Watts Tarambore    (Khoran Male Thief)
Character Information   
Name: Watts Tarambore XP/Next lvl: 0 / 1500
Class: Thief HP:curr/max 9 / 9
Alignment: AC:reg/rear/no shield 3 / 7 / 3
Race: Khoran Level: 1
Age: Height:
Weight: Gender: Male
Encumbrance: Movement:
Languages: Susrahnian
Ability Scores   
STR: 14 (+1 to hit, +1 damage)
INT: 14 (25 chance to understand language)
WIS: 12 ()
DEX: 16 (+2 to hit, -2 AC adjustment)
CON: 16 (+2 hit point modifier)
CHR: 6 (20 charm, max 2 henchmen)

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

Notes:

Description and Background   
Description:


Background:


Weapons
Weapon Att/Rnd Range Speed Damage sm/l Spec. Dbl. spec. THAC0 Projectiles
Left
Notes
Long Sword 1 - - 1d8/1d8 n n -
Equipment
Qty Item Location
1 Leather Armor Worn
1 Long Sword Belt
1 Backpack Worn


Wealth   Enter negative number to subtract
PP GP EP SP CP
0 75 0 0 0
Magic Items
Qty Item Location


Gems and Jewelry
Qty Item Location
Memorized Spells



Spell Book



Notes
Lifepath
As a Khoran, add +1 to either Strength or Dexterity.

Life Event
Survivor of a disastrous raid into Khazabad, you spent your early years as a slave
there until you managed to escape. Add +1 Constitution

Learning Your Trade
You spent the early part of your career slumming it with the Beggars of Zul-Bazzir.

+2 to Skill Tests involving begging or pick pocketing.
Artful Dodging
Thieves receive a -2 [+2] bonus to their armour class.
Languages
A Thief is assumed to have seen a fair bit of the world
and therefore gains a +25 bonus to understanding other
languages.
Two Weapon Fighting
Thieves gain a +2 to hit (instead of the standard +1) when
using two weapons.
Thief Skills
Thief skills
Thieves benefit from a +3 bonus to any roll involving the following categories of tasks (using the Skills system described in “Testing Skill” on page 71).
Climbing
This skill covers attempts by characters to scale sheer surfaces, including walls and cliffs. If a rope and grappling hook are available, the character normally need not make a roll in order to climb, unless the situation is very stressful. For example if the character is being pursued by assassins, then the Crypt Keeper may judge that a roll is necessary.
Legerdemain
This category covers tasks involving the skilful use of the character’s hands when performing tricks (e.g., hiding
a dagger from a guard), as well as attempts to pick the pockets of others without attracting notice.
Opening Locks
This category covers attempts to pick locks. If the thief lacks a proper set of lock picks, they suffer a penalty of
-2 or more (as the Crypt Keeper judges) to the attempt. Especially well crafted lock picks may give the thief a
bonus to their rolls. Legends speak of magical lock picks that enable Thieves to overcome even the most difficult of
locks.
Perception
This category covers attempts by characters to notice hidden or concealed objects (e.g. secret doors or traps) or
creatures (e.g. brigands waiting in ambush).
Stealth
This category covers attempts by characters to remain unnoticed, including hiding and moving silently. Dark shadows or dense foliage may give characters a bonus to their Skill Test while bright lights or clear ground may give them a penalty (or even make an attempt at stealth impossible). Wearing armour heavier than leather will normally prohibit a character from moving silently. Carrying a torch or other light source prohibits a character from hiding.
Traps
This category covers attempts by characters to disable or set traps.