Duala - Game Abandoned    (Human Female Thief)
Character Information   
Name: Duala - Game Abandoned XP/Next lvl: 1 / 10
Class: Thief HP:curr/max 4 / 4
Alignment: Neutral AC:reg/rear/no shield 7 / 9 / 7
Race: Human Level: 1
Age: Height:
Weight: Gender: Female
Encumbrance: Movement: 30'
Languages: Common
Ability Scores   
STR: 11 (Strength +0)
INT: 11 (Intelligence +0)
WIS: 13 (Luck +1)
DEX: 16 (Agility +2)
CON: 5 (Stamina -2)
CHR: 12 (Personality +0)

Saving Throws   
Death, Paralysis,
Poison:
Petrification,
Polymorph:
Rod, Staff
or Wand:
Breath: Spell:

Notes: Reflex:-1, Fortitude:0, Will:0

Description and Background   
Description:
  • Lucky Sign: Unholy House (Corruption rolls) (+2)


Background:
Former Rutabega Farmer


Weapons
Weapon Att/Rnd Range Speed Damage sm/l Spec. Dbl. spec. THAC0 Projectiles
Left
Notes
Pitchfork (as spear) 1d8/1d8 n n
LongSword 1d8/1d8 n n
Crossbow 80/160/240 1d6/1d6 n n
Equipment
Qty Item Location
1 Pitchfork
1 Hen At Home
1 Thieves' tools
1 Chalk
3 Torches
2 Flint and Steel
1 Small Sack
1 Large Sack
1 trowel Large Sack
1 Empty Flask Large Sack
1 Map
1 Padded Armor worn
1 Long Sword Right Hip
1 Crossbow
30 1 Quarrel of 30 bolts
1 Backpack worn


Wealth   Enter negative number to subtract
PP GP EP SP CP
0 13 0 0 4
Magic Items
Qty Item Location


Gems and Jewelry
Qty Item Location
Memorized Spells



Spell Book



Notes
Thief Abilities
Backstab +0
Sneak Silently +3 and +2 from AGI = +5
Hide in shadows +1 and +2 from AGI = +3
Pick Pockets +3 and +2 from AGI = +5
Climb Sheet Surfaces +3 and +2 from AGI = +5
Pick Lock +1 and +2 from AGI = +3
Find Trap +1 and +0 from INT = =+1
Disable Trap +1 and +2 from AGI = +3
Forge Document +3 and +2 from AGI = +5
Disguise Self +0 and +0 from PER = +0
Read Languages +0 and +0 from PER + +0
Handle Poison +0
Cast Spell from Scroll d12

Luck and Wits - Will regain 1 Luck back per day. Can use Luck to get 1d3 to any roll.
Rules Location
Look for locally stored pdf - DCC_QSR_Free2.pdf
Thieving abilities
Backstab - Hit is auto crit

Sneak silently: The thief rolls against a hard DC, and success means the thief did indeed sneak silently. With the exception of demi-gods and extraordinary magic, the thief’s movement
cannot be heard. The base DC for moving cross stone surfaces is DC 10. Cushioned surfaces, such as grass or carpet are DC 5; moderately noisy surfaces, such as creaking wooden boards are DC 15; and extremely noisy surfaces, like crackling leaves, still water, or crunchy gravel are DC 20.

Hide in shadows: A successful hide in shadows check means the thief cannot be seen. The base DC for sneaking down a hallway with moderate cover (chairs, bookcases, crevasses,
nooks and crannies, alcoves, etc.) is DC 10. Hiding at night or in a shaded or dimly lit area is DC 5; hiding under a full moon is DC 10; hiding in daylight but in a dark shadow or
behind a solid object is DC 15; and hiding in broad daylight with minimal obstruction is DC 20.

Pick pocket: The thief surreptitiously takes an object off a target’s person. This skill also includes other feats of legerdemain such as card tricks, minor magic tricks, and so on.
Stealing from an unaware target with a loose pocket and an unsecured coin pouch is DC 5; picking the pocket of a target that is actively watching and monitoring his or her belongings is DC 20; and the varying degrees of watchfulness in between define other check thresholds.

Climb sheer surfaces: As one would expect. DC 20 is a perfectly smooth surface with no visible handholds. A normal stone wall is DC 10.

Pick lock: A mundane lock is DC 10. An extremely well crafted lock is DC 20. Some locks of legendary manufacture and no table difficulty are DC 25 or higher.