Rafferty "Raff" Evenhand's page

61 posts. Alias of Helaman.

Full Name

Rafferty "Raff" Evenhand


AC14 HP5/[5] stat: St:14, In:9, Ws:9, Dx:14, Cn:14, Ch:13 Saves: D 13 W 14 P 13 B 16 S15


Male Human Thief/1

Strength 14
Dexterity 14
Constitution 14
Intelligence 9
Wisdom 9
Charisma 13

About Rafferty "Raff" Evenhand

Human Thief 1
Medium humanoid, neutral
Armor Class 14 (studded leather)
Hit Points 5 (1d4+1)
Speed 40 ft.
STR 14 (+1), DEX 14 (+1), CON 14 (+1), INT 9 (+0), WIS 9 (+0), CHA 13 (+1)

When attacking an unaware opponent from behind, a thief receives a +4 bonus to hit and doubles any damage dealt.

Because of their need for stealth and free movement, thieves cannot wear armour heavier than leather and cannot use shields. They can use any weapon.

Read Languages
A thief of 4th level or higher can read non-magical text in any language (including dead languages and basic codes) with 80% probability. If the roll does not succeed, the thief may not try to read that particular text again before gaining an experience level.

Scroll Use
A thief of 10th level or higher can cast arcane spells from scrolls. There is a 10% chance of error: the spell does not function as expected and creates an unusual or deleterious effect.

Thief Skills
Thieves can use the following skills, with the chance of success shown below:

Climb sheer surfaces (CS): A roll is required for each 100’ to be climbed. If the roll fails, the thief falls at the halfway point, suffering falling damage.
Find or remove treasure traps (TR): A roll is required to find a treasure trap and then another to remove it. This may be attempted only once per trap.
Hear noise (HN): In a quiet environment (e.g. not in combat), a thief may attempt to listen at a door or to hear the sounds of something (e.g. a wandering monster) approaching.
Hide in shadows (HS): Requires the thief to be motionless—attacking or moving while hiding is not possible.
Move silently (MS): A thief may attempt to sneak past enemies unnoticed.
Open locks (OL): Requires thieves’ tools (see Adventuring Gear). A thief can only try this skill once per lock. If the roll fails, the thief may not try the same lock again before gaining an experience level.
Pick pockets (PP): If the victim is above 5th level, the thief’s roll is penalised by 5% for every level above 5th. There is always at least a 1% chance of failure. A roll of more than twice the percentage required for success means that the attempted theft is noticed. The referee should determine the reaction of the victim (possibly using the reaction table under Encounters).


+1 CHA, +1 CON.
Blessed: When rolling hit points (including at 1st level), the player of a human PC may roll twice and take the best result.
Decisiveness: When an initiative roll is tied, humans act first, as if they had won initiative. If using the optional rule for individual initiative (see Combat, p234), humans get a bonus of +1 to initiative rolls.
Leadership: All of a human’s retainers and mercenaries gain a +1 bonus to loyalty and morale.


Studded Leather 25
Thieves Tools 25
Grappling Hook 25
Rope 50' 1
Backpack 5
7 days standard rations 5
Flint and steel 3
6 torches 1
Water skin 1
Sword 10
2 x Dagger 6
Shortbow 25
20 arrows 5
Small sack 1
Large sack 2
Fancy clothes 20

Spent 170
10 remaining


Climb 2-in-6
Open Locks 2-in-6
Hide 2-in-6
Move Silently 2-in-6

He's an up and coming second story man who decided to take up adventuring when his freelance thieving caught the attention of a vengeful thieves guild.

Strength 13 +1
Intelligence 12
Wisdom 9
Dexterity 14 + 1
Constitution 14 +1
Charisma 9

Starting Gold 3d6 ⇒ (6, 6, 5) = 17 wow... the last job must have been VERY lucrutive.