Watts Tarambore

Male Khoran Thief 1
Medium humanoid, neutral
Armor Class 3
Hit Points 9 (1d8+2)
Speed 30 ft.
STR 14 (+1), INT 14 (+0), WIS 12 (+0), DEX 16 (+2), CON 16 (+2), CHA 6 (+0)
Languages Common, Susrahnian
Special Powers
As a Khoran, add +1 to either Strength or Dexterity.
Life Event - Survivor of a disastrous raid into Khazabad, you spent your early years as a slave there until you managed to escape. Add +1 Constitution
Learning Your Trade - You spent the early part of your career slumming it with the Beggars of Zul-Bazzir. +2 to Skill Tests involving begging or pick pocketing.
Artful Dodging - Thieves receive a -2 [+2] bonus to their armour class.
Languages - A Thief is assumed to have seen a fair bit of the world and therefore gains a +25 bonus to understanding other languages.
Two Weapon Fighting - Thieves gain a +2 to hit (instead of the standard +1) when using two weapons.
Thief Skills
Thieves benefit from a +3 bonus to any roll involving the following categories of tasks (using the Skills system described in "Testing Skill" on page 71).
Climbing
This skill covers attempts by characters to scale sheer surfaces, including walls and cliffs. If a rope and grappling hook are available, the character normally need not make a roll in order to climb, unless the situation is very stressful. For example if the character is being pursued by assassins, then the Crypt Keeper may judge that a roll is necessary.
Legerdemain
This category covers tasks involving the skilful use of the character’s hands when performing tricks (e.g., hiding a dagger from a guard), as well as attempts to pick the pockets of others without attracting notice.
Opening Locks
This category covers attempts to pick locks. If the thief lacks a proper set of lock picks, they suffer a penalty of -2 or more (as the Crypt Keeper judges) to the attempt. Especially well crafted lock picks may give the thief a bonus to their rolls. Legends speak of magical lock picks that enable Thieves to overcome even the most difficult of locks.
Perception
This category covers attempts by characters to notice hidden or concealed objects (e.g. secret doors or traps) or creatures (e.g. brigands waiting in ambush).
Stealth
This category covers attempts by characters to remain unnoticed, including hiding and moving silently. Dark shadows or dense foliage may give characters a bonus to their Skill Test while bright lights or clear ground may give them a penalty (or even make an attempt at stealth impossible). Wearing armour heavier than leather will normally prohibit a character from moving silently. Carrying a torch or other light source prohibits a character from hiding.
Traps
This category covers attempts by characters to disable or set traps.
Actions
Long Sword. Melee Weapon Attack: +1 to hit, Hit: 1d8+1/1d8+1.
Equipment Backpack, Belt pouch (small), General clothing (yellow hues), Torches (x3), Flint and steel, Bed roll, Wine-skin, 7 Days of dry rations, Holy Symbol of Pelor, Studded Leather armor, Shield (medium), Staff Sling, Sling Bullet (x10), Chalk, Scroll Case, Silk Rope (50 feet), Small Metal Mirror, Light-proof pouch containing a Copper coin w/ Continual Light, 61 gp, 1 sp, 8cp
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