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The Annals of Glen Forkovian

Slip Harren

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1. STAT rolls Strength : 9 Dexterity : 17 Constitution : 13 Intelligence : 9 Wisdom : 13 Charisma : 6 9,17,13,9,13,6 2. Choose a Class. Thief 3. Adjust Ability Scores -2 Wis for +1 to Dexterity 4. Note Ability Score Modifiers Strength 9 Melee : +0 Open Doors : 2 in 6 Dexterity 18 Armor Class : +3 Missile : +3 Initiative : +2 XP Bonus: 10% Constitution 11 Hit Points : None Intelligence 9 Language : Native Literacy : Literate Wisdom 13 Magic Saves : +1 Charisma 6 NPC Reaction : -1 Max Retainers: 3 Retainer Loyalty: 6 5. Note Attack Values THAC0 = 19 [0] 6. Note Saving Throws and Class Abilities Death/Poison 13 Wands 14 Paralysis/Petrify 13 Breath Attacks 16 Spells/Rods/Staves 15 Climb Sheer Surfaces CS 87 Find and Remove Treasure Traps FT 10 Hear Noise HN 1-2 Hide in Shadows HS 10 Move Silently MS 20 Open Locks OL 15 Pick Pockets PP 20 7. Roll HP - 1 Any chance we're using this optional rule? quote: Re-Rolling 1s and 2s (Optional Rule) : If your roll for hit points comes up 1 or 2 (before applying any CON modifier), the referee may allow you to re-roll. This is in order to increase the survivability of 1st level PCs 8. Choose Alignment Neutral 9. Note Known Languages - Common Tongue - Neutral 10. Buy Equipment Starting Wealth: 70/120gp 12 - Leather Armor (20gp) [weight = 200 coins] AC: 7 (12) - Long Bow (40gp) [Weight = 30 coins] 1d6 Missile (5’–70’ / 71’–140’ / 141’–210’), Two-handed - Short Sword ( 7gp) [weight = 30 coins] 1d6 Melee - Dagger ( 3gp) [weight = 10 coins] 1d4 Melee, Missile (5’–10’ / 11’–20’ / 21’–30’) - Backpack ( 5gp) - Iron spikes x12 ( 1gp) - Rations ( 5gp) (standard, 7 days) - Rope 50' ( 1gp) - Thieves’ tools (25gp) - Tinder box ( 3gp) - Torches x6 ( 1gp) - Waterskin ( 1gp) - GP in pocket: 8gp 11. Note Armor Class - AC: 7 (12) 12. Note Level and Experience - Level 1 - 0 XP 13. Name Character “Slip” Harren

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