Interested! Here's a rogue I created for another game using the Swords & Wizardry White Box rules, so I suspect the stats won't transfer straight over, but maybe close?
Race: Human
Class: Thief
Alignment: Chaotic Good
Level: 1
HP: 6
AAC: 10 (12 with leather armor)
BTH: +0
Saving Throw: 14
Age: 21
Height: 5'4"
Handedness: Right
Attributes:
11 Strength
15 Dexterity
10 Constitution
11 Intelligence
8 Wisdom
13 Charisma
Race: Human
Class: Thief
Alignment: Chaotic Good
Level: 1
HP: 6
AAC: 10 (12 with leather armor)
BTH: +0
Saving Throw: 14
Age: 21
Height: 5'4"
Handedness: Right
Attributes:
11 Strength
15 Dexterity
10 Constitution
11 Intelligence
8 Wisdom
13 Charisma
The bastard daughter of a maid servant and a minor noble, Brenna grew up mostly working as a servant herself, but enjoyed some favor from her father who acknowledged her as his daughter. He ensured she had what she needed and even provided her with archery lessons and gave her lovely bow.
She has a younger half-brother (legitimate son of her father). As children, they got along but as they grew older, the relationship soured. And upon her father's death, he pulled all financial support from her. Now, for the first time, she must make her own way.
She's managed to get an apprenticeship with a locksmith, but is impatient to make her fortune.
She has a younger half-brother (legitimate son of her father). As children, they got along but as they grew older, the relationship soured. And upon her father's death, he pulled all financial support from her. Now, for the first time, she must make her own way.
She's managed to get an apprenticeship with a locksmith, but is impatient to make her fortune.
Back Stab - Any time a thief attacks an opponent who is unaware of their presence, the thief receives a +2 to their Base Hit Bonus. If the attack is successful, the thief may roll his weapon damage twice.
Saving Throw - Thieves receive a +2 bonus to any saving throw made to reduce or avoid the effects of any trap, magical or mundane.
Thievery (2) - The thievery ability may be used for any number of clandestine or stealth-based actions. From picking pockets or locks, discovering and disarming traps, remaining silent and hidden while moving or even climbing walls free-handed. When the thief attempts to use this ability the Referee rolls 1d6. If the result of the roll is equal to or lower than their rating in the thievery ability, the thief is successful in their attempt.
Saving Throw - Thieves receive a +2 bonus to any saving throw made to reduce or avoid the effects of any trap, magical or mundane.
Thievery (2) - The thievery ability may be used for any number of clandestine or stealth-based actions. From picking pockets or locks, discovering and disarming traps, remaining silent and hidden while moving or even climbing walls free-handed. When the thief attempts to use this ability the Referee rolls 1d6. If the result of the roll is equal to or lower than their rating in the thievery ability, the thief is successful in their attempt.
2 Gold
Leather Armor
Dagger (1d6-1 damage)
Short Bow (1d6-1 damage, ROF:2, Range:50ft) w/quiver of 20 arrows
Thieves' Tools
Backpack (30 lb capacity) w/ 2 days trail rations
Waterskin
Flint & Steel
Crowbar
6 torches
Grappling Hook
Rope (50 ft.), hemp
Leather Armor
Dagger (1d6-1 damage)
Short Bow (1d6-1 damage, ROF:2, Range:50ft) w/quiver of 20 arrows
Thieves' Tools
Backpack (30 lb capacity) w/ 2 days trail rations
Waterskin
Flint & Steel
Crowbar
6 torches
Grappling Hook
Rope (50 ft.), hemp