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Araneth

Sparrow the Thief

May 16th, 2015
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  1. Sparrow the Thief
  2.  
  3. Class: Thief
  4. Race: Human (You are a professional. When you spout lore or discern realities about criminal activities, take +1.)
  5. Alignment: Neutral (Avoid detection or infiltrate a location.)
  6. HP: 20/20
  7. Armour: 1
  8. XP: 10/11
  9. Level: 4
  10.  
  11. He has shifty eyes, though they are usually obscured by the dark hood that matches his clothes. His body is lithe, not overly muscular but he is far from the malnurished street rat.
  12.  
  13. Dexterity: 17 (+2)
  14. Charisma: 15 (+1)
  15. Constitution: 14 (+1)
  16. Strength: 13 (+1)
  17. Intelligence: 9
  18. Wisdom: 8 (-1)
  19. Base Damage: d8
  20.  
  21. Elected Poison: Oil of Tagit (1 uses)
  22. Wither Venom (1 uses)
  23.  
  24. Gear:
  25. Dagger (2)
  26. 4 throwing dagger
  27. Dungeon rations 9 (2)
  28. Leather armour (1)
  29. Spool of gold thread (200 coins)
  30. Some curious-looking purple-blue gemstones.
  31. An unidentified vial of clear liquid
  32. 20 coins
  33. (5/10)
  34.  
  35. Moves:
  36. Trap Expert
  37. When you spend a moment to survey a dangerous area, roll+DEX.
  38. ✴ On a 10+, hold 3.
  39. ✴ On a 7–9, hold 1. Spend your hold as you walk through the area to ask these questions:
  40. Is there a trap here and if so, what activates it?
  41. What does the trap do when activated?
  42. What else is hidden here?
  43.  
  44. Tricks of the Trade
  45. When you pick locks or pockets or disable traps, roll+DEX.
  46. ✴ On a 10+, you do it, no problem.
  47. ✴ On a 7–9, you still do it, but the GM will offer you two options between suspicion, danger, or cost.
  48.  
  49. Backstab
  50. When you attack a surprised or defenseless enemy with a melee weapon, you can choose to deal your damage or roll+DEX.
  51. ✴ On a 10+ choose two.
  52. ✴ On a 7–9 choose one.
  53. You don’t get into melee with them
  54. You deal your damage+1d6
  55. You create an advantage, +1 forward to you or an ally acting on it
  56. Reduce their armor by 1 until they repair it
  57.  
  58. Flexible Morals
  59. When someone tries to detect your alignment you can tell them any alignment you like.
  60.  
  61. Poisoner
  62. You’ve mastered the care and use of a poison. Choose a poison from the list below; that poison is no longer dangerous for you to use. You also start with three uses of the poison you choose. Whenever you have time to gather materials and a safe place to brew you can make three uses of the poison you choose for free. Note that some poisons are applied, meaning you have to carefully apply it to the target or something they eat or drink. Touch poisons just need to touch the target, they can even be used on the blade of a weapon.
  63. *Oil of Tagit (applied): The target falls into a light sleep*
  64. Bloodweed (touch): The target deals -1d4 damage ongoing until cured
  65. Goldenroot (applied): The target treats the next creature they see as a trusted ally, until proved otherwise
  66. Serpent’s Tears (touch): Anyone dealing damage to the target rolls twice and takes the better result.
  67. *Wither Venom (touch): Ages the target, leading to eventual death if not treated.
  68.  
  69. Cheap Shot
  70. When using a precise or hand weapon, your backstab deals an extra +1d6 damage.
  71.  
  72. Shoot First
  73. You’re never caught by surprise. When an enemy would get the drop on you, you get to act first instead.
  74.  
  75. Under dog
  76. When you’re outnumbered, you have +1 armor
  77.  
  78. Bonds:
  79. I stole something from _______________.
  80. Waldemar has my back when things go wrong.
  81. _______________ knows incriminating details about me.
  82. _______________ and I have a con running.
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