Teebo

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Teebo, Male Halfling Assassin/Fighter 4/4

Physical Notes[edit]

ADnD.Teebo.jpg

Race: Tallfellow Halfling; Sex: Male; Age:

Height:; Weight:; Eye Color:; Hair Color:; Features:

Social Class[edit]

XX

Personality Traits[edit]

Bonds:

Flaws:

Ideals:

Traits:

ATTRIBUTES[edit]

Strength 15 Mod: +1; Saving Throw: +2; Base Encumbrance: 75#
Dexterity 18 Mod: +3; Saving Throw*: +5
Constitution 14 Mod: +1; Saving Throw*: +3
Intelligence 15 Mod: +1; Saving Throw: +2
Wisdom 11 Mod: +0; Saving Throw: +1
Charisma 10 Mod: +0; Saving Throw: +1
* Proficiency with these Saving Throws

SECONDARY STATS[edit]

Experience Points: 18,750/18,750
Hit Points: 27 (4/4HD, +1 CON Mod)
Armor Class: 15 (armor 2+dex 3+shield +misc)
Attack Bonus: +4
Ability Bonus -Proficiency: +2; Nonproficiciency: +1
Deity:
Alignment:
Languages: Common, Halfling, Elven, Thieves Chant
Weapons:
* Short Sword: Attack Bonus: +9; Damage: 1D6 +3; Qualities: Finesse, Slashing or Piercing
* Weapon: Attack Bonus: +0; Damage: 1Dx +0; Qualities:
* Weapon: Attack Bonus: +0; Damage: 1Dx +0; Qualities:

HALFLING (TALLFELLOW) ABILITIES[edit]

Size: Small
Movement: 45ft
Combat Bonus: gain +1 bonus to their attack rolls when using thrown weapons and slings.
Resistance: gain a +4 bonus to all Saving Throws versus magic and poison.
Skill Bonus: +2 to Perception and +2 to Stealth skills
Skill Proficiency: Language (Common, Halfling, Elven)
Twilight Vision: can see normally by moonlight and in dim light.
Weapon Proficiency: darts and slings.

ASSASSIN/FIGHTER ABILITIES[edit]

Saving Throws: Dexterity, Constitution

ASSASSIN

Backstab (+2): when making a melee or ranged attack against an opponent's rear facing, or when making a melee attack against a flanked foe, gain Backstab bonus. May only Backstab creatures that have a discernible anatomy. Must be able to see the target well enough to pick out a vital spot. They may only Backstab with weapons listed on the Assassin's weapon proficiency list. If making ranged Backstab attacks, they must be within close range for the weapon used.
Burglar (+2): gain burglar bonus to all Athletics skills checks made to climb, all Disable Device checks made to open locks and disarm traps, and all Stealth checks.
Find traps: may make Perception checks to search for traps, including magical traps, with their full Proficiency Bonus. To find a trap, the assassin spends time intently studying and searching an area to deduce possible trap locations. It takes one round to locate a trap in a specific area such as a lock or a doorknob, and one minute to locate traps in a 5’ by 5’ foot area. The DC of this check is usually 10 + the Proficiency Bonus + the Dexterity modifier of the NPC who set the trap with a Disable Device check. For spell traps, such as Glyph of Warding, the DC is equal to the spell’s Saving Throw DC.
Killing Strike (DC 13):When attacking a surprised target, an assassin may attempt to deliver a Killing Strike. If the assassin successfully attacks a surprised opponent, the target must make a Constitution Saving Throw. The DC of this Saving Throw is equal to 10 plus the ½ of the assassin level (minimum of 1) + the assassin’s Intelligence modifier. If the victim fails the save, they are automatically reduced to ½ of the assassin level in negative (-2) Hit Points and dying. If the victim makes their Saving Throw the attack deals normal damage.
Footpad: may move at their full Movement Rate when making Stealth checks to move silently.
Extra Language (1): Thieves Chant

FIGHTER

Weapon Specialization (+2): Short Sword. Bonus to both attack and damage with weapon.
Cleave: if you drop a foe (0 hit or less) with a melee attack gain immediate extra melee against another foe in reach with same weapon and bonuses to hit and damage.
Combat Dominance (+1): bonus to resist disarm, push, and trip and can counter oppoents Acrobatics attempt to tumble past you. Also doulbe base attacks agains opponents of that HD or less.

Weapon and Armor Proficiencies[edit]

Weapons: all
Armor: all
Shields: all

SKILLS[edit]

Acrobatics* (DEX) +5
Animal Handling (WIS) +0
Arcana (INT)
Athletics (STR) +1 (+3 to climb)
Chiper (INT) +2
Craft [type] (INT)
Deception (CHA) +0
Disable Device (DEX) (+5 to open locks and disarming traps)
Disguise (CHA)
History (INT) +1
Insight (WIS) +0
Intimidation* (CHA) +2
Language [type] (INT)
Medicine (WIS) +0
Nature (INT) +1
Perception* (WIS) +5
Performance (CHA) +0
Persuasion (CHA) +0
Poison (INT)
Profession [type] (WIS) +0
Religion (INT) +1
Sleight-of-Hands (DEX) +3
Stealth* (DEX) +9
Survival* (WIS) +2
* Proficiency with these skills
These skills require Proficiency to use.

EQUIPMENT[edit]

Encumbrance: Base (No Encumbrance) [Strx5]: 75lbs; Moderate Load [Strx10]: 150lbs; Heavy Load [Strx15]: 225lbs

Short Sword 2 lbs
Leather Armor x lbs
XX x lb
XX x lbs
XX x lbs
500 gold pices (in pouch) 0.5 lbs
Total xx lbs

HISTORY[edit]

xx