Black Marmot
Black Marmot
Small halfling Rogue, Thief, Bryce Dallas Five , Neutral
Description
Carried Gear (PHB, p. 143): leather armor (AC 11), two (2) daggers, shortbow and 20 arrows, thieves' tools (lockpicks, small file and pliers, tiny mirror), belt pouch, set of common clothes, a small knife, map of home city, pet mouse, token from parents. (This load is about 30 lbs.; add 1 lb. per 50 coins carried.) Magic Items (DMG p. 135) • +3 magic rapier • horseshoes of speed • potion of diminution • potion of force resistance • 3 potions of healing (2d4+2 hp) (a) Item attuned to character. Coins & Gems: 734 gold pieces (gp 60 silver pieces (sp 4 copper pieces (cp 4 gems (worth 100 gp each
• Proficiency Bonus: +4
• Armor: light armor
• Weapons: simple weapons, hand crossbow, longsword, rapier, shortsword
• Tools: disguise kit, thieves' tools
• Saving Throws: Dexterity, Intelligence
• Skills: Insight, Investigation, Perception, Performance, Persuasion, Sleight of Hand, Stealth
• Languages: Common, Thieves' Cant, Halfling
Lightfoot Halfling Traits [PHB p. 26]
• Age: 52 years old
• Small Size (2' 11", 39 lbs.)
• Brave (adv. fear saves)
• Halfling Nimbleness (through occupied spaces)
• Lucky (reroll 1s on d20s)
• Naturally Stealthy (hide behind others)
Rogue Class Features [PHB p. 94]
• Expertise (prof. noted with **)
• Sneak Attack (+5d6)
• Thieves' Cant (slang speak in code)
• Cunning Action (Dash, Disengage or Hide)
• Fast Hands (Cunning Action Sleight Of Hand, thieves' tools, use object)
• Second-Story Work (fast climb, double jump distance)
• Uncanny Dodge (use reaction for half damage vs. attack you can see)
• Evasion (area effect half or no damage)
• Supreme Sneak (adv. on Stealth if half move)
Actions
+3 Magic Rapier. Melee Weapon Attack: +12 to hit, reach 5 ft. Hit: 1d8+8 piercing damage.
Shortbow. Ranged Weapon Attack: +9 to hit. Hit: 1d6+5 piercing damage. (Normal range to 80 ft.; disadvantage long range 81 to 320 ft. Must be used two-handed.)
Dagger. Melee or Ranged Weapon Attack: +9 to hit, reach 5 ft. 1d4+5 piercing damage. (If thrown, normal range to 20 ft.; disadvantage long range 21 to 60 ft.)
Sneak Attack: Once per turn, deal extra damage to one creature hit if attack with advantage using finesse or ranged weapon. Don't need advantage if an enemy of the target is within 5 feet of it, enemy isn't incapacitated, and you don't have disadvantage on attack.
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