Cirieo Thessaddin

Roscoe Nimblepip's page

83 posts. Alias of scranford.


Full Name

Roscoe Nimblepip

Race

Halfling

Classes/Levels

Explorer 2; Luck 14/18

Gender

Male

Size

Small

Age

44

Special Abilities

Infravision, Good Luck Charm,

Alignment

N

Deity

Myna - Maiden of fortune

Languages

Common, Halfling, Goblin

Occupation

Procurement & Acquisitions

Strength 17
Dexterity 14
Constitution 12
Intelligence 13
Wisdom 13
Charisma 17

About Roscoe Nimblepip

Roscoe Nimblepip
Halfling 1

STR 17 (+2)
AGL 14 (+1)
STA 12 (0)
INT 13 (+1)
PER 13 (+1)
LUK 17 (+2)

AC: 14
HP: 10
SPD: 20

Lucky Sign: Guardian Angel: +1 bonus to Escape Traps
Occupation: Halfling Glovemaker

Equipment
* 200 GP
* Hand Axes (4) (+3, 1d6+2*) 12/20/30 (*SB only at Close Range)
* Spear (+3, 1d6+2)
* Fine Gloves
* Shortbow (+2, 1d6) 50/100/150
* Arrows (20/20)
* Studded Leather Armor (+3/-2/d8)
* (4) Candles
* Piece of Chalk
* Flint & Steel
* (1) Torch.

Abilities
Level 2 Explorer
Attack +2
Crit Die 1d8
Crit table III
Hide & Sneak: +7 (+5 in armor)

Ref: +2
Fort: +1
Will: +2

languages Common, Halfling, Goblin

Halfling Traits:

Hit Points - A halfling gains 1d6 hit points at each level. They’re small, but lucky.

Weapon Training: Halflings prefer to battle with a weapon in each hand. A halfling is trained in the use of the club, crossbow, dagger, handaxe, javelin,shortbow, short sword, sling, and staff. Halflings usually wear armor – it’s much safer, you know.

Two-weapon Fighting

Spoiler:

Halflings are masters at two-weapon fighting, as follows:
• Normally, two-weapon fighting depends on the character’s Agility to be effective (see pages94-95). A Halfling is always considered to have a minimum Agility of 16 when fighting with two weapons. This means they roll at -1 die for their first attack and second, based on the dice chain (typically 1d16 for their first attack, and1d16 for their second).
• A halfling can fight with two equal-sized onehanded weapons, such as two handaxes or two short swords.
• Unlike other characters, when fighting with two weapons, a halfling scores a crit and automatic hit on any roll of a natural 16.
• If the halfling has an Agility score higher than 17, he instead uses the normal two-weapon fighting rules for his Agility.
• When fighting with two weapons, the halfling fumbles only when both dice come up a 1.

Infravision: Halflings dwell in pleasant homes carved from the sod beneath hills. As such, halflings can see in the dark up to 30’.

Small Size: Halflings are 2 to 4 feet tall, and the stoutest among them weighs no more than 70 pounds. This small size allows them to crawl into narrow passages and through tiny holes.

Slow: A halfling has a base movement speed of 20’, as opposed to 30’ for humans

Stealth: Halflings are quite good at sneaking around. They receive a bonus to sneaking silently and hiding in shadows depending on their class level, as shown on table 1-18. This can be used in the same manner as a thief’s abilities.

Good Luck Charm:

Spoiler:

Halflings are notoriously lucky. A halfling gains additional bonuses when expending Luck, as follows.
First, a halfling doubles the bonus of burning Luck. For every 1 point of Luck expended, a halfling gains a +2 to their roll.
Second, unlike other classes, a halfling recovers lost Luck to a limited extent. The halfling’s Luck score is restored each night by a number of points equal to their level. This process cannot take their Luck score past its natural maximum. (The process works similar to how the thief ability is described, above.)
Third, a halfling’s luck can rub off on those around him. The halfling can expend Luck to aid their allies.
The ally in question must be nearby and visible to the halfling. The halfling can act out of initiative order to luck and apply it to the ally’s rolls. The halfling loses the Luck, and the ally receives the benefit. The halfling’s Luck modifier can apply to any roll made by an ally: attack rolls, damage rolls, saves, spell checks, thief skills, and so on. Note that the good luck charm ability applies to only one halfling in the party. There is luck to having a halfling with an adventuring party, but there is not “more luck” to having more than one halfling. If multiple halflings accompany an adventuring party, only one of them counts as a good luck charm, and that cannot change through rearranging or separating the party. Luck is a fickle thing governed by gods and game masters, and players would do well not to attempt to manipulate the spirit of this rule.

Languages: At 1st-level, a halfling automatically knows Common, the halfling racial language, plus one additional randomly determined language. A halfling knows one additional language for every point of Int modifier, as described in Appendix L.

Action Dice: A halfling’s action dice can be used for attacks or skill checks.