
About Artemis, the Outlaw
Artemis, the Bravo
Thief lvl 1
Alignment: Lawful
Strength: 11
Agility: 15 (+1)
Stamina: 11
Intelligence: 13 (+1)
Personality: 13 (+1)
Luck: 14 (+1)
HP: 4+4 = 8
AC: 10 +2 [Chain mail] +1 [Agi] +1 [Luck] = 14
Ref +2
Fort +1
Will +1
Combat (Level +0):
Shortsword +0 (1d6)
Crit Die d10/Table II
Action Dice 1d20
Luck dice d3
Backstab +1
Sneak silently* +1 +1 [Agi]
Hide in shadows* +3 +1 [Agi]
Pick pocket* +1 +1 [Agi]
Climb sheer surfaces* +3 +1 [Agi]
Pick lock* +1 +1 [Agi]
Find trap† +3 +1 [Int]
Disable trap* +3 +1 [Agi]
Forge document* +0 +1 [Agi]
Disguise self‡ +0 +1 [Per]
Read languages† +0 +1 [Int]
Handle poison +0
Cast spell from scroll† d10 +1 [Int]
* The thief’s Agility modifier, if any, also modifies checks for these skills.
† The thief’s Intelligence modifier, if any, also modifies checks for these skills.
‡ The thief’s Personality modifier, if any, also modifies checks for these skills.
Lucky Sign = Charmed House: Luck modifier applied to AC
Occupation: Previously Outlaw. Now… Bravo! :)
Equipment:
> 185,6 gp and 28cp
> Chainmail in need of repair (+3 to AC)
> Magical Whetstone wrapped in a silver cord (You can spend an action running it down the edge of a bladed weapon. If done, the weapon lights up with a strange purple fire that lasts for 7 combat rounds, during which the weapon does +1d6 damage per successful strike. The whetstone can be used once per day)
Languages: Common and Halfling
Changes:
- Alignment changed to Lawful
- Can I sell the Chainmail for half price? If Yes, then (+70gp?)
- Buying
Longsword (-10gp)
Dagger x2 (-6gp)
Blackjack (-3gp)
Blowgun (what is the ammo for this one? I am assuming darts)(-6gp)
Darts x10 (-5gp)
Leather Armor (-20gp)
Backpack (-2gp)
Chalk x5 (-0,05gp)
Crowbar (-2gp)
To be continued… Will also sort where these are carried.