Gormadoc
small humanoid (halfling), neutral
rogue (thief) 5th level; background: farmer
AC: 15; HP: 53 (5D8+25); Initiative; +3; Senses: passive Perception 13; Speed: 30 ft., climb 30 ft.
STR: 12, DEX: 17, CON: 16, INT: 09, WIS; 11, CHA: 10
Saves: DEX +6, INT +2; Skills: Animal Handling +3, Insight +3, Investigate +2, Nature +2, Perception +3, Sleight of Hand +9, Stealth +9; Feats: Chef, Tough; Tool Proficiency: Carpenter's Tools, Thieves' Tools; Weapon Proficiency: simple, martial weapons with the light or finesse properties; Armor Proficiency: Light; Languages: Common, Halfling, Sign, Thieves' Cant; CR: 1/2 (100 XP); PB: +3.
TRAITS
Brave: Advantage on saves made to avoid or end the frightened condition.
Cunning Strike: When he deals Sneak Attack damage, he can reduce the damage dealt by one D6 in order to add the following effects: Poison, Trip, or Withdraw. Save DC is 14. [See PHB 2024]
Jump: Use DEX instead of STR to determine distance.
Luck: When you roll a 1 on a D20 check, you can reroll the die, but you must keep the new result.
Naturally Stealthy: He can take the Hide action even when he is obscured only by a creature that is at least one size larger than him.
Nimble: He can move through the space of any creature that is larger than he is, but he can't stop in the same space.
Sneak Attack: Once per turn, he can deal an extra 3D6 damage to one creature you hit with an attack roll if you have Advantage on that roll and the attack uses a finesse or ranged weapon. He doesn't need Advantage on the attack roll if at least one of his allies is within 5 ft. of the target and isn't incapacitated and Gormadoc doesn't have Disadvantage on the attack himself.
Brave: Advantage on saves made to avoid or end the frightened condition.
Cunning Strike: When he deals Sneak Attack damage, he can reduce the damage dealt by one D6 in order to add the following effects: Poison, Trip, or Withdraw. Save DC is 14. [See PHB 2024]
Jump: Use DEX instead of STR to determine distance.
Luck: When you roll a 1 on a D20 check, you can reroll the die, but you must keep the new result.
Naturally Stealthy: He can take the Hide action even when he is obscured only by a creature that is at least one size larger than him.
Nimble: He can move through the space of any creature that is larger than he is, but he can't stop in the same space.
Sneak Attack: Once per turn, he can deal an extra 3D6 damage to one creature you hit with an attack roll if you have Advantage on that roll and the attack uses a finesse or ranged weapon. He doesn't need Advantage on the attack roll if at least one of his allies is within 5 ft. of the target and isn't incapacitated and Gormadoc doesn't have Disadvantage on the attack himself.
STANDARD ACTIONS
Multiattack: He can make up to two attacks per turn, one each with shortsword and dagger.
Shortsword +3: melee magic weapon attack (+9 to hit, reach 5 ft., one target. Hit: D6+9 piercing damage PLUS Advantage on your next attack against the same creature until the end of your next turn)
Dagger: melee OR ranged weapon attack (+6 to hit, reach 5 ft., one target. Hit: D4 piercing damage)
Multiattack: He can make up to two attacks per turn, one each with shortsword and dagger.
Shortsword +3: melee magic weapon attack (+9 to hit, reach 5 ft., one target. Hit: D6+9 piercing damage PLUS Advantage on your next attack against the same creature until the end of your next turn)
Dagger: melee OR ranged weapon attack (+6 to hit, reach 5 ft., one target. Hit: D4 piercing damage)
BONUS ACTION
Cunning Action: Take one of the following actions: Dash, Disengage, or Hide.
Fast Hands: He can take one of the following actions: Sleight of Hand OR Use an Object.
Steady Aim: Advantage on his next attack roll on the current turn. He can use this feature only if he hasn't moved during his turn and afterwards his Speed remains at 0 ft. until the end of his current turn.
Cunning Action: Take one of the following actions: Dash, Disengage, or Hide.
Fast Hands: He can take one of the following actions: Sleight of Hand OR Use an Object.
Steady Aim: Advantage on his next attack roll on the current turn. He can use this feature only if he hasn't moved during his turn and afterwards his Speed remains at 0 ft. until the end of his current turn.
REACTION
Uncanny Dodge: When an attacker he can see hits him with an attack roll, he can half the attack's damage against him (round down).
POSSESSIONS
burglar's pack, carpenter's tools, dagger x2, healer's kit, iron pot, quiver of arrows x20, shortbow, shortsword, shovel, thieves' tools, traveler's clothes
Coinage: 38 GP.
burglar's pack, carpenter's tools, dagger x2, healer's kit, iron pot, quiver of arrows x20, shortbow, shortsword, shovel, thieves' tools, traveler's clothes
Coinage: 38 GP.
SIGNIFICANT ITEMS
Leather Armor +2, Shortsword +3
Leather Armor +2, Shortsword +3
DESCRIPTION
Gormadoc is a freelance thief of non-descript appearance. He is cautious about making friends and talks little, as he doesn't want to draw the attention of the local Thieves' Guild. He absolutely prefers the company of other Halflings, whether adventuring or not. When adventuring, he will always avoid directly engaging in melee, if at all possible. His present ambition is to see (and possibly buy) an elephant. If news comes to him of such a chance, he will track down the clues to their ultimate conclusion.
--CKW
DESIGN NOTES
Gormadoc is the typical Halfling character for the period. A hobbit of the Tolkien persuasion, an admixture of Frodo / Samwise. Nothing too remarkable here.
Gormadoc is the typical Halfling character for the period. A hobbit of the Tolkien persuasion, an admixture of Frodo / Samwise. Nothing too remarkable here.
--LM

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