“Pip Shadowfoot” Rogue 12th
Halfling stout, male, size = SMALL
Strength 10
Charisma 8
Constitution 16 {+2}
Intelligence 10
Dexterity 18 {+4}
Wisdom 14 {+2}
Proficiency +4
Weapon: Simple weapons, hand crossbows, longswords, rapiers, shortswords Armor: Light
Tools: Thieves’ tools, Disguise Kit, Poisoner’s Kit
Skills: Acrobatics (E; +12), Athletics (E; +8), Perception (E; +10), Stealth (E; +12)
Reliable Talent = By 11th level, you have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.
Combat
Health: 63 +36 = 99
Resilience: armor (2) parry dagger (2)
Potion supreme healing x3 (40hp healing – drink as an action)
Movement: Speed = 25’ + You can move through the space of any creature that is of a size larger than yours.
Resistances: You have advantage on saving throws against being frightened.
You have advantage on saving throws against poison, and you have resistance against poison damage.
Initiative: +5 Alert, +4 Dex = +9
Sneak Attack +6d6 (21/36/64)
Cunning Action: 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.
Assassination: You have advantage on attack rolls against any creature that hasn’t taken a turn in the combat yet and you can see. In addition, the first hit you score against a creature that is surprised is a critical hit.
Uncanny Dodge: When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you. A critical hit is still a critical hit.
Evasion: You can nimbly dodge out of the way of certain area effects, such as a red dragon’s fiery breath or an Ice Storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Mage Slayer:
You have practiced techniques in melee combat against spellcasters, gaining the following benefits.
When a creature within 5 feet of you casts a spell, you can use your reaction to make a melee weapon attack against that creature.
When you damage a creature that is concentrating on a spell, that creature has disadvantage on the saving throw it makes to maintain its concentration.
You have advantage on saving throws against spells cast by creatures within 5 feet of you.
Halfling LUCK
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.
Equipment
Necklace of Fireballs (3 beads, 60’, 10d6 = 35/60/90 if all used at once)
Potion of Climbing and Jumping (1 hour)
Climbing speed is equal to your walking speed. During this time, you have advantage on Strength (Athletics) checks you make to climb. Can Jump as an action up to 10’ any direction w/no dexterity check to land.
Rapier “swift rebuke” +1 1/day hellish rebuke as a Reaction for 2d10 (11/20/30) fire damage on a failed save, or half as much damage on a successful one.
Primary Hand
Rapier +1 (finesse weapon, uses Dex) Attack/to hit = +9
D8 = 9/13/21 w/Sneak = 30/49/85 (total)
Armor Class = 13 + dex = 17
Studded Leather +1
Off Hand
x2 Parrying dagger (1 Resilience then useless)
When both are gone, use short sword in off hand
Short Sword (off hand as a bonus action) Attack/to hit = +8
D6 = 7/10/16
Range
Crossbow, Light Attack/to hit = +8
10 bolts; Range = 80’ short (320 max)
D10 = 9/14/24