Rogue Elf

Trapdodger Barefoot's page

641 posts. Alias of Freddy Honeycutt.


Full Name

Trapdodger Barefoot

Race

Halfling

Classes/Levels

Druid 1

Gender

Male

Size

Small

Age

22

Languages

Common, Kenderspeak, Goblin

Occupation

Handler

Strength 13
Dexterity 18
Constitution 13
Intelligence 14
Wisdom 12
Charisma 13

About Trapdodger Barefoot

Basic Stats

HP. 19
Damage. d6
Stat array 16,15,13,12,9,8

STR. 9 (+0) | DEX. 15(+1) | CON. 13 (+1) | INT. 12 (+0) | WIS. 16(+2) | CHA. 8(-1)

Look
Wise Eyes
Braided Hair
Practical Leathers
Very sharp pointed ears

Basic Moves

Your maximum HP is 6+Constitution.

Your base damage is d6.

Alignment

Choose an alignment:
Neutral
Eliminate an unnatural menace.

Gear

Your load is 6+Str.

You carry some token of your land, describe it. These are pipes made from a wood and stone that is very distinctive, and very different from wood and stone found in the rest of the world. It is these pipes that are used to share pipeweed with others.

Choose your defenses:
Hide armor (1 armor, 1 weight)

Choose your armament:
Shillelagh (close, 2 weight)
[dice]2d6;1d6[/dice]

Choose one:
Halfling pipeleaf (0 weight)

Bonds
Fill in the name of one of your companions in at least one:

____________________ smells more like prey than a hunter.

The spirits spoke to me of a great danger that follows ______________.

I have showed ________________ a secret rite of the Land.

___________ has tasted my blood and I theirs. We are bound by it.

Starting Move
Halfling

You sing the healing songs of spring and brook. When you make camp, you and your allies heal +[dice]1d6[/dice]

You start with these moves:

Born of the Soil

You learned your magic in a place whose spirits are strong and ancient and they’ve marked you as one of their own. No matter where you go, they live within you and allow you to take their shape. Choose one of the following. It is the land to which you are attuned—when shapeshifting you may take the shape of any animal who might live in your Land.

The Sapphire Islands
marine iguana
Spider monkey
bat
Lynx

Chose a tell—a physical attribute that marks you as born of the soil—that reflects the spirit of your land. It may be an animal feature like antlers or leopard’s spots or something more general: hair like leaves or eyes of glittering crystal. Your tell remains no matter what shape you take.
---long sharp pointed ears

By Nature Sustained

You don’t need to eat or drink. If a move tells you to mark off a ration just ignore it.

Spirit Tongue

The grunts, barks, chirps, and calls of the creatures of the wild are as language to you. You can understand any animal native to your land or akin to one whose essence you have studied.

Shapeshifter

When you call upon the spirits to change your shape, roll+Wis.

✴ On a 10+ hold 3.

✴ On a 7–9 hold 2.

✴ On a miss hold 1 in addition to whatever the GM says.

You may take on the physical form of any species whose essence you have studied or who lives in your land: you and your possessions meld into a perfect copy of the species’ form. You have any innate abilities and weaknesses of the form: claws, wings, gills, breathing water instead of air. You still use your normal stats but some moves may be harder to trigger—a housecat will find it hard to do battle with an ogre. The GM will also tell you one or more moves associated with your new form. Spend 1 hold to make that move. Once you’re out of hold, you return to your natural form. At any time, you may spend all your hold and revert to your natural form.

Gear
Armor, leather (1)
Shillelagh (2)
Halfling pipeweed (0)
-6 uses expend two uses and take +1 forward to parley

Load ( 3 ) total from above...

+1 Xp

Kender

Spoiler:

Kender
+2 Dexterity, +2 Charisma, -2 Strength (max starting wisdom, 16)
Small: Kender are small creatures and gain a +1 size bonus to their AC, +1 size bonus on attack roles, a -1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
Normal Speed: Kender have a base speed of 30 feet.
Fearless: Kender are immune to fear, magical or otherwise.
Kender Luck: Kender receive a +1 racial bonus on all saving throws.
Keen Senses: Kender receive a +2 racial bonus on Perception skill checks.
Lack of Focus: Kender have a -4 racial penalty on all concentration checks. Kender don't necessarily lack magical talent, but their general lack of focus discourages them from pursuing careers in magic.
Nimble Fingers: Kender receive a +2 racial bonus on Disable Device and Sleight of Hand skill checks. Kender can use the trained only aspects of these two skills even if they have no ranks in the skills.
Taunt: Kender receive a +4 racial bonus on Bluff checks to taunt someone.
Weapon Familiarity: Kender are proficient with slings and hoopaks and treat any weapon with the word "kender" in its name as a simple weapon.
Languages: Kender begin play speaking Common and Kenderspeak. Kender with high intelligence scores can choose from the following: Dwarven, Ergot, Elven, Goblin, Solamnic.

Tomb of Boorers!!!

Initiative
[dice] 1d20+4 [/dice]
(+4 dex)

Perception
[dice] 1d20+10 [/dice]

Stealth
[dice] 1d20+13[/dice]

Sleight of hand
[dice] 1d20+15[/dice]

Disable device
[dice] 1d20+15[/dice]

Escape artist
[dice] 1d20+15[/dice]

Offense

Spoiler:

Sickle [dice]1d20+6 [/dice] [dice]1d4+1[/dice]
Sickle [dice]1d20+6 [/dice] [dice]1d4+1[/dice]
Sickle [dice]1d20+6 [/dice] [dice]1d4+1[/dice]

Morningstar

Slingstaff
Staff attack [dice] 1d20+6 [/dice], Damage [dice] 1d8+1 [/dice]
Sling attack [dice] 1d20+6 [/dice], Damage [dice] 1d8+1 [/dice]

Shortbow attack [dice] 1d20+6 [/dice], Damage [dice] 1d6+1 [/dice]
Shortbow attack [dice] 1d20+6 [/dice], Damage [dice] 1d6+1 [/dice]

[dice]1d20+8; 1d2[/dice]
[dice]1d20+3; 1d2[/dice]
Ghost touch, disruption
DC 14 Will save or be destroyed

Sneak Attack [dice] 4d6 [/dice]

Defense

Spoiler:

Hit points 79

Studded leather
Armor Class
Dex +4
Size bonus +1

Fort +3
Reflex +9
Will +3

Skills

Spoiler:

*Acrobatics (+1 ranks, +2 race, +4 dex, +3 class)
*Appraise (+2 Int)
*Bluff 10 (+1 ranks, +1 Cha, +3 class, +4race)
*Climb (+2 race, +3 class, +2 ranks)
*Craft
*Diplomacy
*Disable Device (+ ranks, +4 dex, +3 class, +2 race)
*Disguise
*Escape Artist (+ ranks, +4 dex, +3 class)
Fly
Handle Animal
*Heal (+ rank, +2 Wis, +3 class)
*Intimidate **** use bluff skill
*Knowledge (Arcana) (+ rank, +3 Int)
*Knowledge (Dungeoneering) (+ rank, +3 Int, +3 class)
Knowledge (Engineering) (+2 Int)
Knowledge (Geography) (+2 Int)
*Knowledge (History) (+2 Int)
*Knowledge (Local) 5 (+1 rank, +1 Int, +3 class)
Knowledge (Nature) (+ rank, +3 Int)
*Knowledge (Nobility) (+3 Int)
*Knowledge (Planes) (+3 Int)
*Knowledge (Religion) (+ rank, +3 Int, +3 class)
*Linguistics
*Perception (+2 race, + ranks, +3 class, +1 wis)
*Perform
*Profession
Ride
*Sense Motive
*Sleight of Hand (+ ranks, +4 dex, +3 class, +2 race) +4 scarf
*Spellcraft (+ rank, +3 Int)
*Stealth 12 (+1 ranks, +4 size, +4dex, +3 class)
Survival
*Swim
*Use Magic Device 5(+1 ranks, +3 class, +1 Cha)

Feat :
Two weapon fighting
Improved
Rapid shot
Extra talent : Quick Disable

Traits:

Spoiler:

Helpful

Goblin Foolhardiness (Goblin)

You have a tendency toward gross overconfidence in combat.

Benefit: When facing an enemy that’s larger than you are, if you have no allies in any adjacent squares, your posturing, bravado, and cussing grant you a +1 trait bonus on attack rolls with non-reach melee weapons.

Equipment:

Spoiler:

Sickles (2) 12 gold
Morningstar Cold iron (16 gold)
Shortbow
Arrows MW (20)
Tanglefoot (10)
thundering (8)
whistling (3)

Adventurer’s sash

Scarf pocketed…Clothing, Scarf, Pocketed
An elaborate design disguises several small pockets on one side of this scarf. This scarf grants you a +4 bonus on Sleight of Hand checks made to hide objects on your body. This bonus does not stack with the bonus wearing heavy clothing provides but does stack with bonuses for attempting to hide small objects.

Flint & steel
Wandermeal
Area map
Marbles
Mirror
Flute
Flash powder
Itching powder
Sneezing powder
Silk rope
Sack
Scent cloak
Smelling salts
Smoke pellet
Tanglefoot bag
Thunderstone
Thieves tools
Waterskin
Weapon cords
Whetstone
Shortbow
arrows (40)

New loot: Under the table and from the temple
Holy water (2)
shortswords (2)
Cheese, hunk
pink ribbon

The Artifact Sword hilt .....in a secret pocket....

Boots of Striding and Springing!