Half-Jack & Rat, Halfling Thief and Companion
Level 3 Thief; XP: 4
Description
Shifty eyes, lank hair, dark clothes, knobby body.
Alignment
Neutral - Avoid detection or infiltrate a location.
Bonds
I stole something from Throk the Mighty.
Ilrec Thessalon has my back when things go wrong.
Arafeliana knows incriminating details about me.
Ironfoot? Needs a bit of feather in his step. I'll teach him to walk lightly if it kills me.
Background
Half-Jack was jailed when caught pickpocketing. Found guilty, he was given a choice: lose a hand or be conscripted into the Rangers.
STR 13 (+1), DEX 18 (+3), CON 15 (+1)
INT 12 (+0), WIS 08 (-1), CHA 09 (+0)
BASE DAMAGE d8
HIT POINTS 21/21
ARMOUR 1 (Leather Armour) +1 (Rat)
EQUIPMENT
Leather Armour (TAGS) WT 1.
Glinting Dagger (Hand) WT 1.
Needle-Sharp Short sword (Close, Precise) WT 1.
Ragged bow (Near) WT 2.
Bundle of arrows (3 ammo) WT 1.
Oil of Tagit (3/Poison) WT 0.
Healing Potion (1/DESCRIPTION) WT 0.
DUNGEON RATIONS (5) WT 1.
Troll Fire Charm (see below)
LOAD (7/10)
WEALTH
COIN: 10. WT X.
MOVES
HALFLING
When you attack with a ranged weapon, deal +2 damage
TRAP EXPERT
When you spend a moment to survey a dangerous area, roll+DEX
ON A 10+, hold 3;
ON A 7-9 hold 1
Spend your hold as you walk through the area to ask these questions
-Is there a trap here and if so, what activates it?
-What does the trap do when activated?
-What else is hidden here?
TRICKS OF THE TRADE
When you pick locks or pockets or disable traps, roll+DEX
ON A 10+, you do it no problem.
ON A 7-9, you still do it, but the GM will offer you two options between suspicion, danger, or cost.
BACKSTAB
When you attack a surprised or defenseless enemy with a melee weapon, you can choose to deal your damage or roll+DEX.
ON A 10+, choose two.
ON A 7-9, choose one.
-You don't get into melee with them.
-You deal your damage+1d6
-You create an advantage, +1 forward to you or an ally acting upon it.
-Reduce their armor by 1 until they repair it.
FLEXIBLE MORALS
When someone tries to detect your alignment you can tell them any alignment you like.
POISONER
You've mastered the care and use of Oil of Tagit. That poison is no longer dangerous for you to use. You start with three uses of Oil of Tagit. Whenever you have time to gather materials and a safe place to brew you can make three uses of that poison for free. Applied poisons must be carefully applied to the target or something they eat or drink.
-Oil of Tagit (applied; touch when on weapon): The target falls into a light sleep.
ENVENOM (2nd level)
You can apply even complex poisons with a pinprick. When you apply a poison that's not dangerous for you to use to your weapon it's touch instead of applied.
ANIMAL COMPANION (3rd level; Ranger substitution)
You have a supernatural connection with a loyal animal. You can't talk to it per se but it always acts as you wish it to.
Rat (rat): Ferocity +1, Cunning +2, 1 Armour, Instinct +1
Strengths: Adaptable
Trained: Fight humanoids*, Guard, Fight monsters
Weakness: Flighty
COMMAND (3rd level; Ranger substitution)
When you work with your animal companion on something it's trained in
-and you attack the same target, add its ferocity to your damage (+1)
-and you take damage, add its armour to your armour (+1)
-and you discern realities, add its cunning to your roll (+2)
-and you parlay, add its cunning to your roll (+2)
-and someone interferes with you, add its instinct to their roll (+1)
TROLL FIRE CHARM
Summon elemental power. Expose the charm into fire. Roll+WIS
10+ Hold three. Once three are used, the fire sprite disappears.
* Guard something
* Attack something/someone
* Burn something
7-9 Hold one.
6- Angry Sprite. Offer something of yours for the sprite to burn, or it runs amok.