Fast Character
7th Level Thief, Alignment
(42,011 experience points / 80,000 needed for next level)
ABILITY SCORES
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
8
13
11
13
7
10
open stuck doors on
roll of 1 on 1d6
bonus to missile
attacks, AC, initiative
no adjustments
reads and writes in
multiple languages
penalty to magic-based
saving throws
+0 on NPC reactions
max. 4 retainers
retainer morale 7
LANGUAGES KNOWN
Common, , .
INITIATIVE
If using individual initiatives, apply +1 to rolled result.
ARMOR CLASS
6
Leather,
Dex. adj. -1
HIT POINTS
18
Hit Dice
7d4+0

MOVEMENT
Armored in leather armor, can move 30 feet per 10-second round, triple that speed running, or half that speed climbing or swimming. Overland travel 18 miles per day.

SENSES
Light required to see.
1 in 6 chance to find secret doors.
4 in 6 chance to hear noise/listen at doors.

SNEAK ATTACK
When striking unnoticed from behind, gain +4 on "to hit" rolls and inflict twice the normal amount of damage.

THIEF ABILITIES
DM secretly rolls percentile dice.
55%Open Locks
50%Find or Remove Traps
55%Pick Pockets *
55%Move Silently
93%Climb Sheer Surfaces
45%Hide In Shadows
80%Read Non-Magical Languages

* Pick Pockets chance is for targets of 1st to 5th level. Reduce the chance by 5% per target's level above 5th.

SAVING THROWS
Poison or
Death Ray
-1 to save if magic
Magic Wand
Turn To Stone
or Paralysis
Dragon
Breath
Spells or
Magic Staff
12
14
12
14
14
EQUIPMENT CARRIED
leather armor
sword
2 daggers
short bow
standard clothes, belt, boots
set of thieves' tools
TREASURE

2,487 gold pieces
3 gems (each worth 70 g.p.)

RETAINERS
See D&D Basic Rules, page B21.
Attack "To-Hit" Roll Needed Vs. Armor Class
Weapon Range AC 9 8 7 6 5 4 3 2 1 0 Damage Notes
Sword melee 9 10 11 12 13 14 15 16 17 18 1d8-1  
Dagger melee 9 10 11 12 13 14 15 16 17 18 1d4-1  
Short Bow 50'/100'/150' 7 8 9 10 11 12 13 14 15 16 1d6 20 arrows
Ranged Weapons: Min. 5' required; Short Range (+1 "to hit") / Medium Range (no modifier) / Long Range (-1 "to hit").
For attacks, an unmodified (natural) d20 roll of a 1 always misses, while an unmodified (natural) 20 always hits.