Lidda, Halfling Rogue

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Lidda, Halfling Rogue

Post  Dungeon Master on 2008-06-09, 4:15 pm

Lidda is a halfling. Halflings are about half as tall as people, and they tend to be sneaky. Lidda is no exception.
Lidda's job on an adventuring team is to handle tricky things, such as locked doors or traps. In combat, she does well if she can sneak attack her opponents.

  • INITIATIVE: 17
    When combat starts, the one with the highest initiative goes first.
  • SPEED: 4
    You can move 4 squares per turn.

  • RAPIER: Roll d20+1 to Attack | Roll d4 for Damage
  • SHORTBOW: Roll d20+4 to Attack | Roll d4 for Damage
    When you attack, roll the 20-sided die and add the bonus. If you roll the monster's Armor Class or higher, you hit. Roll the 4-sided die for damage. Damage reduces the monster's hit points.

  • ARMOR CLASS: 16
    Monsters need to roll your Armor Class or better on their attack rolls to hit you.

  • HIT POINTS: 7
    If you run out of hit points, you fall unconscious.

  • SPECIAL ABILITIES
    Sneak Attack: On the first round of combat, if you attack a creature before it acts, you deal +d6 damage. Or if you flank a creature (so you and an ally are on opposite sides of it), you deal +d6 damage with your rapier. Sneak attacks don't work against undead creatures like skeletons. Ranged sneak attacks don't work past 6 squares.

  • ROLLING DICE
  • "d" stands for "die" or "dice."
  • d4 means "roll one 4-sided die."
  • d6 means "roll one 6-sided die."
  • d20+4 means "roll one 20-sided die and add 4."


Last edited by Dungeon Master on 2008-06-11, 5:37 pm; edited 6 times in total

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Re: Lidda

Post  Dungeon Master on 2008-06-09, 4:38 pm

RACE: Halfling
CLASS: Rogue
LEVEL: 1st
ALIGNMENT: Neutral
(neither good nor evil)
PLAYER: KSypher

  • ABILITY SCORES
  • STRENGTH: Score 10 | Bonus +0
    BONUS APPLIES TO: Rapier attack and damage, kicking down doors.
  • DEXTERITY: Score 17 | Bonus +3
    BONUS APPLIES TO: Armor Class, bow attack, Reflex saving throws, Hide, Move Silently, and Open Lock skills.
  • CONSTITUTION: Score 13 | Bonus +1
    BONUS APPLIES TO: Hit points, Fortitude saving throws.
  • INTELLIGENCE: Score 14 | Bonus +2
    BONUS APPLIES TO: Disable Device and Search skills.
  • WISDOM: Score 10 | Bonus +0
    BONUS APPLIES TO: Listen and Spot skills, Will saving throws.
  • CHARISMA: Score 8 | Penalty -1
    PENALTY APPLIES TO: Diplomacy skill.

    Gold Pieces 0 (gp)
    Experience Points 0 (XP)

  • FEATS
    IMPROVED INITIATIVE
    Lidda has a +4 bonus on her initiative checks.

  • ARMOR
    Leather armor

  • WEAPONS
    Rapier, shortbow and 20 arrows

  • SKILLS
    When you use a skill, roll the 20-sided die and add or subtract, as the skill says. If you roll high enough, you succeed.
    The Dungeon Master knows how high you need to roll.
  • DIPLOMACY: d20-1
    WHAT TO USE THIS SKILL FOR: Convince and persuade others.
  • DISABLE DEVICE: d20+6
    WHAT TO USE THIS SKILL FOR: Jam or disarm traps.
    (Only rogues have this skill.)
  • HIDE: d20+11
    WHAT TO USE THIS SKILL FOR: Conceal yourself so that others can't see you.
  • LISTEN: d20+6
    WHAT TO USE THIS SKILL FOR: Hear monsters on the other side of a dungeon door.
  • MOVE SILENTLY: d20+9
    WHAT TO USE THIS SKILL FOR: Sneak around quietly.
  • OPEN LOCK: d20+7
    WHAT TO USE THIS SKILL FOR: Pick a lock.
    (Only rogues have this skill.)
  • SEARCH: d20+6
    WHAT TO USE THIS SKILL FOR: Locate secret doors, hidden treasure, and traps.
  • SPOT: d20+4
    WHAT TO USE THIS SKILL FOR: Notice monsters lurking in the shadows.

  • SAVING THROWS
    When you make a saving throw, roll the 20-sided die and add or subtract as shown.
  • FORTITUDE: d20+2
    To resist poison, stunning, etc.
  • REFLEX: d20+6
    To avoid fiery traps, dragon breath, etc.
  • WILL: d20+1
    To resist mental attacks.

  • GEAR
    Backpack, 10 torches, flint and steel, thieves' tools
    (A halfling can't see in the dungeon without a torch or other source of light.)

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