Poisoner

Valder Smiggins's page

3 posts. Alias of Helaman.


Full Name

Valder Smiggins

Race

Halfling

Classes/Levels

Thief/1

Gender

Male

Size

Small

Age

40

Special Abilities

HP:6/[6], AC 5 | PPD:13 RSW:14 PP:12 BW:16 S:15

Alignment

Neutral

Deity

Brandobaris

Languages

Common, Halfling

Occupation

"Nunya" or if pressed? "Adventurer"

Strength 11
Dexterity 17
Constitution 13
Intelligence 9
Wisdom 10
Charisma 8

About Valder Smiggins

-Background-

Spoiler:

Aaa

Halfling

Spoiler:

+3 Save vs Wands, Staves, Rods, Spells, and Poison

+1 attack bonus when using a sling or thrown weapon.

Opponents suffer -4 to surprise roll when Halfling is not in metal armor and at least 90 feet from any party member that is not an Elf also not wearing metal armor (-2 if a door must be moved).

Infravision up to 60 feet.

Nature Cunning: Halflings can assess information about their natural surroundings. The halfling must concentrate for at least one round before making a check.

• Detect up or down slope: 1–3 on 1d4
• Discern direction: 1–3 on 1d6

Movement Value: 6

Thief

Spoiler:

A thief with a Dexterity score of 16 or more gains a 10% bonus to the experience points he earns.

The allowed weapons are club, dagger, dart, hand crossbow, knife, lasso, short bow, sling, broad sword, long sword, short sword, and staff. A thief can wear leather, studded leather, padded leather, or elven chain armor. When wearing any allowed armor other than leather, the thief's abilities are penalized.

. When attacking someone by surprise and from behind, a thief can improve his chance to successfully hit (+4 modifier for rear attack and negate the target's shield and Dexterity bonuses) and greatly increase the amount of damage his blow causes.

To use this ability, the thief must be behind his victim and the victim must be unaware that the thief intends to attack him. If an enemy sees the thief, hears him approach from a blind side, or is warned by another, he is not caught unaware, and the backstab is handled like a normal attack (although bonuses for a rear attack still apply). Opponents in battle will often notice a thief trying to maneuver behind them—the first rule of fighting is to never turn your back on an enemy! However, someone who isn't expecting to be attacked (a friend or ally, perhaps) can be caught unaware even if he knows the thief is behind him.

The multiplier given in Table 30 applies to the amount of damage before modifiers for Strength or weapon bonuses are added. The weapon's standard damage is multiplied by the value given in Table 30. Then Strength and magical weapon bonuses are added.

Backstabbing does have limitations. First, the damage multiplier applies only to the first attack made by the thief, even if multiple attacks are possible. Once a blow is struck, the initial surprise effect is lost. Second, the thief cannot use it on every creature. The victim must be generally humanoid. Part of the skill comes from knowing just where to strike. A thief could backstab an ogre, but he wouldn't be able to do the same to a beholder. The victim must also have a definable back (which leaves out most slimes, jellies, oozes, and the like). Finally, the thief has to be able to reach a significant target area. To backstab a giant, the thief would have to be standing on a ledge or window balcony. Backstabbing him in the ankle just isn't going to be as effective.

Thieves’ Cant: Thieves have a special language used to communicate with each other. Thieves’ cant isn’t an actual language but disguised words, body language, and misleading statements that can be worked into any language. Thieves’ cant is limited to subjects pertaining to thieves; hideouts, stolen goods, contacts, black marketers, etc. Only thieves speaking the same language can use thieves’ cant to communicate.

Also see: 2nd E wiki.

Skills: 6 (Level 1 = 3 + 1 Knowledge + 2 Intelligence)

Acrobatics 17
Appraisal 9
Knowledge: Military 9
Read/Write: Common
Survival 10
Swimming 11

-Equipment-

Spoiler:

Clothing and wool cloak 5gp
Leather Armour 5g
Baldric 4gp
4 daggers 8g
4 knives 2g
2 Slings 1s
20 sling bullets 2s
Backpack 2g
Thieves tool 30g
Flint and Steel 5s
5 Candles 5c
2 small sacks 1s
2 sewing needles 1g
2 fish hooks 2s
2 sticks of chalk 2c
Wineskin 8s
1 week Dry rations 10g

Wealth: 11gp 1sp 3cp