Roscoe High-hill
Roscoe High-hill — Level 1
Ability scores: STR: 15 (+2) DEX: 16 (+3) CON: 14 (+2) INT: 8 (-1) WIS: 9 (-1) CHA: 13 (+1)
Saving throws: STR: +4 DEX: +3 CON:Stout Halfling Barbarian +4 INT: -1 WIS: -1 CHA: +1
Initiative: +3 Speed: 25 Passive perception: 9 Size: Small Proficiency bonus: +2
Hit points: 14 Hit dice: 1d12
Armor: None
AC: 15
BASICS
Name: Roscoe High-hill
CG Male Stout Halfling Barbarian 1
Background: Outlander (Hunter-gatherer)
Hit Points: 14 (1d12 Hit Dice)
AC: 17 (Unarmored Defense[10+Con] + Dex + Shield)
Initiative: +3
Passive Perception: 9
Experience: 0
CHARACTERIZATION
Traits: I once ran twenty-five miles without stopping to warn to my clan of an approaching orc horde. I’d do it again if I had to. I’m driven by a wanderlust that led me away from home.
Ideal: Change. Life is like the seasons, in constant change, and we must change with it. (Chaotic).
Bond: My family, clan, or tribe is the most important thing in my life, even when they are far from me.
Flaw: I am too enamored of ale, wine, and other intoxicants.
ATTRIBUTES
STR: 15 (+2) ; DEX: 16 (+3) ; CON: 14 (+2)
INT: 8 (-1) ; WIS: 9 (-1) ; CHA: 13 (+1)
SAVING THROWS:
STR: +4 DEX: +3 CON: +4 INT: -1 WIS: -1 CHA: +1
PROFICIENCY
Proficiency Bonus: +2
Armor: Light and medium armor, shields.
Weapons: simple and martial weapons
Tools: Bagpipes
Languages: Halfling, Common, Elvish
Saving Throws: Con and Str
Proficient Skills: Athletics +4, Intimidation +3, Nature +1, Survival +1
Non-proficient skills: Acrobatics +3, Animal Handling -1, Arcana -1, Deception +1, History -1, Insight -1, Investigation -1, Medicine -1, Perception -1, Perform +1, Persuasion +1, Religion -1, Sleight of Hand +3, Stealth +3
RACE
Size: Small
Speed: 25 feet
Lucky - reroll a natural '1'
Brave - advantage on saving throws vs. being frightened.
Halfling Nimbleness - You can move through the space o f any creature that is o f a size larger than yours
Stout Resilience - advantage on saving throws vs. poison, and you have resistance vs. poison damage.
CLASS
Rage (2 Rages, +2 damage) - resistance to damage, advantage on Strength checks and Strength saving throws.
Unarmored Defense - w/o add CON mod to the AC.
EQUIPMENT (wealth=48gp)
Shield, 4 Javelins (Thrown 30/120, 1d6), Short sword (Finesse, 1d6)
Explorer's pack, Hunting trap, Animal trophy (Deer), Traveler's clothes.