Jacob    (Human Male Thief)
Character Information   
Name: Jacob XP/Next lvl: 742 / 1250
Class: Thief HP:curr/max 6 / 6
Alignment: Neutral AC:reg/rear/no shield 4 / 4 / 4
Race: Human Level: 1
Age: 17 Height: 5'7'
Weight: 167 Gender: Male
Encumbrance: Movement: 120
Languages: Common, Thieves Cant', Elven, Dwarven, Goblin, Orcish
Ability Scores   
STR: 11 (Minor Test (D6): 1-2, Major Test(D): 2)
INT: 14 (+4 additional Languages)
WIS: 13 (N/A)
DEX: 17 (Surprise Bonus: +2, Missle Bonus To-Hit: +2, AC: -3)
CON: 12 (System Resurrection: 85, Shock Survival: 80)
CHR: 15 (Max Henchmen: 7, Loyalty Bonus(D):+15, Reaction Bonus(D):+15)

Saving Throws   
Death, Paralysis,
Poison:
Petrification,
Polymorph:
Rod, Staff
or Wand:
Breath: Spell:
13 12 14 16 15

Notes:

Description and Background   
Description:
Short unkempt brown hair, brown eyes, no facial hair, and agile frame of body. Personality: Seems very unmotivated about anything, only doing something when he has to and mostly wanting to do what he needs to as fast and as quiet as he can, anything else brings trouble and trouble is a hassle. Will usually follow orders but will gripe and complain mostly, believes the only reason he is alive is through luck.

Background:
Jacob was born an orphan, his parents deciding that he was not worth the trouble and left him out in the woods to be taken by the wild beasts or starvation, fortunately for Jacob he is also incredibly lucky, after spending a whole day crying in the wilderness a group of travelers found him as they were hunting the local wolves in the area. They took him with them, dropping him off at an orphanage in the first town they came across. Jacob grew up in that place for several years, doing what kids with no homes or parents do in their spare time; Steal. He was never caught, not because he was the best thief around, but because he was never a target. When the angry merchants would come running down the street or bustling into the orphanage no one spared him a second glance, Throughout his entire childhood he never was outgoing, never looking to be the best. Jacob was not an ambitious person, he is content to simply do what is needed to get by, standing off to the side in the crowd while the heroes proclaimed themselves. He could be outgoing if he wanted, he has the looks and the charm for it if he tried, he just never tried, and that completely suites him.


Weapons
Weapon Att/Rnd Range Speed Damage sm/l Spec. Dbl. spec. THAC0 Projectiles
Left
Notes
Short Sword 1 N/A N/A 1d6/1d8 n n
Dagger (Hidden) 1 N/A N/A 1d4/1d3 n n
Equipment
Qty Item Location
1 Backpack Wearing
1 Belt w/ Pouches Wearing
1 Boots, Heavy Wearing
1 Leather Armor Wearing
1 Cloak Wearing
1 Short Sword Wearing
1 Dagger Wearing
1 Bed Roll Backpack
3 Caltrops Belt Pouch
1 Chalk Piece Backpack
1 Crowbar Backpack
1 Flint & Steel Backpack
1 Pole, 10FT Backpack
1 Thieves Tools Belt Pouch
2 Torch Backpack
1 Waterskin Backpack


Wealth   Enter negative number to subtract
PP GP EP SP CP
0 5 0 20 3
Magic Items
Qty Item Location


Gems and Jewelry
Qty Item Location
Memorized Spells



Spell Book



Notes
Thief Class Abilities
Backstab: If the thief can approach his or her target unobserved and strike with a melee weapon, the attack is made at +4 to hit. Damage from a backstab is doubled—or trebled if the thief is of 5th level or higher. Thieves of 9th level or higher do quadruple damage, while those of 13th or greater level quintuple the number shown on the die. Damage modifiers (such as those pertaining to strength or magic) are not multiplied from a backstab.

Climb: Climbing represents a thief’s ability to scale sheer walls and surfaces, cling to ceilings, and perform other feats of climbing that would normally be impossible. Climbing checks must ordinarily be repeated for every ten ft of climbing. Non-thieves cannot climb walls, cliffs, or any vertical surface without the use of a rope or magic, making the presence of a thief vital to many adventuring parties.

Find Traps: This ability represents the thief’s minute visual inspection of a new area for tiny telltale signs that something of interest or danger may be concealed nearby. It requires a full turn (10 minutes) to accomplish.

Hide in Shadows: Some shadow must be present for this ability to be used, but if the check is successful the thief is effectively invisible until he makes an attack or moves from the shadows. The ability can also be used to blend in with a crowd of people rather than disappear into shadows.

Move Quietly: Use of this skill allows the thief to move with preternatural silence even over surfaces such as squeaky floors.

Open Locks/ Disarm Traps: Opening locks and disarming traps (without springing them) is a skill unique to thieves, which cannot be successfully attempted by members of other classes. A thief can also set traps (with the same chance as to disarm).

Pick Pockets: If the thief’s pick pockets check fails by 20 or more, then his or her attempt has been discovered and the intended victim will almost always take hostile action.

Read Languages: The thief may attempt to read languages and ciphers of a non-magical nature only.

Thieves’ Cant: Thieves have their own language.

Read Scrolls (10th): When a thief reaches 10th level, he or she has become well-versed enough in training to cast spells from an arcane or phantasmal scroll (magic user or illusionist). However, this casting is not always successful. The thief should roll against his or her intelligence as a magic user or illusionist does, and if the score shown on the die is insufficient for the thief to cast the spell, then the casting will fail, possibly (at the GM’s option) having some entirely unexpected effect.
Thief Class Ability Percentage - 1st level
Climb Walls: 85 (+5 Human Racial)
Find Traps: 30 (+5 Dex Adj)
Hear Noise: 10
Hide in Shadows: 25 (+5 Dex Adj)
Move Quietly: 25 (+5 Dex Adj)
Open Locks: 45 (+10 Dex Adj, +5 Human Racial)
Pick Pockets: 35
Read Languages: 1
Weapon Proficiency
2 + 1 every 4 levels

1. Short Sword
2. Dagger
Thief Class
Minimum Scores: Str 6, Dex 9, Con 6, Int 6, Cha 6
Hit Die Type: d6
Initial Hit Die: 1
Alignment: Any neutral or any evil
Experience bonus: Dex 16+
Armour/Shield Permitted: Leather or studded leather only, no shields
Weapons Permitted: Club, dagger, dart, oil, sling, single-handed swords (except bastard swords)
Weapon Proficiencies: 2 + 1 every 4 levels
Penalty to hit for non-proficiency: -3
Weapon Specialisation: N/A