Slip Harren
10 May 2026 - Posted in
Scarlet-Horizons by
bryan

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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