Artemis Entreri

Geary the Grifter's page

31 posts. Alias of Jim Cirillo.


Full Name

Geary Campbell aka Geary the Grifter

Race

Human

Classes/Levels

Thief 1/ N / HP 4 / AC 7

Gender

M

Size

M

Age

24

Alignment

N

Location

Gran March

Strength 12
Dexterity 13
Constitution 11
Intelligence 9
Wisdom 11
Charisma 7

About Geary the Grifter

HP 4
AC 7
Wealth 6GP, 6SP, 7CP
Current Thief Class Abilities
Backstab: If the thief can approach his or her target unobserved and strike with a melee weapon, the attack is made at +4 to hit. Damage from a backstab is doubled—or trebled if the thief is of 5th level or higher. Thieves of 9th level or higher do quadruple damage, while those of 13th or greater level quintuple the number shown on the die. Damage modifiers (such as those pertaining to strength or magic) are not multiplied from a backstab.
Climb: Climbing represents a thief’s ability to scale sheer walls and surfaces, cling to ceilings, and perform other feats of climbing that would normally be impossible. Climbing checks must ordinarily be repeated for every ten ft of climbing. Non-thieves cannot climb walls, cliffs, or any vertical surface without the use of a rope or magic, making the presence of a thief vital to many adventuring parties.
Find Traps: This ability represents the thief’s minute visual inspection of a new area for tiny telltale signs that something of interest or danger may be concealed nearby. It requires a full turn (10 minutes) to accomplish.
Hide in Shadows: Some shadow must be present for this ability to be used, but if the check is successful the thief is effectively invisible until he makes an attack or moves from the shadows. The ability can also be used to blend in with a crowd of people rather than disappear into shadows.
Move Quietly: Use of this skill allows the thief to move with preternatural silence even over surfaces such as squeaky floors.
Open Locks/ Disarm Traps: Opening locks and disarming traps (without springing them) is a skill unique to thieves, which cannot be successfully attempted by members of other classes. A thief can also set traps (with the same chance as to disarm).
Pick Pockets: If the thief’s pick pockets check fails by 20% or more, then his or her attempt has been discovered and the intended victim will almost always take hostile action.
Read Languages: The thief may attempt to read languages and ciphers of a non-magical nature only.
Thieves’ Cant: Thieves have their own language.

Thief Skills Table w/ Adjustments
Climb Walls 85%
Find Traps 25%
Hear Noise 10%
Hide in Shadows 20%
Move Quietly 20%
Open Locks 35%
Pick Pockets 35%
Read Languages 1%

Thief Saving Throws
Aimed Magic Items (e.g., rod, staff, wand) 14
Breath Weapons 16
Death, Paralysis, Poison 13
Petrifaction, Polymorph 12
Spells for unlisted categories 15

Weapons: (5) Daggers (+0 to hit, 1d4/1d3 damage), Sling (+0 to hit, 1d4/1d4 damage)
Armor: Studded Leather
Gear: Thieves Tools, Belt, Caltrops, Cloak, Crowbar, Backpack, Hemp Rope, Grappling Hook, (5) Small Belt Pouch, Soft Boots, (3) Torches, Waterskin

Background
Geary Campbell - known to some as Geary the Grifter - originally hails from Guilder's Folly, south of Orlane. The Campbell family, known trouble-makers in the small village, had a deserved reputation of drunken thuggery, underhanded business practices and annoying criminal behavior. Geary was a Campbell through and through. Well except for one character trait. He was loyal to a fault. And it was that loyalty that led him to have to leave Guilder's Folly under the penalty of a long prison sentence if he returned.
The story, which he only tends to tell well into cups of ale, revolves around a stolen horse, counterfeit promissory notes and a case of mistaken identity. Geary took the fall for a good friend of his for the situation "he barely took any part in".
After leaving his home village, he traveled to Stonebridge, where he after a few months, he realized that perhaps he had outstayed his welcome. At least that's what the local watch had told him. He has only been in Orlane 10 days and his meager life-savings are starting dwindle. At this point he's considering pulling off a job just to hold him over until something better comes along.
Geary is tall and lanky, standing 6"1' and weighing 160 lbs with a hooked nose, unkempt brown hair and ugly teeth. Not a handsome man and prone to putting his foot in his mouth, he is a competent thief. If you're a friend of Geary's or have proven that you could be trusted, you'll have a friend for life. He will have your back under any circumstance, no questions asked.