Pinder "Pin" Graniteheart


An expert “Boxman” (safe-cracker), Pin recently signed a contract with the “Thieves of Phlan”, the towns uncreatively self-styled thieves guild. He signed the contract sight-unseen, since the guild promised steady work, and he really has no idea what to expect when he gets there — then, of course, making wise long-term decisions and negotiating were never Pin’s strong suit.

Pin’s greatest wish is to gain sufficient reputation and funds to start a guild of his own. Management! That’s his real calling — or so he always claims.


Race: Dwarf
Homeland: Shadowdale
Class: Thief
Kit: Guilder
Alignment: Non-Chaotic,
Level: 4th
Experience: 5,805
Next Level: 10,000
Max Level: 12th

Ability Scores:

Str 14 Stamina 9 35 lb Weight allowance
Muscle 17 220 lb Max press +1 Attack & Damage Open Doors 10 Bend Bars 13%
Dex 12 Aim 11
Balance 13
Con 14 Health 10 System Shock 70%
Fitness 15 Resurrection chance 94% +1 hit point per die
Int 12 Reason 10
Knowledge 13
Wis 6 Intuition 4 -10% earned XP
Willpower 7 -1 Mental saves
Cha 15 Leadership 16 8 Henchmen +4 loyalty
Appearance 13 +1 NPC reactions


  • Initiative: +0
  • Surprise: +0
  • NPC Reaction: +1

Combat Statistics:
Hit Points: 18
Armor Class: 14 (studded leather)
Base Attack Bonus: +1

  • Paralyzation/Poison/Death: 13 (+2 vs. Poison)
  • Rod/Staff/Wand: 12
  • Petrification/Polymorph: 14
  • Breath Weapon: 14
  • Spells: 11
Weapons # Att Att Bonus Dmg Dmg (L) Speed Range Special
Broadsword 1/round +2 2d4+1 1d6+2 5 melee
Shortbow 2/round +1 1d8 1d6 7 50 / 100 / 150

Thief Skills: (in armor)

PP -25% HS 15%
OL 60% HN 15%
F/RT 55% CW 70%
MS 14% RL 20%

Non-Weapon Proficiencies: General, Rogue

Modern Languages (Common) 12 Endurance 14
Modern Languages (Dethek) 12 Reading Lips 10
Modern Languages (Cormanthan) 12 Disguise 14
Modern Languages (Thieves’ Cant) 12 Blacksmithing 14
Reading/Writing (Common) 13 Administration 13
Detect Sloping Passage 10 Information Gathering 12
Detect New Construction 10 Local History 15
Detect Shifting Walls 8 Locksmithing 12
Detect Stonework Traps 6 Bribery 5
Determine Depth Underground 6 Haggling 6
Sound Analysis 6 Teaching 14
Cryptography 11

Weapon Proficiencies:

Special Abilities:

  • Dwarven infravision enables them to see up to 60 feet in the dark.
  • Dwarves have exceptional resistance to toxic substances. All dwarven characters make saving throws against poison with a +2 bonus.
  • In melee, dwarves add 1 to their attack rolls orcs, half-orcs, goblins, and hobgoblins.
  • Dwarves gain a +4 bonus to their AC against attacks made by ogres, trolls, giants, titans, or similar creatures.
  • All Dalesman gain a +2 bonus to morale checks when they are engaged in battle anywhere in the Dalelands. In addition, each Dalesman gains a +1 to attack rolls and saving throws when fighting in defense of his home Dale.
  • Backstab: 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 deals 2x normal damage on a successful attack. This applies only to the base damage of the weapon before modifiers for Strength or magical bonuses are added. The weapon’s standard damage is multiplied. Then Strength and magical weapon bonuses are added.
  • As a benefit of their constant dealings with all sorts of people, guilders can sense and anticipate an opponent’s offensive moves for a short time. This lets the guilder position himself to minimize the damage from an attack by sidestepping at the last instant or partially blocking an attack. Although this maneuver doesn’t stop the attack, it does reduce the amount of damage the guilder suffers by one-half (round fractions up). The guilder must announce that he is performing this maneuver immediately after an opponent’s successful attack roll. This ability can be used a number of times per day equal to the guilder’s level (4/day).
  • Stipend: A guilder in good standing with his guild receives a monthly stipend commensurate with his responsibilities and experience. Guilder salaries average 30 gp per month, plus a monthly bonus of 10 gp times the guilder’s level (70gp per month).
  • Expenses: When undertaking an expedition on behalf of his guild, the guilder may receive a small stipend to cover his expenses. A typical stipend ranges from 100-500 gp, depending on the length of the expedition, the level of the guilder, and the generosity of the guild’s leaders. The guilder may spend these funds only on goods and services directly relating to the success of the expedition.
  • Annual Boon: Once per year, the guilder may ask his guild for a boon. It is traditional that this be granted insofar as the resources of the guild (and the judgement of the DM) allow, although exceptionally greedy or ill-considered requests will reflect badly upon the guilder.
  • The Guilder has a network of safe houses or similar assistance when in territory controlled by his guild. No matter how much trouble he is in, the guilder can hide for up to three days with no possibility of enemy forces finding him. For each day after the third that he holes up, there is a 10% chance that the character’s whereabouts are discovered. To effectively hide, a character must not leave his haven or attempt to contact anyone outside of his shelter. Doing so increases the chance of his being spotted to 50% per day. The character can include one companion per three levels in his hiding place.
    Instead of holing up, the character can leave the territory. Arranging transport requires 1d3 days, during which the character hides (as above); then the guilder may be smuggled out of the guild’s territory. There is a base 80% chance of success, but the DM may modify this for the intensity of the search and other similar factors.
  • Guilders earn a lot of respect from those in their home territory. Unless a character belongs to an opposing organization, he will usually try to court the Guilder’s favor for business reasons. Guilders receive a bonus of +3 on all NPC reactions against characters from their guild’s territory.
  • A guilder that reaches sufficient level to attract followers may establish his own guild. In such a case, the player and DM should review the rules regarding Thieves’ Guilds in the Complete Thief’s Handbook, regardless of the type of guild. The guilder’s followers make up the initial members of his guild, but he attracts additional guild members (treat as bonus followers) at the rate indicated under the guild rules.


  • Because of their nonmagical nature dwarves have trouble using magical items. All magical items that are not specifically suited to the character’s class have a 20% chance to malfunction when used by a dwarf. This check is made each time a dwarf uses a magical item. A malfunction affects only the current use; the item may work properly next time. For devices that are continually in operation, the check is made the first time the device is used during an encounter. If the check is passed, the device functions normally until it is turned off. Thus, a dwarf would have to check upon donning a robe of blending but would not check again until he had taken the robe off and then put it on again. If a cursed item malfunctions, the character recognizes its cursed nature and can dispose of the item. Malfunction applies to rods, staves, wands, rings, amulets, potions, horns, jewels, and all other magical items except weapons, shields, armor, gauntlets, and girdles. This penalty does not apply to dwarven clerics using priest items.
  • There are quite a few factions and folk who carry a grudge against Shadowdale, more due to the forces of good it harbors than anything it might represent. Thus, a Shadowdalesman suffers a -4 reaction penalty when dealing with denizens of the Underdark, Wizards of Thay, the Black Network, the Zhentilar, the Cult of the Dragon, or the Red Plumes of Hillsfar. In addition, members of the above factions will single out Shadowdalesmen in combat, to the exclusion of warriors from other locales.
  • The guilder must honor any reasonable requests for assistance by his fellow guild members. A guilder is held fully accountable for any actions that may reflect badly on his guild. Should the guilder break the law, insult a noble, or otherwise behave improperly, his guild will demand an explanation. An unsatisfactory explanation will result in a reprimand at best, and termination of his job at worst.
  • If a guilder receives expenses (as detailed in his Special Benefits), he must make a full accounting of his expenditures and return any excess funds at the conclusion of his expedition. Should a discrepancy be discovered, the guilder may be fined (or suffer some other worse fate appropriate to the nature of the organization). If he’s been given special equipment instead of or in addition to expenses, all items must be returned in good condition. Otherwise, money may be deducted from the guilder’s stipend to replace them, or the guild may confiscate an equivalent amount of the guilder’s goods.
  • A guilder is always subject to orders from his guild leaders. Some orders are critical, others trivial, but all must be followed in order for the guilder to remain in good standing. Failure to comply with an order may result in a variety of penalties, ranging from fines to termination of employment.
  • A guild leader may require the guilder to carry out a special order in conjunction with his primary assignment, or a guilder may receive burdensome duties as part of his regular job. In all cases, the DM decides when the overlord makes a special demand, the type of demand, and the penalties for violation.
  • Guilders suffer a -4 penalty on NPC reactions when dealing with members of opposing guilds if their identity is known.

Note: A guilder that is not currently associated with an organization gains none of the special abilities or disadvantages of this kit. A guilder that establishes his own guild is accountable only to himself and suffers few of the disadvantages of this kit, but may have additional administrative headaches…

Advancement Notes

  • Armor Allowed: Leather, Padded, Studded Leather, or Elven Chain
  • Weapons Allowed: club, dagger, dart, hand crossbow, knife, lasso, short bow, sling, quarterstaff, or any one-handed sword



Base Speed: 6

Total Weight of Gear: 40 lbs. (Light)

Unencumbered Light Moderate Heavy Severe Max
Weight 0 – 35 lbs. 36-81 lbs. 82-128 lbs. 129-174 lbs. 175-219 lbs. 220 lbs
Movement 6 5 4 3 2 1

Pinder "Pin" Graniteheart

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