Lem

Peren's page

304 posts. Alias of Daniel Stewart.


Classes/Levels

Male Halfling Rogue 4 | AC 15 | HP 23/23 | S+0/D+6/C+0/I+4/W+1/C+1 | Perc +3 | Init +4

About Peren

Male Halfling Rogue 4

Neutral Good

Strength 10 (+0)
Dexterity 18 (+4)
Constitution 10 (+0)
Intelligence 14 (+2)
Wisdom 12 (+1)
Charisma 12 (+1)

Size: Medium
Height: 3' 2"
Weight: 42 lb
Skin: Light
Eyes: Blue
Hair: Blonde

Maximum Hit Points: 23/23
Armor Class: 16 = 10 + 2 [Studded Leather] +4 [Dex]
Speed: 25 feet
Rapier [+6 to hit; 1d8+4 piercing, 2 lb, finesse, light]
Studded Leather [light; + 2 AC; 13 lb.]
Shortbow [+6 to hit; 1d6+4 piercing, 80/320]

Proficiency bonus: +2
XP: 2700

Initiative modifier: + 4 = + 4 [dexterity]
Attack (handheld / thrown): + 2 = + 0 [strength] + 2 [proficiency]
Attack (missile / finesse): + 6 = + 4 [dexterity] + 2 [proficiency]

Strength save: + 0 = + 0 [strength]
Dexterity save: + 6 = + 4 [dexterity] + 2 [proficiency]
Constitution save: + 0 = + 0 [constitution]
Intelligence save: + 4 = + 2 [intelligence] + 2 [proficiency]
Wisdom save: + 1 = + 1 [wisdom]
Charisma save: + 1 = + 1 [charisma]

Insight (passive): 11 (16 with advantage)
Investigation (passive): 14 (19 with advantage)
Perception (passive): 13 (18 with advantage)

Languages: Common Halfling Goblin

Ability Score Improvements/Feats
Burglar: You must be proficient with thieves’ tools.
You can gain the following benefits:
~Increase your Dexterity score by 1, to a maximum of 20.
~Double your proficiency bonus to checks made with thieves’ tools.
~As an action, you can carefully inspect a lock or trap to determine if the difficulty class is equal, superior, or inferior to your passive ability.
~You have modified you tools to disrupt magical effects, and can use them as if casting a 3rd level dispel magic spell using your Dexterity as your spellcasting ability. This action may take more time than it takes to cast the spell. Once you use this feature, you must take a short or long rest before using it again.

Proficiencies
Dice Set +2
Disguise Kit +2
Playing Cards +2
Poisoner's Kit +2
Thieves' Tools +6

Skills (* = proficient)

*Acrobatics: 6
Animal Handling: 1
Arcana Int: 2
Athletics: 0
*Deception: 5
History: 4
Insight: 1
Intimidation: 1
*Investigation: 4
Medicine: 1
Nature: 2
*Perception: 3
Performance: 1
Persuasion: 1
Religion: 2
*Sleight of Hand: 6
*Stealth: 6
Survival: 1

Personality Trait:
Ideal:
Bond:
Flaw:

Magic

Race: Halfling

Ability Score Increase: Your Dexterity score increases by 2.
Size: Your size is Small.
Speed: Your base walking speed is 25 feet.
Lucky: When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.
Brave: You have advantage on saving throws against being frightened.
Halfling Nimbleness: You can move through the space o f any creature that is o f a size larger than yours.
Sub-Race: Lightfoot

Ability Score Increase: Your Charisma score increases by 1.
Naturally Stealthy: You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you.

Background: Criminal

Criminal Contact: You have a very reliable and trustworthy contact within a seedy network of criminals.

Class: Rogue

Expertise (Thieve's Tools +4): At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves’ tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. At 6th level, you can choose two more of your proficiencies (in skills or with thieves’ tools) to gain this benefit.

Sneak Attack (2d6): Beginning at 1st level, you know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. You don’t need advantage on the attack roll if another enemy of the target is within 5 feet o f it, that enemy
isn’t incapacitated, and you don’t have disadvantage on the attack roll.
The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table.

Thieves’ Cant: During your rogue training you learned thieves’ cant, a secret mix o f dialect, jargon, and code that allows you to
hide messages in seemingly normal conversation. Only another creature that knows thieves’ cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.
In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.

Cunning Action: Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.

Archetype: Assassin

Bonus Proficiencies: You gain proficiency with the disguise kit and the poisoner’s kit.

Assassinate: Starting at 3rd level, you are at your deadliest when you get the drop on your enemies. You have advantage on attack rolls against any creature that hasn’t taken a turn in the combat yet. In addition, any hit you score against a creature that is surprised is a critical hit.

Equipment
backpack, a bag of 1,000 ball bearings, 10 feet of string, a bell, 5 candles, a crowbar, a hammer, 10 pitons, a hooded lantern, 2 flasks of oil, 5 days rations, a tinderbox, and a waterskin, 50' hemp rope, studded leather armour, rapier, shortbow , 20 arrows, dagger, 2 flasks alchemist fire

Trinket:

Background::

Born in the town of Woodsbridge in the Good Hills district of the Kingdom of Keoland, Perrin was your average Halfling. He enjoyed working in his parent’s grocery shop, going out for a pint or two with his friends after work, and generally being content with his quiet, small town life. It was not until he turned 30, that all this changed.
During his birthday celebration, a strange package arrived with the many other, more mundane presents. The card attached said it was from his uncle Rolo, a merchant who occasionally visited the family and usually had disturbing tales of travel and ..shudder…adventure! Peren was always a bit leery about this relation, thinking the fellow slightly mad.
The package was tightly wrapped, and after a slight struggle, a strange package was found within. The rolled leather pack was tied with straps and, once opened, show a number of unknown tools. Not sure what the kit was for, Peren shrugged his shoulders and simply set it aside. In fact it would be almost a year before he even thought about the kit again.
As the cool winter weather slowly passed and the warm winds of spring visited the town once again, life for Peren continued to be tranquil and peaceful…but that would soon change. One evening, just as he was closing up the shop, his key broke in the lock.
“Oh bother!” he swore as he examined the mechanism. Trying to think how to fit this disaster, the thought of his uncle’s weird tool kit suddenly popped into his mind. Surely some of those small items could help him extract the broken piece of key?
He hurried home to retrieve the rolled-up kit and was soon back at the door, the kit at open at his feet, and the odd metal tools at his fingertips. Taking a slim metal bar with a slight hook on the end, Peren inserted it into the blocked lock, and like magic the broken portion of the key came out. Before he knew what he was doing, he had chosen another tool and, with the two of them, somehow unlocked the door. He was amazed, frightened, disturbed and a little excited all at the same time that he was so easily able to open the locked portal. Fiddling around we was able to lock the door again, then unlock it just as smoothly. For a few minutes he locked and unlocked the door, his actions becoming swifter and surer. He finally packed up the tools and headed home.
Only a few weeks after this event did Peren’s tranquil life take a drastic turn. Perren had become obsessed with the tools his uncle had sent him, practicing on all sorts of locks and learning which tools worked best on what mechanisms. He even went as far as to disarm the protective traps on the safe in his parents’ bedroom, where the store’s funds were kept. It was early one warm, lazy afternoon that his father arrived at the shop in a bit of a tizzy.
”Gather your things boy…now!” he cried as he hustled through the door.
”Why, what’s wrong? Why do you look frightened Pa?”, he asked coming out from behind the counter to get a better look at his slightly disheveled father. The elder Halfling was panting as if he had walked very quickly from for a block or more. His hair was mussed, and sweat gleamed upon his face.
“No time for questions, just gather your things quickly, and go back to the house by the back way. There are some men looking for you, and they look like trouble! Blast your uncle and his adventuring ways! Oh, and take those tools he sent you. Once you have everything, get out of town for a few weeks…travel down to Saltmarsh and visit that fellow you met here last year…what was his name…you know that wood carver that works at Pennywhistles. Anyway, get gone for a spell so these ruffians cannot catch you.”
Completely stunned by this turn of events, the young Halfling bolts from the store and makes his way stealthily back to his home, where to his surprise a pack sits on the back porch, all ready for him. A short note from his mother wishes him the best of luck and speedy journey. Struggling into the heavy backpack, Peren heads away from the town through a number of back lanes and paths until he is several miles away. As it grows dark, and the foot sore Halfling stumbles along the road, he spies a traveller ahead going in the same direction as him. Picking up his pace he catches up to the fellow just before the latter stops at the side of the roadway, looking like he is getting ready to setup camp.
“Greetings traveller. It seems we are going the same way. Would you mind if I travelled with you? You know..safety in numbers and all that…”
So it was that Peren joined the elven wizard Kirian Gess on their trip to Saltmarsh.