Till Sandybanks    (Halfling Male Thief)
Character Information   
Name: Till Sandybanks XP/Next lvl: 16375 / 20000
Class: Thief HP:curr/max 36 / 36
Alignment: Chaotic Neutral AC:reg/rear/no shield 2 / 6 / 2
Race: Halfling Level: 5
Age: 48 Height: 3'5
Weight: 5 Stone 9 Gender: Male
Encumbrance: Movement:
Languages:
Ability Scores   
STR: 9 (n/a)
INT: 13 (n/a)
WIS: 8 (n/a)
DEX: 18 (+3 Surprise, +3 Missile To Hit, -4 AC, +10 XP Bonus)
CON: 16 (+2 HP/Hit Die)
CHR: 16 (8 henchmen, +20 loyalty bonus, +25 reaction bonus)

Saving Throws   
Death, Paralysis,
Poison:
Petrification,
Polymorph:
Rod, Staff
or Wand:
Breath: Spell:
12 (7 vs. poison) 10 (6 if magical) 7 14 8

Notes:

Description and Background   
Description:
 photo HalflingThief05.png 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, ultimatel

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.


Weapons
Weapon Att/Rnd Range Speed Damage sm/l Spec. Dbl. spec. THAC0 Projectiles
Left
Notes
Short Sword +1 1/1 n/a 1D6+1/1D8+1 n n Lights up 15' radius in cheery blue light
Flaming Dagger+1 1/1 10' 1D4+1/1D3+1 n n Plus Fire/Undead Damage, lights up 40' radius
Sling (Bullet) 1/1 35' 1D4+1/1D6+1 n n
Equipment
Qty Item Location
1 Studded Leather Armour (-3AC) Body
1 Belt Pouch, Large, Black Leather Belt
1 Thieves' Tools Large Belt Pouch
1 Signal Whistle Large Belt Pouch
1 Steel Mirror Large Belt Pouch
5 Chalk Large Belt Pouch
1 Small Brass Bell Large Belt Pouch
6 Sling Bullets Large Belt Pouch
1 Pipe, Briar Large Belt Pouch
1 Belt Pouch, Small, Black Leather, #1 Belt
7 Sling Bullets Small Belt Pouch #1
1 Sling Small Belt Pouch #1
1 Belt Pouch, Small, Black Leather, #2 Belt
7 Sling Bullets Small Belt Pouch #2
1 Backpack Back
1 Flint and Steel Backpack
1 Whetstone Backpack
1 Silk Rope, 50' Backpack
1 Linen Twine, 100' Backpack
1 Grappling Hook Backpack
2 Large Sack Backpack
5 Candles, Beeswax Backpack
1 Leather Pouch of Pipe Weed Backpack
12 Spare Sling Bullets Backpack
1 Waterskin, 3 pints, water Backpack (external)


Wealth   Enter negative number to subtract
PP GP EP SP CP
0 18 0 0 0
Magic Items
Qty Item Location
1 Short Sword +1 Right Hand
1 Boots of Elvenkind Feet
1 Ring of Protection +1 Right Hand
1 Dagger +1 Left Hand


Gems and Jewelry
Qty Item Location
Memorized Spells



Spell Book



Notes
Character Notes
Receives +4 Racial/CON Bonus vs. magic and poison and a +1 bonus to all saving throws per ring of protection +1
+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
Gems, Jewelry, And Other Treasure
(1) gem = 50gp ea
(1) gem = 250gp ea
(2) gems - 100gp ea
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.)
Flaming Dagger +1
This weapon appears as a normal dagger but the pommel is decorated with flame patterns. A red ruby
is inset at the base of the pommel. This weapon is normally a +1 weapon. The weapon’s blade can be
commanded to ignite in flame when grasped, it automatically extinguishes when sheathed. When the
weapon is in flame mode, it inflicts an additional +2 damage and will light an area in the same manner
as a torch. The weapon, while flaming, gains an additional +1 to hit (same as a +2 weapon) and gains
an additional +2 to damage (+5 overall) against the undead.
Normal Mode: +1 to hit and +1 damage
Flame Mode: +1 to hit and +3 to damage
Flame Mode vs. Undead: +2 to hit and +5 to damage