THAC019
Name: Till Sandybanks
Age: 48
Height: 3'5", Weight: 5 Stone 9, Description: Stout
Race: Halfling
Class: Thief
Alignment: Chaotic Neutral
Level: 5
Base XP: 10,250
Total XP: 11,275 (includes 10% XP Bonus)
STR: 9
INT: 13
WIS: 8
DEX: 18 (+3 Surprise, +3 Missile To Hit, -4 AC, +10% XP Bonus)
CON: 16 (+2 HP/Hit Die)
CHA: 16 (8 henchmen, +20% loyalty bonus, +25% reaction bonus)
Total HP: 36 (1d6+2 per level)
Current HP: 35
AC: 2 (studded leather, -4 dexterity adjustment, +1 Ring of Protection)
THAC0: 19
Weapons:
Short Sword +1 - 1D6+1/1D8+1 Damage
Dagger+?, Flametongue - 1D4+?/1D3+? Damage (Plus fire damage?)
Sling (Bullet) - 1D4+1/1D6+1 Damage (+6 To Hit w/racial and DEX bonuses)
Languages: Common, Dwarfish, Gnome, Goblin, Halfling, Orcish, Thieves' cant
Notes:
+4 Racial Bonus to Save vs. Magic and Poison
+3 Racial To Hit Bonus with bow and sling
4 in 6 chance of surprise when alone or with other halflings and/or elves
Infravision: 60 ft
Weapon Proficiencies: Sword, Dagger, Sling
Thief Skills:
Backstab: +4 To Hit, Treble Damage
Climb: 73% (includes -15% racial adj)
Find Traps: 51% (includes +10% dex adj)
Hear Noise: 27% (includes +5% racial adj)
Hide In Shadows: 65% (includes +25% racial and dex adj)
Move Quietly: 65% (includes +25% racial and dex adj)
Open Locks/Disarm Traps: 61% (includes +15% dex adj)
Pick Pockets: 61% (includes +10% racial and dex adj)
Read Languages: 15% (includes -5% racial adj.)
Saving Throws: (not including the +4 Racial/CON Bonus vs. magic and poison and the +1 bonus to all saving throws per ring of protection +1)
Aimed Magic: 12
Breath Weapons: 15
Death/Paralysis/Poison: 12
Petrification/Polymorph: 11
Spells (Other): 13
Equipment:
Studded Leather Armour
Short Sword +1
Dagger+?, Flametongue
Dagger+1
Dagger
Belt Pouch, Large, black leather (and contents)
- Thieves' Tools
- Signal Whistle
- Steel Mirror
- Chalk, 5 pieces
- Bell, small brass (clapper tied off)
- Sling Bullets ([s]10[/s] 6)
- pipe, briar
Belt Pouch, Small, black leather (and contents)
- Sling
- Sling Bullets (7)
Belt Pouch, Small, black leather (and contents)
- Sling Bullets (5)
Backpack (and contents)
- Flint and Steel
- Whetstone
- 50' silk rope
- 100' linen twine
- Grappling Hook
- large sack (2)
- Candle (5)
- leather pouch of pipe weed
- spare sling bullets (12)
- rations, trail (2 days)
- rations, standard (2 days)
Waterskin
Clothing:
Cloak, charcoal grey, wool
Belt, black leather
Doublet, linen, charcoal grey and dark purple
Encumbrance: 65 lbs total weight
Movement: 60 ft/round
Starting Gold: 110
Treasure/Money:
GP: 18
SP: 0
CP: 0
PP: 0
Items: Map to Magician's Tomb,
Gems: 1@50gp, 1@250gp, 2@100gp
Jewelry: 0
Magic Items:
Boots of Elvenkind - Soft leather footwear which allows one to move silently, even in the worst of conditions such as a creaky stair. Chance of success varies from about 95% for the absolute worst conditions to 100% for most conditions.
Ring of Protection +1 - This useful item increases the wearer’s AC and saving throw vs all forms of attack.
Short Sword +1 - 1D6+1/1D8+1 Damage; glows with a 15' radius of cheery blue light
Dagger+?, Flametongue - 1D4+?/1D3+? Damage (plus fire damage?); glows with a 40' radius of warm light
Dagger+1
Background
Till Sandybanks originally hailed from a mid-sized halfling community of about 4,000 people. He was the youngest of the five children of the town's most prominent jeweler, York Sandybanks. Like his brothers and sisters, Till worked for their father's jewelry business, running errands, making deliveries, collecting payments, and working with customers in the store.
They were by no means rich, but they lived an easy life. They had plenty of food and drink, fine clothing on their backs and rings on their fingers. The members of the community were cordial with Till and his family to a fault, almost showing reverence at times. Till was happy and imagined the rest of his life in just such a way.
As he grew older, he grew wiser. At some point, he realized the deliveries he'd been making were really just bribes to city officials. The money he'd collected was extortion money - payments to keep his dad's thugs off a business owners' backs. He didn't know or care how his father had fallen into the life of taking from the poor to make the rich richer, but it didn't sit well with Till. So on one warm summer evening, after he knew all of his brothers and his father were drunk on the sweet fruit wines of summer, he packed up his belongings, said goodbye to his mother, and left. And he never looked back.
Since then, he's learned how to make his way on his own. Quite often, it means taking that which isn't his. But when he can, and as often as he can, he focuses on relieving those who have been corrupted by power of their excessive worldly goods.
After hearing several rumors of the vast treasure horde of Rogahn and Zelligar, Till made his way to the Caverns of Quasqueton, where he met up with Yosef, Jeloon, and Bruard. The four of them eventually conquered the caverns and shared the plunder, mostly in the form of magical items and armour.
But the story of Rogahn and Zelligar is not yet over. What became of them and the barbarian tribes they went up against? Till and the others want to know...
Description
Till has short, curly black hair and thick black brows. The iris of his eyes are such a dark brown in color that they almost look black, like two perfect dots of ink on a sheet of bleached parchment. He keeps his face clean-shaven, though he occasionally grows his sideburns out when the mood suits him. He has a kind and friendly appearance and generally gets along well with most everyone. In fact, even though his banter can be brisk and his manner a bit blunt, one has a hard time not liking him!
He pays as much attention to his weapons, armour, and equipment as he does his appearance, keeping his sword and knife oiled and sharp, his clothing fresh and clean, his tools packed away safely and, in general, everything kept neat and tidy.
After a hard day of adventuring, he likes nothing better than to sit down by a fire and relax with his pipe clenched between his teeth, telling stories full of adventure and excitement. Sometimes they are bits of his own true past and sometimes they are fables or tales he heard from his maternal grandfather. Ironically, Till can't abide lying or people who lie to him, so he is always sure to distinguish between what stories are his and what aren't. And when put in a situation where he doesn't want to speak the truth, for whatever reason, he quite easily skirts the issue or changes the subject with such skill the other person hardly notices. He realizes the distinction between this and lying isn't a very solid one, but it is a distinction nonetheless.
As one can imagine, given his trade, about the only people who don't get along terribly well with Till are the town guards! But even when he has the occasional "misunderstanding" about the ownership of a necklace or bauble, he has been known to befriend a guard or judge with his charm and wit, ultimately laughing about the incident over a draught of ale (and several times with the bauble still in his possession) after his time in court.
Given his stance on telling the truth, Till has a mistrust of most authority figures. He is especially put out by the wealthy ones who make their money cheating the poor and downtrodden. He has nothing against people with wealth, mind you - just those who get it through abuse of power and to the detriment of others. He in no way feels this conflicts at all with his chosen trade.
These are the raw rolls:
[1d6] = 4[1d6] = 4[1d6] = 3[1d6] = 5 = 13
[1d6] = 6[1d6] = 5[1d6] = 4[1d6] = 6 = 17
[1d6] = 3[1d6] = 3[1d6] = 1[1d6] = 4 = 10
[1d6] = 5[1d6] = 5[1d6] = 4[1d6] = 6 = 16
[1d6] = 6[1d6] = 6[1d6] = 4[1d6] = 1 = 16
[1d6] = 3[1d6] = 2[1d6] = 1[1d6] = 3 = 8
Age: 48
Height: 3'5", Weight: 5 Stone 9, Description: Stout
Race: Halfling
Class: Thief
Alignment: Chaotic Neutral
Level: 5
Base XP: 10,250
Total XP: 11,275 (includes 10% XP Bonus)
STR: 9
INT: 13
WIS: 8
DEX: 18 (+3 Surprise, +3 Missile To Hit, -4 AC, +10% XP Bonus)
CON: 16 (+2 HP/Hit Die)
CHA: 16 (8 henchmen, +20% loyalty bonus, +25% reaction bonus)
Total HP: 36 (1d6+2 per level)
Current HP: 35
AC: 2 (studded leather, -4 dexterity adjustment, +1 Ring of Protection)
THAC0: 19
Weapons:
Short Sword +1 - 1D6+1/1D8+1 Damage
Dagger+?, Flametongue - 1D4+?/1D3+? Damage (Plus fire damage?)
Sling (Bullet) - 1D4+1/1D6+1 Damage (+6 To Hit w/racial and DEX bonuses)
Languages: Common, Dwarfish, Gnome, Goblin, Halfling, Orcish, Thieves' cant
Notes:
+4 Racial Bonus to Save vs. Magic and Poison
+3 Racial To Hit Bonus with bow and sling
4 in 6 chance of surprise when alone or with other halflings and/or elves
Infravision: 60 ft
Weapon Proficiencies: Sword, Dagger, Sling
Thief Skills:
Backstab: +4 To Hit, Treble Damage
Climb: 73% (includes -15% racial adj)
Find Traps: 51% (includes +10% dex adj)
Hear Noise: 27% (includes +5% racial adj)
Hide In Shadows: 65% (includes +25% racial and dex adj)
Move Quietly: 65% (includes +25% racial and dex adj)
Open Locks/Disarm Traps: 61% (includes +15% dex adj)
Pick Pockets: 61% (includes +10% racial and dex adj)
Read Languages: 15% (includes -5% racial adj.)
Saving Throws: (not including the +4 Racial/CON Bonus vs. magic and poison and the +1 bonus to all saving throws per ring of protection +1)
Aimed Magic: 12
Breath Weapons: 15
Death/Paralysis/Poison: 12
Petrification/Polymorph: 11
Spells (Other): 13
Equipment:
Studded Leather Armour
Short Sword +1
Dagger+?, Flametongue
Dagger+1
Dagger
Belt Pouch, Large, black leather (and contents)
- Thieves' Tools
- Signal Whistle
- Steel Mirror
- Chalk, 5 pieces
- Bell, small brass (clapper tied off)
- Sling Bullets ([s]10[/s] 6)
- pipe, briar
Belt Pouch, Small, black leather (and contents)
- Sling
- Sling Bullets (7)
Belt Pouch, Small, black leather (and contents)
- Sling Bullets (5)
Backpack (and contents)
- Flint and Steel
- Whetstone
- 50' silk rope
- 100' linen twine
- Grappling Hook
- large sack (2)
- Candle (5)
- leather pouch of pipe weed
- spare sling bullets (12)
- rations, trail (2 days)
- rations, standard (2 days)
Waterskin
Clothing:
Cloak, charcoal grey, wool
Belt, black leather
Doublet, linen, charcoal grey and dark purple
Encumbrance: 65 lbs total weight
Movement: 60 ft/round
Starting Gold: 110
Treasure/Money:
GP: 18
SP: 0
CP: 0
PP: 0
Items: Map to Magician's Tomb,
Gems: 1@50gp, 1@250gp, 2@100gp
Jewelry: 0
Magic Items:
Boots of Elvenkind - Soft leather footwear which allows one to move silently, even in the worst of conditions such as a creaky stair. Chance of success varies from about 95% for the absolute worst conditions to 100% for most conditions.
Ring of Protection +1 - This useful item increases the wearer’s AC and saving throw vs all forms of attack.
Short Sword +1 - 1D6+1/1D8+1 Damage; glows with a 15' radius of cheery blue light
Dagger+?, Flametongue - 1D4+?/1D3+? Damage (plus fire damage?); glows with a 40' radius of warm light
Dagger+1
Background
Till Sandybanks originally hailed from a mid-sized halfling community of about 4,000 people. He was the youngest of the five children of the town's most prominent jeweler, York Sandybanks. Like his brothers and sisters, Till worked for their father's jewelry business, running errands, making deliveries, collecting payments, and working with customers in the store.
They were by no means rich, but they lived an easy life. They had plenty of food and drink, fine clothing on their backs and rings on their fingers. The members of the community were cordial with Till and his family to a fault, almost showing reverence at times. Till was happy and imagined the rest of his life in just such a way.
As he grew older, he grew wiser. At some point, he realized the deliveries he'd been making were really just bribes to city officials. The money he'd collected was extortion money - payments to keep his dad's thugs off a business owners' backs. He didn't know or care how his father had fallen into the life of taking from the poor to make the rich richer, but it didn't sit well with Till. So on one warm summer evening, after he knew all of his brothers and his father were drunk on the sweet fruit wines of summer, he packed up his belongings, said goodbye to his mother, and left. And he never looked back.
Since then, he's learned how to make his way on his own. Quite often, it means taking that which isn't his. But when he can, and as often as he can, he focuses on relieving those who have been corrupted by power of their excessive worldly goods.
After hearing several rumors of the vast treasure horde of Rogahn and Zelligar, Till made his way to the Caverns of Quasqueton, where he met up with Yosef, Jeloon, and Bruard. The four of them eventually conquered the caverns and shared the plunder, mostly in the form of magical items and armour.
But the story of Rogahn and Zelligar is not yet over. What became of them and the barbarian tribes they went up against? Till and the others want to know...
Description
Till has short, curly black hair and thick black brows. The iris of his eyes are such a dark brown in color that they almost look black, like two perfect dots of ink on a sheet of bleached parchment. He keeps his face clean-shaven, though he occasionally grows his sideburns out when the mood suits him. He has a kind and friendly appearance and generally gets along well with most everyone. In fact, even though his banter can be brisk and his manner a bit blunt, one has a hard time not liking him!
He pays as much attention to his weapons, armour, and equipment as he does his appearance, keeping his sword and knife oiled and sharp, his clothing fresh and clean, his tools packed away safely and, in general, everything kept neat and tidy.
After a hard day of adventuring, he likes nothing better than to sit down by a fire and relax with his pipe clenched between his teeth, telling stories full of adventure and excitement. Sometimes they are bits of his own true past and sometimes they are fables or tales he heard from his maternal grandfather. Ironically, Till can't abide lying or people who lie to him, so he is always sure to distinguish between what stories are his and what aren't. And when put in a situation where he doesn't want to speak the truth, for whatever reason, he quite easily skirts the issue or changes the subject with such skill the other person hardly notices. He realizes the distinction between this and lying isn't a very solid one, but it is a distinction nonetheless.
As one can imagine, given his trade, about the only people who don't get along terribly well with Till are the town guards! But even when he has the occasional "misunderstanding" about the ownership of a necklace or bauble, he has been known to befriend a guard or judge with his charm and wit, ultimately laughing about the incident over a draught of ale (and several times with the bauble still in his possession) after his time in court.
Given his stance on telling the truth, Till has a mistrust of most authority figures. He is especially put out by the wealthy ones who make their money cheating the poor and downtrodden. He has nothing against people with wealth, mind you - just those who get it through abuse of power and to the detriment of others. He in no way feels this conflicts at all with his chosen trade.
These are the raw rolls:
[1d6] = 4[1d6] = 4[1d6] = 3[1d6] = 5 = 13
[1d6] = 6[1d6] = 5[1d6] = 4[1d6] = 6 = 17
[1d6] = 3[1d6] = 3[1d6] = 1[1d6] = 4 = 10
[1d6] = 5[1d6] = 5[1d6] = 4[1d6] = 6 = 16
[1d6] = 6[1d6] = 6[1d6] = 4[1d6] = 1 = 16
[1d6] = 3[1d6] = 2[1d6] = 1[1d6] = 3 = 8