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Sam Warble
Attributes Score Effects Bonus Neutral Good Halfling Male
Strength (STR) 8 0 -1 Thief (3)
Dexterity (DEX) 16 0 3 Common, Halfling, Elven, Gnomish, Goblin
Constitution (CON) 10 0 0
Intelligence (INT) 15 0 2 Age Height Weight Eyes Skin
Wisdom (WIS) 14 0 2 26 3'3" 29 lb. brown white
Charisma (CHA) 14 0 2 Hair dark

Saves From Class Effects Bonus Hit Points BAB Arm. Class Armour Shield Dodge Deflect Misc.
Fortitude Save (CON) 1 0 1 0 0 3 0 0
Reflex Save (DEX)
Will Save (WIS)
3 0 6 18 3 13 vs Touch Flat Ftd. Mvmt Check Spell Fl
1 0 3 13 10 0 0 0%

Skills Ranks Effects Bonus Melee To Hit Equipped Melee Weapons Damage
Appraise (INT) 2 0 4 BmAB 6 d20 + Short Sword 1d4 +
Balance (DEX) 2 0 5 Hit Bonus Critical Dmg Bonus
Bluff (CHA) 3 0 5
6 0 19/20 x2 0 -1
Climb (STR) 2 0 1 d20 + Dagger 1d3 +
Concentration (CON) 0 0 0 Hit Bonus Critical Dmg Bonus
6 0 19/20 x2 0 -1
Decipher Script (INT)* 0 d20 + Unarmed 1d2 +
Diplomacy (CHA) 4 0 6 Hit Bonus Critical Dmg Bonus
Disable Device (INT)* 5 2 9
6 0 x2 0 -1
Disguise (CHA) 1 0 3
Escape Artist (DEX) 1 0 4 Ranged To Hit Equipped Ranged Weapons Damage
Forgery (INT) 0 0 2 BrAB 6 d20 + Small Light Crossbow 1d6 +
Gather Info. (INT) 5 0 7 Hit Bonus Critical Dmg Bonus
Handle Animal (CHA)* 0 6 0 19/20 x2 0 0
Heal (WIS) 0 0 2 Ammunition Bolt
Hide (DEX) 4 0 11
Iaijutsu Focus (CHA) 0 0 2
Intimidate (CHA) 0 0 2
Jump (STR) 0 0 -1
Other Attacks Equipped Item Abilities
Listen (WIS) 3 0 7 Grapple Check Bonus -2 Masterwork Thieves' Tools
Move Silently (DEX) 5 2 10 +2 to Open Lock and
Effect
Open Lock (DEX)* 5 2 10 Feats Disable Device
Perform (CHA) 0 0 2 Simple Weapon Proficiency none equipped
Ride (DEX) 0 0 3 Light Armour Proficiency
Effect none
Search (INT) 4 0 6 Weapon Finesse
Sense Motive (WIS) 3 0 5 Dodge
Sleight of Hand (DEX)* 0 Class Features
Spellcraft (INT) 0 0 2 Sneak Attack
Spot (WIS) 4 0 6 Racial Abilities Thief Weapons
Survival (WIS) 0 0 2 Halfling Courage Evasion
Swim (STR) 1 0 0 Halfling Luck Trap Sense
Tumble (DEX)* 4 0 7 +1 with thrown weapons and slings
Use Magic Dev. (CHA)* 0 +2 to listen checks
Use Rope (DEX) 2 0 5 +4 to hide checks

Max Points per Skill 6


Total Skill Ranks 60 Unspent Points 0

Sheet (c) Edmund T. Dean, 2009-2010


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Armour / Worn Items

Cloak / Shawl Necklace Helmet / Cap

none equipped none equipped none equipped

Weight Durability Value Weight Durability Value Weight Durability Value

Clothes Armour / Robes


Type AC
Old Traveling Clothes none equipped
They've lasted this long; they may as
well last a little longer… Grapple Damage

Armour Check Pen.

Max Dexterity Bonus


none
Weight Durability Value Movement Penalty Weight Durability Value
1 solid 2

Belt / Girdle Bracers / Bracelets Gauntlets / Gloves

none equipped none equipped none equipped

Weight Durability Value Weight Durability Value Weight Durability Value

Boots / Shoes Right Hand Ring Left Hand Ring

Brown Sneaking Shoes Signet of the (Other) Brit none equipped


Shh! These sneakers give you +2 to A small silver band. It does not seem
your move silently checks. to have any extraodinary powers, but
on the inside is written "UMBRELLA
NOT INCLUDED".

Weight Durability Value Weight Durability Value Weight Durability Value


1 solid 17 0 magical 0

Sheet (c) Edmund T. Dean, 2009-2010


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Equipped Weapons

Primary Melee Weapon Secondary Melee Weapon / Shield


Damage Damage
Short Sword Dagger
1d4 + 0 1d3 + 0
Damage Type Damage Type A dagger is a double-edged blade used for
Piercing Piercing / Slashing stabbing or thrusting. They often fulfil the role of
A short sword is ideal for close quarters combat.
Critical 19/20 x2 Critical 19/20 x2 a secondary defence weapon in close combat. In
This one is fitted specially for smaller folk.
Hit Bonus 0 Hit Bonus 0 most cases, a tang extends into the handle along
Type martial Type simple the centreline of the blade.
Style light Style light
Size small Weight Durability Value Size small Weight Durability Price
Range Inc. none 2 solid 4 Range Inc. 10 ft. 1 superb 300

Primary Ranged Weapon Tertiary Melee Weapon


Damage Damage
Small Light Crossbow Unarmed
1d6 + 0 1d2 + 0
Damage Type Damage Type
Missile (Piercing) A locking light crossbow. The crossbow is a Bludgeon-Nonlethal
Critical 19/20 x2 powerful weapon which can be used with little Critical x2
Hit Bonus 0 training. Hit Bonus 0
Type simple Type simple
Style launcher Style light
Size small Weight Durability Value Size small Weight Durability Value
Range Inc. 80 ft. 3 solid 36 Range Inc. none 0 n/a 0

Primary Ammunition
Damage Bonus
0
Bolt
Hit Bonus
0
Simple bolts for use in any crossbow.

Weight Durability Value


Container 1 average 0
Size Weight Durability Value
Makeshift Bolt Case 5 1 average 2

Quick Item Quick Item


Healing or Damage Healing or Damage
Masterwork Thieves' Tools none equipped

Sjarna gave you this very attractive set of thieves'


tools. They are of a markedly higher quality than
typical samples.

Weight Durability Value Weight Durability Value


Effect 50 Effect
Size Weight Durability Value
+2 to Open Lock and Disable Device none

Sheet (c) Edmund T. Dean, 2009-2010


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Items in Pack

Weapons
Damage
Halfling Shortbow
1d4 + 0
Damage Type
Missile (Piercing)
An ordinary shortbow. A shortbow is about the
Critical x3
same height or a little less than the wielder.
Hit Bonus 0
Type martial
Style launcher
Size small
Range Inc. 60 ft.

Ammunition and Ammo Containers


Damage Bonus Damage Bonus
0 Bolt (16) 0 Arrow
Hit Bonus Hit Bonus
0 0
Ordinary shafted bolts for use in any crossbow. Ordinary flight arrows for use with any bow.

Amount Weight Durability Value Amount Weight Durability Value


Container 10 1 solid 2 Container 25 2 solid 1
Size Weight Durability Value Size Weight Durability Value
Large Bolt Box 40 3 solid 6 Large Quiver 25 2 solid 4

Loose Ammunition
Damage Bonus
0
Arrow
Hit Bonus
0
Ordinary flight arrows for use with any bow.

Amount Weight Durability Value


Container 11 1 solid 0
Loose

Miscellaneous

Adventurer's Pack

Contains a bedroll, provisions, flint


& tinder, a 50' coil of rope, some
chalk, string, torches, and a
Hitchhiker's Guide to Faerun
licensed towel.

Weight Durability Value


50 solid 2

Sheet (c) Edmund T. Dean, 2009-2010


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Character Info

Biography

Sam was raised by his mother with a large family in a rural halfling village. He
left at an early age because of boredom, turning his hand to poaching,
gardening, bartending, sewer cleaning, debt collection and detective work. He is
currently taking an extended holiday from his previous location after a local
gang he had damaged put out a contract on him. Without urgency, his motives
are to go places, see things, expand his knowledge and raise some cash.

Advancement - Character - Class (Thief)


Experience Points 3,000 Next Class Ability: Uncanny Dodge Level 4
Next Character Level 4 Sneak Attack to 3d6 at Level 5
Total Experience Needed for Next Lvl 6,000 Trap Sense to +2 at Level 6
Next Attribute Point at Level 4
Next Feat at Level 6

Class Skills and Feats


Simple Weapon Proficiency use all simple weapons
Thief Weapons use hand xbows, sap, rapiers, short bows, short swords, wakizashi,
ninja-to, kama, nunchaku, tonfa, butterfly swords, chains, chijiriki,
kusari-gama, and kawanaga without penalties.
Light Armour Proficiency use all light armour without penalties
Weapon Finesse use DEX instead of STR to determine melee hit rolls with light
weapons, rapiers, and whips
Trap Sense +1 +1 to Reflex saves vs traps
Evasion negate all damage on successful Reflex save for half damage
Sneak Attack 2d6 deal 2d6 bonus damage to targets who lose DEX bonus

Racial Traits
Halfling Luck +1 to all saving throws
Halfling Courage +1 to Will saves vs Fear
Halfling Weapon Specialization +1 to hit with thrown weapons and slings
Halfling Hide Skill Bonus +2 to listen checks
Small Creature +1 to BAB, +1 to AC, +4 to hide checks, -4 to grapple checks

Character Concept and Flavour Text © "GhostFriendly", 2009-2010

Base character sheet and "items" © Edmund T. Dean, 2009-2010


Data used under the OGL courtesy of Wizards of the Coast, Inc.

Sheet (c) Edmund T. Dean, 2009-2010

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