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Larswester (Thomas)


LarsWester

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Thomas.PNG.27c6461ee7d33253283c0b6725a507bd.PNG

Thomas

Player: Larswester

Player Level: 1

Race: Human (20% EXP bonus)

Class: Thief

Sex: Male

Character Level: 1

XP: 683/1250

HP: 5/5

AC: 16

 

Thomas is a 19 year old pickpocket raised on the streets as an orphan. He's currently living high off his latest score, but already the gold coins are turning into copper ones. He heard about a score beyond his wildest imagination but he can imagine quite a bit so he's not sure it will live up to the hype. Least he can do is head to Brazen Strumpet, and if he can't hire on to any delving crew perhaps some foolish adventurer will get too drunk to mind their purse.

Thomas relationship with the gods is uncomplicated. He believes that the gods if they truly exist help those that help themselves. That the gods rarely if ever bother to involve themselves in the affairs of mortals. That the churches are generally a scam but as a bit of thief himself he isn't going to mess with anyone else's con. He isn't aggressive against religion just highly skeptical.

 

Attributes
Attribute Score Bonus
Strength 14 +1
Intelligence 6 -1
Wisdom 11 +0
Dexterity 16 +2
Constitution 15 +1
Charisma 11 0

 

Weapons
Type Attack Bonus (Melee/Ranged) Damage
Trident +2/+3 (10/20/30) Entangling (-2 to attack and subdual) 1d8+1/1d6+1
Sling (bullet) --/+3 (30/60/90) 1d4+1
Bola --/+3 (20/40/60) Entangling (Save vs Paralysis) 1d3+1
Sap +2/-- Subdual Knockout with Sneak Attack 1d4+1
Sneak Attack Must be unknown +4 to hit; double damage with melee  

 

Armor

Type Notes
Studded Leather Armor AC 14

 

Saving Throws

Ability D20
Death Ray or Poison 13
Magic Wands 14
Paralysis or Petrify 13
Dragon Breath 16
Spells 15

 

Thief Abilities

Ability %roll
Open Locks 25
Remove Traps 20
Pick Pockets 30
Move Silently 25
Climb Walls 80
Hide 10
Listen 30
       
Equipment
Item Note
Belt pouch 2lbs Capacity (40 coins)
Waterskin 1 Liter Capacity
Caltrops 2 in 6 chance for -1 HP and half movement rate
12 Candles 5' radius bright light, 5' dim light, burns 3 turns per inch.
Studded Leather Armor AC 14
Trident Optional entangling attack (-2 to attack and subdual damage)
Sling  
Bola Save Vs Paralysis immediately lose movement and Dex AC bonus
Sap Subdual Damage Only; SA Save Vs Paralysis Stunned 1d4 rounds
Signal Whistle  
   
Belt pouch 2lbs Capacity
20 bullets 1d4 damage
5 Silvered bullets Silvered against Lycanthropes
   
Backpack 40 lbs Capacity
Thieves Picks and Tools Allows Open lock and remove trap abilities
Hooded Lantern 30' R; Dim light 20'; Burns 18+1d6 Turns
Grappling Hook  
Magnet, small  
Needle, magnetized  
String/Twine 100' Holds up to 30lbs
Tinderbox, Flint & Steel  
Crowbar adds +1 to d6 roll on opening doors or chests.
bedroll  
3 days of Standard rations keep for 1 week
large sack 40 lbs capacity
3 flasks of oil Can be thrown Range (10/30/50) 1d8 fire / 1d8 fire next round
Mirror, small metal  
Shovel Useful for digging tests
Scissors  
50' Silk Rope *currently in place at Mound 12*
Padlock (poor) with 2 keys for lockpicking training
Hand Drill for drilling holes into wooden chests that one can't open

 

Treasure
Item Amount
Platinum Pieces 0
Gold Pieces 32
Electrum Pieces 0
Silver Pieces 1
Copper Pieces 10

 

Shopping

130 GP starting

-30 GP Studded Leather Armor

-4 GP Backpack

-25 GP Thieves Picks and Tools

-6 GP Trident

-8 GP Hooded Lantern

-2 GP Grappling Hook

-1 SP magnet small

-1 GP needle Magnetized.

-2 SP String/Twine 100'

-1 GP Caltrops

-3 GP Tinderbox, Flint & Steel

-1 GP Waterskin

-2 GP Crowbar

-1 GP 12 Candles

-6 GP bedroll

-4 GP Backpack

-3 GP 5 days of rations

-2 GP 2 beltpouches

-1 GP large sack

-3 GP 3 flasks of oil

-1 GP Sling

-2 GP 20 Bullets

-5 GP 5 Silver Bullets

-2 GP Bola

-1 GP Signal Whistle

-1 GP Sap

-7 GP Mirror, Small metal

-5 SP Scissors

6 GP 7SP remaining

converting 1SP to 10CP for flavor.

-5 gp for shovel in Helix

+31 GP for Grave Goods sold.

-2 GP for night at the Strumpet

-10 GP for 50' silk rope

-12 GP for Padlock with 2 keys (lockpick training purposes)

+10 GP 9 SP (grave goods mound 1 and 3)

-2 GP for night at the Strumpet

-10 GP 1 SP (for mule and cart)

+34GP 7SP (grave goods mound 10)

-2 GP for night at the Strumpet

-8 GP 20 SP for hand drill

XP Log (20% bonus for human included)

120 XP for Helix discovery and securing a guide to Mounds (June 26, 1183 KR)

100 XP for 1st fight (June 27, 1183 KR)

44 XP for Gold (June 27, 1183 KR)

120 XP for encountering a rival party (June 28, 1183 KR)

15 XP for Gold (June 28, 1183 KR)

49 XP for Gold (June 29, 1183 KR)

Edited by LarsWester (see edit history)
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Thomas.PNG.27c6461ee7d33253283c0b6725a507bd.PNG


HP 5/5 | AC 16 | Base To Hit +1 | StatsStr 14 (+1)
Int  6 (-1)
Wis  11 (0)
Dex 16 (+2)
Con 15 (+1)
Cha 11 (0)
| SavesDeath/Poison.....13
Wands................14
Paralyze/Stone..13
Dragon Breath...16
Spells.................15
| Thieves Abilities Open Locks .......25%
Remove Traps....20%
Pick Pockets.......30%
Move Silently.....25%
Climb Walls........80%
Hide...................10%
Listen.................30%
| Bullets/Silver x20/5


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Edited by LarsWester (see edit history)
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