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CG's Lost Mine of Phandelver - Rogues' Gallery
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<blockquote data-quote="Thateous" data-source="post: 7148213" data-attributes="member: 6814006"><p style="margin-left: 20px">[ATTACH]85422[/ATTACH]</p><p></p><p>[sblock=Lupin CG ♂ Halfling Ranger 2]</p><p></p><p>[sblock=Appearance]</p><p>Size: Small</p><p>Height: 3' 2"</p><p>Weight: 45 lb</p><p>Skin: Fair</p><p>Eyes: Green</p><p>Hair: Red Wavy; Light Beard</p><p>[/sblock]</p><p></p><p>[sblock=Ability Scores]</p><p>Strength 14 (+2)</p><p>Dexterity 18 (+4)</p><p>Constitution 15 (+2)</p><p>Intelligence 7 (-2)</p><p>Wisdom 14 (+2)</p><p>Charisma 4 (-3)</p><p>[/sblock]</p><p></p><p>[sblock=Essentials]</p><p>Total Hit Points: 20</p><p>HD: 2</p><p>Speed: 25 ft</p><p>Armor Class: 15 = 11 [Leather] +4 [Dex]</p><p>Initiative modifier: 4 = +4 [Dex]</p><p>Str save: +4 = +2 [Prof] +2 [Str]</p><p>Dex save: +6 = +2 [Prof] +4 [Dex]</p><p>Con save: +2 = +2 [Con]</p><p>Int save: -2 = -2 [Int]</p><p>Wis save: +2 = +2 [Wis] </p><p>Cha save: -3 = -3 [Cha]</p><p></p><p>Languages: Common, Dwarvish, Goblin, Halfling</p><p></p><p>Short sword x2 [1d6+4, 2 lb, finesse, light, underwater, piercing]</p><p>Short bow [1d6+4, 2 lb., two-handed, piercing]</p><p>[/sblock]</p><p>[sblock=Spells]</p><p>2/2 per day</p><p>[sblock=Level 1]</p><p>Cure Wounds</p><p>Absorb Elements</p><p>[/sblock]</p><p>[/sblock]</p><p>[sblock= Abilities]</p><p>Two-Weapon Fighting: When you two-weapon fight, add ability modifier to damage of second attack.</p><p>Lucky: Reroll attack, ability check or saving throw on a natural 1, must use new roll.</p><p>Brave: Advantage on saving throws against being frightened.</p><p>Halfling Nimbleness: Move through space of a creature that is a size larger than you.</p><p>Stout Resilience: Advantage on poison saving throws, resistant to poison damage.</p><p>[sblock=Wander]</p><p>You can recall the general layout of terrain, settlements, and other features around you. You can also find food and fresh water for yourself and up to five others each day, provided that the land offeres barriers, small game, water, and so forth.</p><p>[/sblock]</p><p>[sblock=Favored Enemies; Humans, Goblins]</p><p>You gain a +2 bonus to damage rolls with weapon attacks against creatures of the chosen type. Additionally, you have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.</p><p>[/sblock]</p><p>[sblock=Natural Explorer]</p><p>You ignore difficult terrain. </p><p>You have advantage on initiative rolls. </p><p>On your first turn during combat, you have advantage on attack rolls against creatures that have not yet acted. </p><p>When traveling for an hour or more difficult terrain doesn’t slow your group’s travel. </p><p>When traveling for an hour or more your group can’t become lost except by magical means. </p><p>When traveling for an hour or more even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger. </p><p>When traveling for an hour or more if you are traveling alone, you can move stealthily at a normal pace. When traveling for an hour or more when you forage, you find twice as much food as you normally would. </p><p>When traveling for an hour or more while tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.</p><p>[/sblock]</p><p></p><p>[/sblock]</p><p></p><p>[sblock=Skills]</p><p>Acrobatics 4 = +4 [Dex]</p><p>Animal Handling 4 = +2 [Prof] +2 [Wis]</p><p>Arcana -2 = -2 [Int]</p><p>Athletics +4 = +2 [Prof] +2 [Str]</p><p>Deception -3 = -3 [Cha]</p><p>History -2 = -2 [Int]</p><p>Insight +2 = +2 [Wis]</p><p>Intimidation -3 = -3 [Cha]</p><p>Investigation -2 = -2 [Int]</p><p>Medicine +2 = +2 [Wis]</p><p>Nature -2 = -2 [Int]</p><p>Perception +4 = +2 [Prof] +2 [Wis]</p><p>Performance -3 = -3 [Cha]</p><p>Persuasion -3 = -3 [Cha]</p><p>Religion -2 = -2 [Int]</p><p>Sleight of Hand +4 = +4 [Dex]</p><p>Stealth +6 = +2 [Prof] +4 [Dex]</p><p>Survival +4 = +2 [Prof] +2 [Wis]</p><p>[/sblock]</p><p></p><p>[sblock=Equipment]</p><p>Gold 4gp 7sp</p><p>Total 50 lb</p><p></p><p>10 lb Leather Armor</p><p>10 lb Rations (1 day) x10</p><p>5 lb Water-skins x1</p><p>1 lb Quiver w/ Arrows x20</p><p>7 lb Bedroll</p><p>5 lb Rope (50', Hempen)</p><p>5 lb Backpack</p><p>2 lb Lantern (hooded)</p><p>3 lb Oil flasks x3</p><p>2 lb Horn</p><p></p><p>[sblock=Carrying Capacity]</p><p>Light load: 70 lb. or less Medium load: 71-140 lb. Heavy load: 141-210 lb.</p><p>Push, Drag, Lift: 0 – 420 lb.</p><p>[/sblock]</p><p>[/sblock]</p><p>[Code] [roll]1d20+6[/roll] [roll=dmg]1d6+4[/roll] [roll=BA]1d20+6[/roll] [roll=dmgBA]1d6+4[/roll] </p><p>[/code]</p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="Thateous, post: 7148213, member: 6814006"] [INDENT][ATTACH=CONFIG]85422._xfImport[/ATTACH][/INDENT] [sblock=Lupin CG ♂ Halfling Ranger 2] [sblock=Appearance] Size: Small Height: 3' 2" Weight: 45 lb Skin: Fair Eyes: Green Hair: Red Wavy; Light Beard [/sblock] [sblock=Ability Scores] Strength 14 (+2) Dexterity 18 (+4) Constitution 15 (+2) Intelligence 7 (-2) Wisdom 14 (+2) Charisma 4 (-3) [/sblock] [sblock=Essentials] Total Hit Points: 20 HD: 2 Speed: 25 ft Armor Class: 15 = 11 [Leather] +4 [Dex] Initiative modifier: 4 = +4 [Dex] Str save: +4 = +2 [Prof] +2 [Str] Dex save: +6 = +2 [Prof] +4 [Dex] Con save: +2 = +2 [Con] Int save: -2 = -2 [Int] Wis save: +2 = +2 [Wis] Cha save: -3 = -3 [Cha] Languages: Common, Dwarvish, Goblin, Halfling Short sword x2 [1d6+4, 2 lb, finesse, light, underwater, piercing] Short bow [1d6+4, 2 lb., two-handed, piercing] [/sblock] [sblock=Spells] 2/2 per day [sblock=Level 1] Cure Wounds Absorb Elements [/sblock] [/sblock] [sblock= Abilities] Two-Weapon Fighting: When you two-weapon fight, add ability modifier to damage of second attack. Lucky: Reroll attack, ability check or saving throw on a natural 1, must use new roll. Brave: Advantage on saving throws against being frightened. Halfling Nimbleness: Move through space of a creature that is a size larger than you. Stout Resilience: Advantage on poison saving throws, resistant to poison damage. [sblock=Wander] You can recall the general layout of terrain, settlements, and other features around you. You can also find food and fresh water for yourself and up to five others each day, provided that the land offeres barriers, small game, water, and so forth. [/sblock] [sblock=Favored Enemies; Humans, Goblins] You gain a +2 bonus to damage rolls with weapon attacks against creatures of the chosen type. Additionally, you have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them. [/sblock] [sblock=Natural Explorer] You ignore difficult terrain. You have advantage on initiative rolls. On your first turn during combat, you have advantage on attack rolls against creatures that have not yet acted. When traveling for an hour or more difficult terrain doesn’t slow your group’s travel. When traveling for an hour or more your group can’t become lost except by magical means. When traveling for an hour or more even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger. When traveling for an hour or more if you are traveling alone, you can move stealthily at a normal pace. When traveling for an hour or more when you forage, you find twice as much food as you normally would. When traveling for an hour or more while tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area. [/sblock] [/sblock] [sblock=Skills] Acrobatics 4 = +4 [Dex] Animal Handling 4 = +2 [Prof] +2 [Wis] Arcana -2 = -2 [Int] Athletics +4 = +2 [Prof] +2 [Str] Deception -3 = -3 [Cha] History -2 = -2 [Int] Insight +2 = +2 [Wis] Intimidation -3 = -3 [Cha] Investigation -2 = -2 [Int] Medicine +2 = +2 [Wis] Nature -2 = -2 [Int] Perception +4 = +2 [Prof] +2 [Wis] Performance -3 = -3 [Cha] Persuasion -3 = -3 [Cha] Religion -2 = -2 [Int] Sleight of Hand +4 = +4 [Dex] Stealth +6 = +2 [Prof] +4 [Dex] Survival +4 = +2 [Prof] +2 [Wis] [/sblock] [sblock=Equipment] Gold 4gp 7sp Total 50 lb 10 lb Leather Armor 10 lb Rations (1 day) x10 5 lb Water-skins x1 1 lb Quiver w/ Arrows x20 7 lb Bedroll 5 lb Rope (50', Hempen) 5 lb Backpack 2 lb Lantern (hooded) 3 lb Oil flasks x3 2 lb Horn [sblock=Carrying Capacity] Light load: 70 lb. or less Medium load: 71-140 lb. Heavy load: 141-210 lb. Push, Drag, Lift: 0 – 420 lb. [/sblock] [/sblock] [Code] [roll]1d20+6[/roll] [roll=dmg]1d6+4[/roll] [roll=BA]1d20+6[/roll] [roll=dmgBA]1d6+4[/roll] [/code] [/sblock] [/QUOTE]
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