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PC Mad eye Logan Character name

Alignment: Law,
Class Thief AL Neutrality Neutrality, Chaos

Title Scoundrel Level 2 Experience level

Ability Scores Melee att./damage,


Saving Throws
STR 7 (-1 ) Open doors D 13 Death, poison

INT 7 Languages, Literacy W 14 Magic wands

Paralysis,
WIS 9 Saves vs magic P 13 petrification
Missile attacks,
DEX 13 (+1) AC, Initiative B 16 Breath attacks

Spells, magic rods,


CON 8 (-1) Hit points S 15 magic staves
Reactions, WIS modifier to
CHA 10 #Retainers, Loyalty ± +0 saves vs magic

Ability check: Roll under or equal on 1d20 Saving throw: Roll over or equal on 1d20 Character portrait, symbol, description

Combat Maximum hit


Encounters DEX modifier to
Hit points Max 2 (1d4) Init +1
points initiative (optional)
HP 6
CON modifier to CHA modifier to
± -1 hit points ± +0 reaction rolls

Armour Class Unarmoured AC:


Un 11
AC 11
± +1
10 + DEX modifier
DEX modifier to
Exploration
Armour Class
LD 1 -in-6 Listen at door
(1-in-6 or by class)
Attack bonus STR modifier to
Mel -1 melee att./damage
OD 1 -in-6 Open stuck door
Att + 0 (based on STR)
DEX modifier to
Mis +1 missile attacks
SD 1 -in-6 Find secret door
(1-in-6 or by class)

Abilities, Skills, Weapons FT 1 -in-6 Find room trap


(1-in-6 or by class)

Armour: Leather, No shields


weapons: any
-Skills-
Movement Base mv. rate = 120,
unless encumbered
Overland: 1/5 base
Backstab: +4 bonus to attack if opponent is hit from behind and is Ov 60 mv. rate (miles/day)
unaware, on hit deal Double damage Exploration: base
Ex 120 mv. rate (feet/turn)
combat :thieves cannot use armour or shields
scroll use: gained at 10th level En 40 Encounter: 1/3 base
mv. rate (feet/round)
Thief skills : see pg.13 in rules tome

Languages By class; extra


langs. if INT 13+
native

Literate
v1.2 — © 2019 Gavin Norman — necroticgnome.com
Equipment Weapons & Armour
Back pack: holds 400 CW Dagger: 1d4 Melee,
Grapling hook: 3 pringed hook used to anchor rope Missile (5’–10’ / 11’–20’ / 21’–30’)
Rope:50' Short bow: 1d6 Missile
Pole:10' Long, Wood (5’–50’ / 51’–100’ / 101’–150’),
Rations: Iron, 7 Days Two-handed
Thieves tools Arrows: quiver of 20
Torches: 6
Tinderbox: Using a tinder box takes one
round. There is a 2-in-6 chance of success
per round.
Waterskin: Using a tinder box takes one
round. There is a 2-in-6 chance of success
per round.

Magic Items Treasure


-Mirrored fake ey implant used to
trick and manipulate light to a
small degree

Other Notes Spells, mounts, retainers,


areas explored, clues Coins
Story: Logan recently escaped prison, where he was nick named mad-eye PP 0
for his mirrored glass eye which he gloated about using during his "
high end" Street cons. he used the glass eye to reflect light into his GP 26
victims eyes to blind them to them rob them of their
EP 0
valuables ...Convincing some other prisoners to help with promise of
escape as well, logan was able to steal the keys right off a guard and slip SP 0
away quietly into the night leaving the other prisoners behind . now he's
fled to a new city in search of new life and what better way to use his CP 0
acquired skills than to be a hired mercenary

Encumbrance (Optional rule)


Weight of treasure
TR 26 & coins

Experience points Experience points Weight of weapons,


Next for next level EQ 120 armour & gear
XP 0
Prime requisite Total weight carried
% modifier to XP + 146 (max=1,600cn)
v1.2 — © 2019 Gavin Norman — necroticgnome.com

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