Poppy

Small Lightfoot Halfling Rogue

Description:

Halfling Rogue
Name Poppy
Age 18
Level 4
AC 15 (studded leather)
Hit Points 23 (1d6 Hit Die)
Speed 25 ft.
Alignment chaotic good
Languages Common, Halfling, Goblin

Ability Scores
STR 9 -1
DEX 18 +4
CON 14 +2
INT 12 +1
WIS 10 +0
CHA 14 +2

Attacks
Melee Attack (Two Weapon Fighting): Short Sword (4 to hit; 1d63 piercing) and Short Sword (4 to hit; 1d6 piercing)
Melee or Ranged Attack: Dagger (range 30 ft/120 ft); +4 to hit; 1d4
3 piercing)
Ranged Attack Shortbow (range 80 ft/320 ft; 4 to hit; 1d63 piercing)

Lore
When you make an intelligence check to recall cultural lore (humans) or hobbiest lore (sailor) you gain a +10 bonus to the check.

Racial traits
Brave. You have advantage on Saving Throws vs. frightened.
Halfling Nimbleness. You can move through the space of any creature that is of a size larger than yours.
Lucky. When you roll a natural 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.
Naturally Stealthy. You can attempt to hide even when you are obscured only by a creature that is one size larger than you.

Class Features
Attack Bonus. You gain a +2 bonus to any attack roll using a weapon with which you have proficiency (the bonus is included above).
Expertise. You have a d6 as an expertise die. As a result of your training in nimbleness, swiftness, and precision, when you make a Dexterity check, you can roll your expertise die and add the number rolled to the check.
Proficiencies. You have proficiency with the hand crossbow, light crossbow, long sword, rapier, and short sword, as well as all simple weapons. In addition, you’re proficient with light armors, medium armors and thieves’ tools.
Rogues’ Cant. You have learned Rogues’ Cant, a secret code language. The cant allows you to hide messages in seemingly normal conversation. Only a fellow speaker can understand such hidden messages. It takes four times longer to convey such a hidden message than it does to speak the same idea plainly.
In addition, you understand a set of secret signs and symbols used to covey short, simple messages.
Sneak Attack. Once per turn, when you attack a creature and hit, you can deal 1d6 extra damage to that target if you have advantage against it or if another enemy of the target is within 5 feet of it and that enemy is able to take actions.
Trap Expertise. Whenever you make an ability check to find or disarm traps, you can roll your expertise die and add the number rolled to the check.
Rogue Style – Thievery

  • Cunning Action — Your quick thinking and agility allow you to move and act quickly, so
    you can take a second action on each of your turns. This action can be used only to disengage,
    hide, or hustle.
  • Roguish Charm — As a result of your training in talking your way out of trouble, when you make a Charisma check, you can roll your expertise die and add the number rolled to the check.

Background: Sailor
You were a river sailor and fisher, and you sometimes worked as a smuggler.
Salt of the Earth. Since you come from the ranks of the common folk, you fit in among them with ease. You can find a place to hide, rest, or recuperate among commoners, unless you have shown yourself to be a danger to them. They will shield you from the law or anyone else searching for you, though they will not risk their lives for you.

Equipment
Studded leather, short swords (2), daggers (4), shortbow (20 arrows), potion of healing, candle, clothes, healer’s kit, backpack, bedroll, belt pouch, dice, fishing tackle,
flask of whiskey, lantern, mess kit, oil (3 pints), rations (4 days), silk rope (50 ft.), thieves’ tools, tinderbox, waterskin, whetstone, 4 gp, and 4 sp.

Bio:

My name is Poppy, I’m from… well, I’m not sure exactly, but my earliest memories start around the age of 5 in Lady’s Hall. So, Baldur’s Gate was where I was raised, there at the Lady’s temple.

I learned a lot there, and I learned a lot from the adventurers that came to the temple for healing, and people in town like me a lot, so I learned a lot from them, too.

Two years ago I set sail with Captain Mary McVardy and work with her on her ship, the Lucky Lady. She said I had talent for what I do. And Tymora favors the bold, so of course I went, especially on a ship with a name like that!

It’s been an interesting time. Some good, some not so good. But the captain, she looked after me. She had called me her Precious Cargo.

A few tendays ago we were at port in Waterdeep, getting some repairs to the Lucky Lady. Captain McVardy went to take care of some business and sent me shopping for provisions. When I got to the ship, it was on fire! I ran off to find the Captain, and found her in South Ward. I told her what happened, said it was time for us to part ways, and she quickly sorted through my bundles to make sure I’d have what I need, and she booked my passage on the first caravan out of there. And that’s how I ended up here.

Poppy

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