Classes/Levels |
S Halfling Thief 3 | Hp 36/36 | AC 19 | F +5 (T), R +11 (E), W +9 (E) | Perception +9 (E) | +2 Initiative |
Strength |
8 |
Dexterity |
18 |
Constitution |
14 |
Intelligence |
10 |
Wisdom |
14 |
Charisma |
16 |
About Kaleb "Lucky" Happyfoot
Kaleb “Lucky” Happyfoot
Male Hillock Halfling, Bartender, Thief 3
N Small Halfling
Senses Perception +9 (Lvl 3 + Wis 2 + Prof 4 (E))
INITIATIVE +2
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Defense
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AC 19 (Lvl 3 + Dex 4() +Prof 2 (T))
HP 36
Fort +6(T), Ref +11(E), Will +9(E)
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Offense
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Melee or Ranged Filcher’s Fork +9 1d4+4P Agile, backstabber, deadly d6, finesse, halfling, thrown 20ft.
+1 Rapier +10 1d6+4P Finesse, Deadly d8, Disarm
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Statistics
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Str 8, Dex 18,[/b] Con 14, Int 10, Wis 14, Cha 16
Speed 25 ft.
General Feat: Incredible Initiative
Ancestry Feats & Abilities Wildwood Halfling, Weapon Familiarity, Keen Eyes
Skill Feats Catfall, Hobnobber, Battle Medic, Assurance(Medicine)
Class Features & Abilities Racket: Thief, You’re Next, Minor Magic (Shield/Electric Arc)
Skills Acrobatics +9(T), Athletics+4(T), Deception+8(T), Diplomacy+8(T), Intimidate+10(E), Lore(Alcohol)+5(T), Medicine+7(T), Society+5(T), Stealth+11(E), Survival+7(T), Thievery+9(T)
Languages Common, Halfling,
Bulk (3/4/9) Silver, Rapier 4x Ficher’s Fork, Adventurers' Pack, Thieves’ Tools, Healer’s Tools, Healing Potion, 2gp, 3sp
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Special Abilities
When you regain Hit Points overnight, add your level to the Hit Points regained. When anyone uses the Medicine skill to Treat your Wounds, you can eat a snack to add your level to the Hit
Points you regain from their treatment.
Thief: When you attack with a finesse melee weapon, you can add your Dexterity modifier to damage rolls instead of your Strength modifier. You are trained in Thievery.
Sneak Attack: If you Strike a creature that has the flat-footed condition with an agile or finesse melee weapon, an agile or finesse unarmed attack, or a ranged weapon attack, you deal an extra 1d6 precision damage. For a ranged attack with a thrown melee weapon, that weapon must also be agile or finesse.
Surprise Attack: On the first round of combat, if you roll Deception or Stealth for initiative, creatures that haven’t acted are flat-footed to you.
Catfall: Treat falls as 10 feet shorter.
Hobnobber: The Gather Information exploration activity takes you half as long as normal (typically reducing the time to 1 hour)
Keen Eyes: You gain a +2 circumstance bonus when using the Seek action to find hidden or undetected creatures within 30 feet of you. When you target an opponent that is concealed from you or hidden from you, reduce the DC of the flat check to 3 for a concealed target or 9 for a hidden one.
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