Cory
halfling.JPG

Lokee

Male Halfling Ranger 2/Thief 2 (Chaotic Good)
Height: 3'2"
Weight: 65 lbs.
Age: 28

Strength 13 Hit Prob. 0 Dmg Adj. 0 Wt. All. 45 Max Press 140 Op. Drs 7 BB/LG 4%
Dexterity 17 Surprise Adj. +2 Missile Att. Adj. +2 Def. Adj. -3
Constitution 14 HP Adj. 0 Sys. Shk 88% Res. Sur. 92% Pois. Save 0 Regen. Nil
Intelligence 14 No. of Lang. 4 Spell Immun. -
Wisdom 14 Mag. Def. Adj. 0 Bonus Spells 1st Spell Fail 0% Spell Immun. -
Charisma 12 Max No. Hench. 5 Loy Base 0 Rctn Adj. 0
Saving Throws
Paralyzation, Poison, or Death Magic 13 +3 racial bonus if poison
Rod, Staff, or Wand 14 +3 racial bonus
Petrification or Polymorph 12
Breath Weapon 16
Spell 15 +3 racial bonus if wizard spell
HP 7 AC 5 (leather) XP 2,250 / 2,250*

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

Weapon Prof. #AT Hit Adj. Dmg Adj. Adj. Thac0 Spd Type Dmg. vs. S/M Dmg. vs. L Range
Wrist razors (retractable) P 1/1 +0 +0 19 2 S 1d6+1 1d4+1
Chatkcha (thrown) P 1/1 +3 +0 16 4 S 1d6+2 1d4+1 3/6/9
Chatkcha (hand-held) P 1/1 +0 +0 19 4 S/P 1d6 1d4

Racial Features

  • Halflings date back to an age before the advent of magic, and thus they have a natural resistance to wizard spells. This translates into a +3 saving throw bonus for attacks from magical wands, rods, staves, and wizard spells. This bonus is also applied to saving throws against poisons.
  • Halflings gain a +1 attack roll bonus when using thrown weapons and slings.
  • A halfling can gain a bonus to surprise opponents, but only if the halfling is not in metal armor. Even then, the halfling must either be alone, or with a party comprised only of halflings or elves, or 90 feet or more away from his party to gain this bonus. If he fulfills any of these conditions, he causes a -4 penalty to opponents' surprise rolls. If a door or other screen must be opened, this penalty is reduced to -2.

Class Features

Ranger Abilities

  • When wearing studded leather or lighter armor, a ranger can fight two-handed with no penalty to his attack rolls. Obviously, the ranger cannot use a shield when fighting this way. A ranger can still fight with two weapons while wearing heavier armor than studded leather, but he suffers the standard attack roll penalties.
  • The ranger is a skilled woodsman. The ranger knows Tracking without expending any points. Furthermore, this skill improves by +1 for every three levels the ranger has earned (3rd to 5th level, + 1; 6th to 8th level, +2, etc.).
  • While wearing studded leather or lighter armor, the ranger can try to move silently (36%) and hide in shadows (35%). His chance to succeed is for natural surroundings only. When attempting these actions in non-natural surroundings (a musty crypt or city streets) the chance of success is halved. Hiding in shadows and moving silently are not possible in any armor heavier than studded leather-the armor is inflexible and makes too much noise.
  • In their roles as protectors of good, rangers tend to focus their efforts against some particular creature, usually one that marauds their homeland. Before advancing to 2nd level, every ranger must select a species enemy. Typical enemies include giants, tareks, gith, belgoi, or zombies; your DM has final approval on the choice. Thereafter, whenever the ranger encounters that enemy, he gains a +4 bonus to his attack rolls. This enmity can be concealed only with great difficulty, so the ranger suffers a -4 penalty on all encounter reactions with creatures of the hated type. Furthermore, the ranger will actively seek out this enemy in combat in preference to all other foes unless someone else presents a much greater danger.
  • Rangers are adept with both trained and untamed creatures, having a limited degree of animal empathy. If a ranger carefully approaches or tends any natural animal, he can try to modify the animal's reactions. (A natural animal is one that can be found in the real world-a kank, snake, inix, etc.) When dealing with domestic or nonhostile animals, a ranger can approach the animal and befriend it automatically. He can easily discern the qualities of the creature (spotting the best horse in the corral or seeing that the runt of the litter actually has great promise). When dealing with a wild animal or an animal trained to attack, the animal must roll a saving throw vs. rods to resist the ranger's overtures. (This table is used even though the ranger's power is non-magical.) The ranger imposes a -1 penalty on the die roll for every three experience levels he has earned (-1 at 1st to 3rd, -2 at 4th to 6th, etc.). If the creature fails the saving throw, its reaction can be shifted one category as the ranger chooses. Of course, the ranger must be at the front of the party and must approach the creature fearlessly.

Thief Abilities

  • Pick Pockets (45%): The thief uses this skill when filching small items from other peoples' pockets, sleeves, girdles, packs, etc., when palming items (such as keys), and when performing simple sleight of hand. A failed attempt means the thief did not get an item, but it does not mean that his attempt was detected. To determine whether the victim noticed the thief's indiscretion, subtract three times the victim's level from 100. If the thief's pick pockets roll was equal to or greater than this number, the attempt is detected. A 0th-level victim, for example, notices the attempt only if the roll was 00 (100), while a 13th-level character notices the attempt on a dice roll of 61 or more. In some cases, the attempt may succeed and be noticed at the same time. A thief can try to pick someone's pocket as many times as he wants. Neither failure nor success prevents additional attempts, but getting caught might!
  • Open Locks (35%): A thief can try to pick padlocks, finesse combination locks (if they exist), and solve puzzle locks (locks with sliding panels, hidden releases, and concealed keyholes). Picking a padlock requires tools. Using typical thief's tools grants normal chances for success. Using improvised tools (a bit of wire, a thin dirk, a stick, etc.) imposes a penalty on the character's chance for success. The DM sets the penalty based on the situation; penalties can range from -5% for an improvised but suitable tool, to -60% for an awkward and unsuitable item (like a stick). The amount of time required to pick a lock is 1d10 rounds. A thief can try to pick a particular lock only once per experience level. If the attempt fails, the lock is simply too difficult for the character until he learns more about picking locks (goes up a level).
  • Find/Remove Traps (20%): The thief is trained to find small traps and alarms. These include poisoned needles, spring blades, deadly gases, and warning bells. This skill is not effective for finding deadfall ceilings, crushing walls, or other large, mechanical traps. To find the trap, the thief must be able to touch and inspect the trapped object. Normally, the DM rolls the dice to determine whether the thief finds a trap. If the DM says, "You didn't find any traps," it's up to the player to decide whether that means there are no traps or there are traps but the thief didn't see them. If the thief finds a trap, he knows its general principle but not its exact nature. A thief can check an item for traps once per experience level. Searching for a trap takes 1d10 rounds. Once a trap is found, the thief can try to remove it or disarm it. This also requires 1d10 rounds. If the dice roll indicates success, the trap is disarmed. If the dice roll indicates failure, the trap is beyond the thief's current skill. He can try disarming the trap again when he advances to the next experience level. If the dice roll is 96-100, the thief accidentally triggers the trap and suffers the consequences. Sometimes (usually because his percentages are low) a thief will deliberately spring a trap rather than have unpleasant side effects if the trap doesn't work quite the way the thief thought, and he triggers it while standing in the wrong place. This skill is far less useful when dealing with magical or invisible traps. Thieves can attempt to remove these traps, but their chances of success are half their normal percentages.
  • Move Silently (50%): A thief can try to move silently at any time simply by announcing that he intends to do so. While moving silently, the thief's movement rate is reduced to 1/3 normal. The DM rolls percentile dice to determine whether the thief is moving silently; the thief always thinks he is being quiet. Successful silent movement improves the thief's chance to surprise a victim, avoid discovery, or move into position to stab an enemy in the back. Obviously, a thief moving silently but in plain view of his enemies is wasting his time.
  • Hide in Shadows (50%): A thief can try to disappear into shadows or any other type of concealment - bushes, curtains, crannies, etc. A thief can hide this way only when no one is looking at him; he remains hidden only as long as he remains virtually motionless. (The thief can make small, slow, careful movements: draw a weapon, uncork a potion, etc.) A thief can never become hidden while a guard is watching him, no matter what his dice roll is - his position is obvious to the guard. However, trying to hide from a creature that is locked in battle with another is possible, as the enemy's attention is fixed elsewhere. The DM rolls the dice and keeps the result secret, but the thief always thinks he is hidden. Hiding in shadows cannot be done in total darkness, since the talent lies in fooling the eye as much as in finding real concealment (camouflage, as it were). However, hidden characters are equally concealed to those with or without infravision. Spells, magical items, and special abilities that reveal invisible objects can reveal the location of a hidden thief.
  • Detect Noise (20%): A good thief pays attention to every detail, no matter how small, including faint sounds that most others miss. His ability to hear tiny sounds (behind heavy doors, down long hallways, etc.) is much better than the ordinary person's. Listening is not automatic; the thief must stand still and concentrate on what he's hearing for one round. He must have silence in his immediate surroundings and must remove his helmet or hat. Sounds filtering through doors or other barriers are unclear at best.
  • Climb Walls (45%): Although everyone can climb rocky cliffs and steep slopes, the thief is far superior to others in this ability. Not only does he have a better climbing percentage than other characters, he can also climb most surfaces without tools, ropes, or devices. Only the thief can climb smooth and very smooth surfaces without climbing gear. Of course, the thief is very limited in his actions while climbing - he is unable to fight or effectively defend himself.
  • Read Languages (-5%): Out of necessity, thieves tend to learn odd bits of information. Among these is the ability to read various languages, particularly as they apply to treasure maps, deeds, secret notes, and the like. At 4th level, the thief has enough exposure to languages that he has a chance to read most nonmagical writing. This ability naturally improves with more experience. However, your DM can rule that some languages (those the thief has never encountered) are indecipherable to the thief. The die roll to read a language must be made every time the character tries to read a document (not just once per language). A successful die roll means the thief puzzled out the meaning of the writing. His understanding of the document is roughly equal to his percentage chance for success: a 20 percent chance means that, if the thief understands it at all, he gets about 20 percent of the meaning. A different document in the same language requires another die roll (it probably contains different words). It isn't necessary to keep notes about what languages the thief has read in the past, since each document is handled individually. Only one die roll can be made for any particular document at a given experience level. If the die roll fails, the thief can try again after gaining a new experience level. If a character knows how to read a given language because he spent a proficiency slot on it, this dice roll is unnecessary for documents in that language.
  • Forge Documents (7%): This skill allows a thief to mimic the handwriting of another character to produce false-but-passable forms and documents, including items made of paper and papyrus, stone tablets, signet rings, etc. Success depends on the thief’s skill, his familiarity with the original, and the examiner’s level of scrutiny. A thief attempting to forge a document needs an example of the original on which to base his work. Without such an example, the thief suffers an automatic -10% penalty on every skill roll. Having more than one example can improve the thief’s chances by a +5% bonus, at the DM’s option. Every time the forgery is examined, the thief must make a skill roll. A forged pass that lets a slave travel at night, for instance, might be examined by several different guards and templars through the course of an evening. An examiner inspects a document in a manner that reflects his attitude toward the holder; if appropriate, the DM can either choose how the examiner should react or consult Table 59: ENCOUNTER REACTIONS from the DUNGEON MASTER Guide. Then check the reaction against the following list to determine what modifier (if any) to apply to the thief’s skill roll. Success means the forgery is accepted as genuine.
Attitude Modifier
Friendly +15%
Indifferent +5%
Cautious
Suspicious -10%
Hostile -20%
  • Bribe Officials (-5%): The second new skill allows a thief to sway the reactions of NPCs with “gifts” (money or items). Success depends on the thief’s skill, the NPC’s initial reaction, and the value of the bribe (in ceramic pieces) being offered. In no way should this skill be used instead of good role-playing, but it can act as a barometer that takes into account the character’s skills. When a situation may call for a thief character to make a bribe, the DM should roll the NPC’s reaction in secret (noting the exact roll and the reaction), using Table 59: ENCOUNTER REACTIONS from the DUNGEON MASTER Guide. If the reaction is friendly, no bribe is necessary for the PC to achieve a desired result. If the reaction isn’t friendly, the PC might change it by offering a bribe. The original reaction roll must be modified down to friendly through the use of bribes. Determine the modifier by subtracting the original roll from the highest number that receives a friendly reaction. For example, if the player character is being friendly and the DM’s reaction roll for the NPC was 15 (cautious), then 7 is the highest friendly result in that column. The roll must be modified by 8 (15–7=8). Next, determine the station of the NPC to be bribed using the list below. The number of ceramic pieces indicated under “Bribe” is the minimum needed for each point of modifier.
NPC’s Station Bribe
Peasant, slave 2d4 cp
Free citizen, soldier, low-level templar 3d8 cp
Merchant, officer, mid-level templar 5d10 cp
Noble, general, high-level templar 5d100 cp
  • Escape Bonds (25%): The last new skill offered to Athasian thieves is the ability to free himself of ropes and chains through contortion. The skill allows a thief to attempt to free himself from tied ropes or leather bonds, manacles, chains, and other mundane restraining devices. It offers no help against magical bonds. The thief must make a successful escape roll against every item binding him. For example, if a thief is bound at the wrists and ankles, he needs to make two successful rolls to get free. Locked items also require a successful open locks roll. One failure indicates that the thief can’t slip these bonds, and no further roll can be made for them. The thief using this skill requires 5 rounds per roll to adequately work free. He can hurry his attempts, but he suffers a -5% penalty for each round omitted (to a minimum of one round).
  • Backstab (x2): Thieves are weak in toe-to-toe hacking matches, but they are masters of the knife in the back. 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 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. 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.

Proficiencies

Chatkcha (2 slots)
Two-Weapon Fighting Style Specialization (1 slot)
Wrist Razor (1 slot)
Heat Protection
Information Gathering
Language (Common)
Set Snares
Survival
Tracking (bonus)
Tumbling

Wild Talent

See Ethereal

Roleplaying Tips and Experience Awards

  • Practice another race's custom: 50 XP
  • Aid another halfling: 100 XP
  • Special rogue ability successfully used: 200 XP
  • Treasure obtained via theft: 2 XP / cp value
  • Hit Die of creatures defeated: 5 X P/ level
  • Treasure obtained for patron (cumulative with above): 4 XP / cp value

Helpful links

Unless otherwise stated, the content of this page is licensed under Creative Commons Attribution-ShareAlike 3.0 License