@POOHEAD189
Until Level 5, the thief saving throws are:
Death and Poison:13
Wands: 14
Paralysis and Petrification: 13
Breath Attacks: 16
Spells, Magic Rods, Magic Staves: 15
Save vs Magic: depends on your wisdom modifier.
you might get items that improve them before then though.
With 4d6 drop lowest you need to remove the lowest stat from the roll, so you end up with 3 rolls that are slightly better then they would be if you rolled blind. So looking at your rolls your stats are:
16, 16, 11, 12, 16, 12
which are still pretty awesome! Don't think I've ever seen a triple 16 rolled xD And you can take 2 off one stat and add 1 to another if you like. You can also put your numbers against whichever stat you want - they don't have to be in order.
Woops! I need to add the inventory sheet up. I thought it'd be easier to save the inventory in a second post when you add it up to the CS tab, save you scrolling through your sheet everytime your inventory changes, which might happen alot (and the sheet won't change as often really). Although, if people want to track their inventory somewhere else or customise the sheet, feel free!
With 16+ Strength you get 5 extra inventory slots on your packed items which is pretty nifty. So the limit would be on how much you can carry. I've put the movement speed assosciated with each slot next to it so you can see if adding an extra item will drop your movement.
Although I should make it clear - 90/30 is probably the average, so don't worry if you drop a movement speed class down. It's still pretty fast.
120 / 40 means out of combat you explore 120 feet, or 12 10 ft squares. In combat you'd have 40ft of movement. Same for 90/30, you can move 9 10 foot squares out of combat before a turn ends (assuming you're not doing something time consuming) or 30 ft in combat.
Until Level 5, the thief saving throws are:
Death and Poison:13
Wands: 14
Paralysis and Petrification: 13
Breath Attacks: 16
Spells, Magic Rods, Magic Staves: 15
Save vs Magic: depends on your wisdom modifier.
you might get items that improve them before then though.
With 4d6 drop lowest you need to remove the lowest stat from the roll, so you end up with 3 rolls that are slightly better then they would be if you rolled blind. So looking at your rolls your stats are:
16, 16, 11, 12, 16, 12
which are still pretty awesome! Don't think I've ever seen a triple 16 rolled xD And you can take 2 off one stat and add 1 to another if you like. You can also put your numbers against whichever stat you want - they don't have to be in order.
do I simply go through the equipment with my 120 gold and get what I feel like, or is there a limit beyond my Gold? Also I don't see a place other than available weapons and armor to put equipment. Sorry if that's a lot, Mae lol. Been a week
Woops! I need to add the inventory sheet up. I thought it'd be easier to save the inventory in a second post when you add it up to the CS tab, save you scrolling through your sheet everytime your inventory changes, which might happen alot (and the sheet won't change as often really). Although, if people want to track their inventory somewhere else or customise the sheet, feel free!
With 16+ Strength you get 5 extra inventory slots on your packed items which is pretty nifty. So the limit would be on how much you can carry. I've put the movement speed assosciated with each slot next to it so you can see if adding an extra item will drop your movement.
Although I should make it clear - 90/30 is probably the average, so don't worry if you drop a movement speed class down. It's still pretty fast.
120 / 40 means out of combat you explore 120 feet, or 12 10 ft squares. In combat you'd have 40ft of movement. Same for 90/30, you can move 9 10 foot squares out of combat before a turn ends (assuming you're not doing something time consuming) or 30 ft in combat.