Bentley Marlow    (Human Male Thief)
Character Information   
Name: Bentley Marlow XP/Next lvl: 0 / 1200
Class: Thief HP:curr/max 2 / 2
Alignment: Chaotic AC:reg/rear/no shield 13 / 12 / 12
Race: Human Level: 1
Age: 16 Height: 5'4'
Weight: 97 lbs Gender: Male
Encumbrance: Movement:
Languages:
Ability Scores   
STR: 13 (+1 melee, 1-in-6 higher open doors)
INT: 8 (basic literacy)
WIS: 10 ()
DEX: 14 (+1 AC, +1 missile, +1 initiative)
CON: 4 (-2 hit points)
CHR: 10 (Max Retainers: 4, Loyalty: 7)

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

Notes:

Description and Background   
Description:


Background:


Weapons
Weapon Att/Rnd Range Speed Damage sm/l Spec. Dbl. spec. THAC0 Projectiles
Left
Notes
Mace 1 - - 1d6/ n n Blunt, Melee
Dagger 1 10/20/30 - 1d4/ n n Melee, Missile
Equipment
Qty Item Location
1 Leather Armor Worn
1 Backpack Worn
1 Thieves Tools Backpack
1 Lantern Carried
3 Flasks of Oil Backpack
1 Tinder box (flint & steel) Backpack
1 50' Rope Backpack
1 Waterskin Carried
1 Mace Carried
2 Daggers Boots


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


Gems and Jewelry
Qty Item Location
Memorized Spells



Spell Book



Notes
Prime Requisite Adjustments
+5
Back-stab
When attacking an unaware opponent from behind, a thief receives a +4 bonus to hit and doubles any damage dealt.
Thief Skills
▶▶ Climb sheer surfaces (CS): 87 : A roll is required for each 100’ to be climbed. If the roll fails, the thief falls at the halfway point, suffering falling damage.
▶▶ Find or remove treasure traps (TR): 10 : A roll is required to find a treasure trap and then another to remove it. This may be attempted only once per trap.
▶▶ Hear noise (HN): 1-2 : In a quiet environment (e.g. not in combat), a thief may attempt to listen at a door or to hear the sounds of something (e.g. a wandering monster) approaching.
▶▶ Hide in shadows (HS): 10 : Requires the thief to be motionless—attacking or moving while hiding is not possible.
▶▶ Move silently (MS): 20 : A thief may attempt to sneak past enemies unnoticed.
▶▶ Open locks (OL): 15 : Requires thieves’ tools (see Equipment, p24). A thief can only try this skill once per lock. If the roll fails, the thief may not try the same lock again before gaining an experience level.
▶▶ Pick pockets (PP): 20 : If the victim is above 5th level, the thief ’s roll is penalised by 5 for every level above 5th. There is always at least a 1 chance of failure. A roll of more than twice the percentage required for success means that the attempted theft is noticed. The referee should determine the reaction of the victim (possibly using the reaction table under Encounters, p38).