bedroll
Coins: 4 gp, 3 sp, 9 cp
Encumbrance: 65 lbs
11. Denoffo Fallfoot
Class: Thief
Ancestry: Halfling
Alignment: Neutral
Languages: Common, Halfling, Alignment
Appearance: 3'5'' / 1.04 m, 110 lbs / 50 kg; light brown hair; grey eyes; pale green skin tone; 2'' scar
Traits: disorganized, thrifty, glum
Hit points: 3
Armor class: 7[12]
Saving throw, Thief: 15
Saving throw modifier(s): +2 bonus against devices, including traps, magical wands or staffs, and other magical devices, +4 bonus on saving throw against any magic
Attributes
STR: 12 (open doors: 1–2; carry modifier: +5 lbs)
DEX: 11 (missile to-hit modifier: 0; AC modifier: none)
CON: 8 (hp per hit die modifier: -1; raise dead survival: 50%)
INT: 16 (max additional languages: 5)
WIS: 16 (experience bonus: +5%)
CHA: 12 (max # of special hirelings: 4; retainer morale adjustment: 0; experience bonus: none)
Class abilities
Backstab (+4 to-hit bonus and double damage when attacking from behind); thieving skills (climb walls: 87%; delicate tasks and traps: 20%; hear sounds: 3-in-6; hide in shadows: 20%; move silently: 30%; open locks: 30%).
Ancestry abilities
+1 bonus when using missile weapons.
Equipment
Armour: 1 × Leather (-2[+2] AC)
Weapons: 1 × Club (1d4); 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 9 × Dart (1d3, ROF 3, range 15’)
Gear: 1 × Thieves’ tools; 1 × Backpack (30-pound capacity); 2 × Sack (15 pounds capacity); 1 × Waterskin; 1 × Grappling hook; 1 × Rope, hemp (50 feet); 1 × Shovel; 6 × Candle; 6 × Torch; 2 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Fishing net (25 square feet); 1 × Signal whistle; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Pot, iron; 1 × Bedroll
Coins: 4 gp, 1 sp, 8 cp
Encumbrance: 67 lbs
12. Umnap Ingles
Class: Thief
Ancestry: Halfling
Alignment: Neutral
Languages: Common, Halfling, Alignment
Appearance: 3'8'' / 1.12 m, 120 lbs / 54 kg; grey / dark blonde hair; amber eyes; pale grey skin tone; six fingered
Traits: hotheaded, unscrupulous, kinky
Hit points: 2
Armor class: 6[13]
Saving throw, Thief: 15
Saving throw modifier(s): +2 bonus against devices, including traps, magical wands or staffs, and other magical devices, +4 bonus on saving throw against any magic
Attributes
STR: 17 (open doors: 1–4; carry modifier: +30 lbs)
DEX: 18 (missile to-hit modifier: +1; AC modifier: better by 1 point)
CON: 11 (hp per hit die modifier: 0; raise dead survival: 75%)
INT: 13 (max additional languages: 3)
WIS: 8 (experience bonus: none)
CHA: 8 (max # of special hirelings: 3; retainer morale adjustment: -1; experience bonus: none)
Class abilities
Backstab (+4 to-hit bonus and double damage when attacking from behind); thieving skills (climb walls: 87%; delicate tasks and traps: 20%; hear sounds: 3-in-6; hide in shadows: 20%; move silently: 30%; open locks: 30%).
Ancestry abilities
+1 bonus when using missile weapons.
Equipment
Armour: 1 × Leather (-2[+2] AC)
Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Sword, long (1d8); 1 × Crossbow, heavy (2H, ROF ½, range 80’); 1 × Bolts, heavy (20) (1d6+1); 9 × Dart (1d3, ROF 3, range 15’)
Gear: 1 × Mule; 1 × Thieves’ tools; 1 × Backpack (30-pound capacity); 4 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Flask, leather; 2 × Case (map or scroll); 1 × Block and tackle; 1 × Grappling hook; 1 × Hammer; 4 × Rope, hemp (50 feet); 2 × Rope, silk (50 feet); 1 × Shovel; 12 × Spike, iron; 6 × Candle; 6 × Torch; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Mirror, small steel; 2 × Fishing net (25 square feet); 1 × Signal whistle; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Pot, iron; 1 × Bedroll; 2 × Parchment (sheet)
Coins: 5 gp, 2 sp, 5 cp
Encumbrance: 73 lbs
13. Wanda Dunbarrel
Class: Thief
Ancestry: Halfling
Alignment: Neutral
Languages: Common, Halfling, Alignment
Appearance: 3'5'' / 1.04 m, 110 lbs / 50 kg; blonde hair; light green eyes; gem sparkled medium tan skin tone; bird-shaped birthmark
Traits: indifferent, incompetent
Hit points: 3
Armor class: 8[11]
Saving throw, Thief: 15
Saving throw modifier(s): +2 bonus against devices, including traps, magical wands or staffs, and other magical devices, +4 bonus on saving throw against any magic
Attributes
STR: 11 (open doors: 1–2; carry modifier: +5 lbs)
DEX: 3 (missile to-hit modifier: -1; AC modifier: worse by 1 point)
CON: 10 (hp per hit die modifier: 0; raise dead survival: 75%)
INT: 11 (max additional languages: 2)
WIS: 8 (experience bonus: none)
CHA: 9 (max # of special hirelings: 4; retainer morale adjustment: 0; experience bonus: none)
Class abilities
Backstab (+4 to-hit bonus and double damage when attacking from behind); thieving skills (climb walls: 87%; delicate tasks and traps: 20%; hear sounds: 3-in-6; hide in shadows: 20%; move silently: 30%; open locks: 30%).
Ancestry abilities
+1 bonus when using missile weapons.
Equipment
Armour: 1 × Leather (-2[+2] AC)
Weapons: 1 × Club (1d4); 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Sword, bastard (1H 1d8; 2H 1d8+1); 1 × Sling (2H, ROF 1, range 40’); 1 × Stones, sling (20) (1d4); 9 × Dart (1d3, ROF 3, range 15’)
Gear: 1 × Thieves’ tools; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Case (map or scroll); 1 × Bell; 3 × Chalk, 1 piece; 1 × Crowbar; 1 × Grappling hook; 2 × Rope, hemp (50 feet); 1 × Rope, silk (50 feet); 6 × Candle; 6 × Torch; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Lock (minimum price); 1 × Signal whistle; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Pot, iron; 1 × Bedroll
Coins: 5 gp, 2 sp, 3 cp
Encumbrance: 73 lbs
14. Ganny Highhill
Class: Thief
Ancestry: Halfling
Alignment: Neutral
Languages: Common, Halfling, Alignment
Appearance: 3'5'' / 1.04 m, 115 lbs / 52 kg; dark blonde hair; tan eyes; pale gold skin tone; pentagram-shaped birthmark
Traits: charming, enigmatic
Hit points: 1
Armor class: 7[12]
Saving throw, Thief: 15
Saving throw modifier(s): +2 bonus against devices, including traps, magical wands or staffs, and other magical devices, +4 bonus on saving throw against any magic
Attributes
STR: 15 (open doors: 1–2; carry modifier: +10 lbs)
DEX: 12 (missile to-hit modifier: 0; AC modifier: none)
CON: 6 (hp per hit die modifier: -1; raise dead survival: 50%)
INT: 9 (max additional languages: 1)
WIS: 11 (experience bonus: none)
CHA: 11 (max # of special hirelings: 4; retainer morale adjustment: 0; experience bonus: none)
Class abilities
Backstab (+4 to-hit bonus and double damage when attacking from behind); thieving skills (climb walls: 87%; delicate tasks and traps: 20%; hear sounds: 3-in-6; hide in shadows: 20%; move silently: 30%; open locks: 30%).
Ancestry abilities
+1 bonus when using missile weapons.
Equipment
Armour: 1 × Leather (-2[+2] AC)
Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Hammer, war (1d4+1); 1 × Sword, bastard (1H 1d8; 2H 1d8+1); 1 × Crossbow, light (2H, ROF 1, range 60’); 1 × Bolts, light (20) (1d4+1)
Gear: 1 × Thieves’ tools; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Flask, leather; 1 × Case (map or scroll); 1 × Block and tackle; 1 × Grappling hook; 1 × Rope, hemp (50 feet); 1 × Rope, silk (50 feet); 12 × Spike, iron; 6 × Candle; 6 × Torch; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Mirror, small steel; 1 × Fishing net (25 square feet); 1 × Signal whistle; 6 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Pot, iron; 1 × Bedroll; 1 × Parchment (sheet)
Coins: 4 gp, 1 sp, 5 cp
Encumbrance: 64 lbs
15. Itta Elwed
Class: Thief
Ancestry: Halfling
Alignment: Neutral
Languages: Common, Halfling, Alignment
Appearance: 3'6'' / 1.07 m, 110 lbs / 50 kg; yellow hair; hazel eyes; pale grey skin tone; fang mouthed
Traits: passionate, wise, scheming
Hit points: 3
Armor class: 7[12]
Saving throw, Thief: 15
Saving throw modifier(s): +2 bonus against devices, including traps, magical wands or staffs, and other magical devices, +4 bonus on saving throw against any magic
Attributes
STR: 10 (open doors: 1–2; carry modifier: +5 lbs)
DEX: 11 (missile to-hit modifier: 0; AC modifier: none)
CON: 7 (hp per hit die modifier: -1; raise dead survival: 50%)
INT: 8 (max additional languages: 1)
WIS: 11 (experience bonus: none)
CHA: 11 (max # of special hirelings: 4; retainer morale adjustment: 0; experience bonus: none)
Class abilities
Backstab (+4 to-hit bonus and double damage when attacking from behind); thieving skills (climb walls: 87%; delicate tasks and traps: 20%; hear sounds: 3-in-6; hide in shadows: 20%; move silently: 30%; open locks: 30%).
Ancestry abilities
+1 bonus when using missile weapons.
Equipment
Armour: 1 × Leather (-2[+2] AC)
Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Mace, heavy (1d6); 1 × Sword, bastard (1H 1d8; 2H 1d8+1); 1 × Crossbow, light (2H, ROF 1, range 60’); 1 × Bolts, light (20) (1d4+1); 3 × Dart (1d3, ROF 3, range 15’)
Gear: 1 × Mule; 1 × Thieves’ tools; 1 × Backpack (30-pound capacity); 2 × Sack (15 pounds capacity); 1 × Waterskin; 1 × Lamp, bronze; 1 × Block and tackle; 1 × Crowbar; 1 × Grappling hook; 1 × Ladder (10 foot); 1 × Pole (10 foot); 1 × Rope, hemp (50 feet); 6 × Candle; 1 × Lantern, hooded; 1 × Lantern, bullseye; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Manacles; 1 × Fishing net (25 square feet); 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Pot, iron; 1 × Bedroll; 1 × Tent
Coins: 4 gp, 5 sp, 4 cp
Encumbrance: 67 lbs
16. Taltha Elwed
Class: Thief
Ancestry: Halfling
Alignment: Chaotic
Languages: Common, Halfling, Alignment
Appearance: 3'7'' / 1.09 m, 105 lbs / 48 kg; roan hair; silver eyes; pale silver skin tone
Traits: uncommitted, tacky
Hit points: 2
Armor class: 7[12]
Saving throw, Thief: 15
Saving throw modifier(s): +2 bonus against devices, including traps, magical wands or staffs, and other magical devices, +4 bonus on saving throw against any magic
Attributes
STR: 14 (open doors: 1–2; carry modifier: +10 lbs)
DEX: 9 (missile to-hit modifier: 0; AC modifier: none)
CON: 10 (hp per hit die modifier: 0; raise dead survival: 75%)
INT: 5 (max additional languages: 0)
WIS: 11 (experience bonus: none)
CHA: 13 (max # of special hirelings: 5; retainer morale adjustment: +1; experience bonus: +5%)
Class abilities
Backstab (+4 to-hit bonus and double damage when attacking from behind); thieving skills (climb walls: 87%; delicate tasks and traps: 20%; hear sounds: 3-in-6; hide in shadows: 20%; move silently: 30%; open locks: 30%).
Ancestry abilities
+1 bonus when using missile weapons.
Equipment
Armour: 1 × Leather (-2[+2] AC)
Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Mace, heavy (1d6); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Crossbow, light (2H, ROF 1, range 60’); 1 × Bolts, light (20) (1d4+1)
Gear: 1 × Thieves’ tools; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Lamp, bronze; 1 × Case (map or scroll); 1 × Bell; 1 × Chalk, 1 piece; 1 × Grappling hook; 1 × Hammer; 3 × Rope, hemp (50 feet); 1 × Shovel; 12 × Spike, iron; 6 × Candle; 1 × Lantern, hooded; 1 × Lantern, bullseye; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Manacles; 1 × Signal whistle; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Pot, iron; 1 × Bedroll
Coins: 4 gp, 3 sp, 9 cp
Encumbrance: 65 lbs
17. Kerra Shortwick
Class: Thief
Ancestry: Halfling
Alignment: Chaotic
Languages: Common, Halfling, Alignment
Appearance: 3'8'' / 1.12 m, 115 lbs / 52 kg; light brown hair; cyan eyes; caucasian skin tone; 1'' scar
Traits: devoted, ambitious, unlucky
Hit points: 2
Armor class: 6[13]
Saving throw, Thief: 15
Saving throw modifier(s): +2 bonus against devices, including traps, magical wands or staffs, and other magical devices, +4 bonus on saving throw against any magic
Attributes
STR: 13 (open doors: 1–2; carry modifier: +10 lbs)
DEX: 13 (missile to-hit modifier: +1; AC modifier: better by 1 point)
CON: 10 (hp per hit die modifier: 0; raise dead survival: 75%)
INT: 13 (max additional languages: 3)
WIS: 14 (experience bonus: +5%)
CHA: 9 (max # of special hirelings: 4; retainer morale adjustment: 0; experience bonus: none)
Class abilities
Backstab (+4 to-hit bonus and double damage when attacking from behind); thieving skills (climb walls: 87%; delicate tasks and traps: 20%; hear sounds: 3-in-6; hide in shadows: 20%; move silently: 30%; open locks: 30%).
Ancestry abilities
+1 bonus when using missile weapons.
Equipment
Armour: 1 × Leather (-2[+2] AC)
Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Hammer, war (1d4+1); 1 × Sword, bastard (1H 1d8; 2H 1d8+1); 1 × Crossbow, light (2H, ROF 1, range 60’); 1 × Bolts, light (20) (1d4+1)
Gear: 1 × Thieves’ tools; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Flask, leather; 1 × Case (map or scroll); 1 × Block and tackle; 1 × Grappling hook; 1 × Rope, hemp (50 feet); 1 × Rope, silk (50 feet); 12 × Spike, iron; 6 × Candle; 6 × Torch; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Mirror, small steel; 1 × Fishing net (25 square feet); 1 × Signal whistle; 6 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Pot, iron; 1 × Bedroll; 1 × Parchment (sheet)
Coins: 4 gp, 1 sp, 5 cp
Encumbrance: 64 lbs
18. Goorro Farstote
Class: Thief
Ancestry: Halfling
Alignment: Chaotic
Languages: Common, Halfling, Alignment
Appearance: 3'8'' / 1.12 m, 115 lbs / 52 kg; dark brown hair; brown eyes; pale orange skin tone; tree-shaped birthmark
Traits: naive, defiant
Hit points: 2
Armor class: 6[13]
Saving throw, Thief: 15
Saving throw modifier(s): +2 bonus against devices, including traps, magical wands or staffs, and other magical devices, +4 bonus on saving throw against any magic
Attributes
STR: 14 (open doors: 1–2; carry modifier: +10 lbs)
DEX: 15 (missile to-hit modifier: +1; AC modifier: better by 1 point)
CON: 7 (hp per hit die modifier: -1; raise dead survival: 50%)
INT: 9 (max additional languages: 1)
WIS: 12 (experience bonus: none)
CHA: 14 (max # of special hirelings: 5; retainer morale adjustment: +1; experience bonus: +5%)
Class abilities
Backstab (+4 to-hit bonus and double damage when attacking from behind); thieving skills (climb walls: 87%; delicate tasks and traps: 20%; hear sounds: 3-in-6; hide in shadows: 20%; move silently: 30%; open locks: 30%).
Ancestry abilities
+1 bonus when using missile weapons.
Equipment
Armour: 1 × Leather (-2[+2] AC)
Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Sword, long (1d8); 1 × Crossbow, heavy (2H, ROF ½, range 80’); 1 × Bolts, heavy (20) (1d6+1); 9 × Dart (1d3, ROF 3, range 15’)
Gear: 1 × Mule; 1 × Thieves’ tools; 1 × Backpack (30-pound capacity); 4 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Flask, leather; 2 × Case (map or scroll); 1 × Block and tackle; 1 × Grappling hook; 1 × Hammer; 4 × Rope, hemp (50 feet); 2 × Rope, silk (50 feet); 1 × Shovel; 12 × Spike, iron; 6 × Candle; 6 × Torch; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Mirror, small steel; 2 × Fishing net (25 square feet); 1 × Signal whistle; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Pot, iron; 1 × Bedroll; 2 × Parchment (sheet)
Coins: 5 gp, 2 sp, 5 cp
Encumbrance: 73 lbs
19. Usfana Oldhearth
Class: Thief
Ancestry: Halfling
Alignment: Chaotic
Languages: Common, Halfling, Alignment
Appearance: 3'4'' / 1.02 m, 105 lbs / 48 kg; dark blonde hair; silver eyes; ochre skin tone
Traits: forceful, deceiving, sulky
Hit points: 2
Armor class: 7[12]
Saving throw, Thief: 15
Saving throw modifier(s): +2 bonus against devices, including traps, magical wands or staffs, and other magical devices, +4 bonus on saving throw against any magic
Attributes
STR: 8 (open doors: 1–2; carry modifier: 0 lbs)
DEX: 11 (missile to-hit modifier: 0; AC modifier: none)
CON: 12 (hp per hit die modifier: 0; raise dead survival: 75%)
INT: 11 (max additional languages: 2)
WIS: 13 (experience bonus: +5%)
CHA: 16 (max # of special hirelings: 6; retainer morale adjustment: +2; experience bonus: +5%)
Class abilities
Backstab (+4 to-hit bonus and double damage when attacking from behind); thieving skills (climb walls: 87%; delicate tasks and traps: 20%; hear sounds: 3-in-6; hide in shadows: 20%; move silently: 30%; open locks: 30%).
Ancestry abilities
+1 bonus when using missile weapons.
Equipment
Armour: 1 × Leather (-2[+2] AC)
Weapons: 1 × Club (1d4); 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Sword, bastard (1H 1d8; 2H 1d8+1); 1 × Sling (2H, ROF 1, range 40’); 1 × Stones, sling (20) (1d4); 9 × Dart (1d3, ROF 3, range 15’)
Gear: 1 × Thieves’ tools; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Case (map or scroll); 1 × Bell; 3 × Chalk, 1 piece; 1 × Crowbar; 1 × Grappling hook; 2 × Rope, hemp (50 feet); 1 × Rope, silk (50 feet); 6 × Candle; 6 × Torch; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Lock (minimum price); 1 × Signal whistle; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Pot, iron; 1 × Bedroll
Coins: 5 gp, 2 sp, 3 cp
Encumbrance: 73 lbs
20. Osolt Elrunner
Class: Thief
Ancestry: Halfling
Alignment: Chaotic
Languages: Common, Halfling, Alignment
Appearance: 3'6'' / 1.07 m, 115 lbs / 52 kg; golden hair; black eyes; milky white skin tone
Traits: available, shiftless, fretful
Hit points: 2
Armor class: 6[13]
Saving throw, Thief: 15
Saving throw modifier(s): +2 bonus against devices, including traps, magical wands or staffs, and other magical devices, +4 bonus on saving throw against any magic
Attributes
STR: 15 (open doors: 1–2; carry modifier: +10 lbs)
DEX: 17 (missile to-hit modifier: +1; AC modifier: better by 1 point)
CON: 10 (hp per hit die modifier: 0; raise dead survival: 75%)
INT: 8 (max additional languages: 1)
WIS: 13 (experience bonus: +5%)
CHA: 8 (max # of special hirelings: 3; retainer morale adjustment: -1; experience bonus: none)
Class abilities
Backstab (+4 to-hit bonus and double damage when attacking from behind); thieving skills (climb walls: 87%; delicate tasks and traps: 20%; hear sounds: 3-in-6; hide in shadows: 20%; move silently: 30%; open locks: 30%).
Ancestry abilities
+1 bonus when using missile weapons.
Equipment
Armour: 1 × Leather (-2[+2] AC)
Weapons: 1 × Club (1d4); 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Sword, bastard (1H 1d8; 2H 1d8+1); 1 × Sling (2H, ROF 1, range 40’); 1 × Stones, sling (20) (1d4); 9 × Dart (1d3, ROF 3, range 15’)
Gear: 1 × Thieves’ tools; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Case (map or scroll); 1 × Bell; 3 × Chalk, 1 piece; 1 × Crowbar; 1 × Grappling hook; 2 × Rope, hemp (50 feet); 1 × Rope, silk (50 feet); 6 × Candle; 6 × Torch; 6 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Lock (minimum price); 1 × Signal whistle; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Pot, iron; 1 × Bedroll
Coins: 5 gp, 2 sp, 3 cp
Encumbrance: 73 lbs
⁂
The end! I've rolled up 400 characters, covering all the ancestries and classes in the Swords & Wizardry Complete Revised rulebook. After a brief rest, I shall write a compilation post, hyper-linking all of them for ease of use.
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