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BigLee

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Samus Fletcher
Thief Extraordinaire

SamusFletcher.png.307cd0b76d64ebb2bbc8da437da27251.png  
Basic Information
Sex: Male
Age: 22
Height: 3' 2"
Weight: 40 lbs
Race: Lightfoot Halfling
Alignment: Chaotic-good
Background: Criminal
Class: Rogue 1 / Sorcerer 1
Personality

I would rather make a new friend than a new enemy. Friends are easier to steal from.

I'm always looking for something that needs to be taken, especially from someone who doesn't deserve it.

Ideals

Laws are meant to be broken. There are 3 kinds of people: those that don't have, those that shouldn't have and those who try to maintain the balance.

Goals

I think you should strive to be the best you can be, and I only do one thing well - steal.

Flaws

A childhood friend died because I failed to bring back the goods.

Proficiency +2 | AC 13 | Max HP 10 | Speed 25ft | PP 14 | Init +3

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STR
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DEX
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CON
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INT
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WIS
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CHA
10
0
17
+3
8
-1
12
+1
14
+2
14
+2
0 SAVE +5 SAVE -1 SAVE +3 SAVE +2 SAVE  
Athletics 0 Acrobatics +5
Sleight of Hand +5
Stealth +7
  Arcana +1
History +1
Investigation +1
Nature +1
Religion +1
Anim Hand +2
Insight +2
Medicine +2
Perception +4
Survival +2
Deception +4
Intimidation +2
Performance +2
Persuasion +4
Appearance

Samus Fletcher looks like your typical halfling. He’s affable and cheerful, with a broad smile on his face and a pep in his step.  He might be having a really good day, or he might have just pocketed a really nice trinket. It’s hard to tell. His wavy brown hair blows easily in the breeze and his emerald eyes never seem to miss very much.  He wears no armor under his dark hooded cloak, but his daggers are never out of reach. He doesn’t speak much, preferring rather to listen. When he does speak, his voice is quiet and pitched lower than you might expect from a three-foot-tall creature.  He is graceful and quiet when he moves - if you notice him at all.

Background

Sam grew up an orphan on the streets.  Well, technically he was raised in an orphanage run by old lady Dagney. But she used the kids, teaching them to steal and hustle for her. She ran dice and card games for the local gamblers. It was a rough life, but at the same time, it was sometimes fun and exciting too.  On a good day, the kids that were the most profitable got an extra serving of slop. It was a good reward for a starving kid.


As a thief, Samus was better than most. Of course, being a halfling helped a lot, but there was more to it than just that.  Samus learned that he could do things the other kids could not.  He could move things with his mind, create light when it was dark, even shock someone just by touching them. He didn't tell anyone about his 'special power' at the orphanage. If Old Lady Dagney knew, there's no telling what she'd do with him. And while most of the kids were good, several of them would hand over their own mother to get on Dagney's good side.


Between his innate abilities as a halfling, and his special ‘powers’, ironically, Samus became the ‘big kid’ in the orphanage. More often than not, he was able to bring back enough to satisfy old Lady Dagney with some extra hidden somewhere to buy extra food for the other kids. He came to think of himself as the protector and provider for his brothers and sisters. But he always had to be careful to hide. He had to hide his powers. He had to hide it when he would sneak in extras. He learned to be fiercely loyal to his real friends. And at the same time to be very untrusting of others.

Knives

  • Borgil - a dwarf child in the orphanage with Samus who was 'adopted' and was never heard from again. Samus always suspected something about that was amiss.
  • Old Lady Dagney - Samus thinks often about going back and simply killing her. He feels guilting for having the thought.
  • Halfling racism - Samus was picked on often by the bigger kids because of his size.
  • When he thinks no one is looking, Samus can be seen fondling some sort of talisman around his neck. In reality, it's nothing but a length of wire wrapped several times into a small circle hinging from his neck by a piece of string. It was a gift to him by Pansy, a halfling at the girl's orphanage and Sam's first love.
  • Like any orphan, Sam always wondered about his parents. Where they dead or alive? Did one of them share his 'special power'?
  • Sam had plenty of things in his childhood that should have scared the crap out of him. But the only thing that ever truly bothered him was the fact that hated the water. He often had nightmares of drowning.

Edited by BigLee (see edit history)
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Posting Template

Speech

Thoughts

 

 

samus_avitar.png.65f64cf0e7a42f2976c37f70c80422a3.png
Samus Fletcher
Rogue (1) / Sorcerer (1)


  AC: 13 | HP: 10/10Init: +3 | PP: 14 | Speed: 25
Spell Slots: 1st 2 | Spell Attack: +4 | Spell DC: 12

Mechanics

ACTION

Action and important info goes here

BONUS ACTION

Bonus action and details go here

MOVE ACTION

Where you going?

MANIPULATION

Free item interaction here

 

Inventory

Common clothes (3 lbs)
Short Sword (2 lbs)
Shortbow (2 lbs)

Quiver (1 lb)
- 20x arrows (1 lb)

Bandolier (6.5 lbs)
- Pipe & pipeweed (1 lb)
- Thieves' Tools (1 lb)
- 2x Oil flasks (2 lbs)
- 2x Dagger (2 lbs)

Bag of Holding (15 lbs)
- Bedroll (7 lbs)
- 7x Rations (14 lbs)
- Waterskin (5 lbs)
- Fishing tackle (4 lbs)
- Scroll case (1 lb)
- Grappling hook (4 lbs)
- 2x Silk rope (50', 10 lbs)
- Mess kit (1 lb)
- 4x Oil flask (4)
- Deck of cards

- 20x arrows
 

Encumbrance
Weight: 30.5 lbs
Status: Unencumbered
Penalty: none

Spells

Ability CHA
Save DC 12
Attack +4


0 Cantrips

Mage HandConjuration cantrip
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: 1 minute

A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.
You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.
The hand can't attack, activate magic items, or carry more than 10 pounds.

Produce FlameConjuration cantrip
Casting Time: 1 action
Range: Self
Components: V, S
Duration: 10 minutes

A flickering flame appears in your hand. The flame remains there for the duration and harms neither you nor your equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The spell ends if you dismiss it as an action or if you cast it again.

You can also attack with the flame, although doing so ends the spell. When you cast this spell, or as an action on a later turn, you can hurl the flame at a creature within 30 feet of you. Make a ranged spell attack. On a hit, the target takes 1d8 fire damage.

This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Minor IllusionIllusion cantrip
Casting Time: 1 action
Range: 30 feet
Components: S, M (a bit of fleece)
Duration: 1 minute

You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again.
If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.
If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.
If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.

Shocking GraspEvocation cantrip
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous

Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target takes 1d8 lightning damage, and it can't take reactions until the start of its next turn.

The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).


1st Level Spells (2/2)

Disguise Self1st-level illusion
Casting Time: 1 action
Range: Self
Components: V, S
Duration: 1 hour

You make yourself—including your clothing, armor, weapons, and other belongings on your person—look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.

The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.

To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.

Mage Armor1st-level abjuration
Casting Time: 1 action
Range: Touch
Components: V, S, M (a piece of cured leather)
Duration: 8 hours

You touch a willing creature who isn't wearing armor, and a protective magical force surrounds it until the spell ends. The target's base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action.

 

 

Edited by BigLee (see edit history)
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Spells spoiler on Posting Template

 

Ability CHA
Save DC 12
Attack +4


0 Cantrips

Mage HandConjuration cantrip
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: 1 minute

A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.
You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.
The hand can't attack, activate magic items, or carry more than 10 pounds.

Produce FlameConjuration cantrip
Casting Time: 1 action
Range: Self
Components: V, S
Duration: 10 minutes

A flickering flame appears in your hand. The flame remains there for the duration and harms neither you nor your equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The spell ends if you dismiss it as an action or if you cast it again.

You can also attack with the flame, although doing so ends the spell. When you cast this spell, or as an action on a later turn, you can hurl the flame at a creature within 30 feet of you. Make a ranged spell attack. On a hit, the target takes 1d8 fire damage.

This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Minor IllusionIllusion cantrip
Casting Time: 1 action
Range: 30 feet
Components: S, M (a bit of fleece)
Duration: 1 minute

You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again.
If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.
If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.
If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.

Shocking GraspEvocation cantrip
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous

Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target takes 1d8 lightning damage, and it can't take reactions until the start of its next turn.

The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).


1st Level Spells (2/2)

Disguise Self1st-level illusion
Casting Time: 1 action
Range: Self
Components: V, S
Duration: 1 hour

You make yourself—including your clothing, armor, weapons, and other belongings on your person—look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.

The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.

To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.

Mage Armor1st-level abjuration
Casting Time: 1 action
Range: Touch
Components: V, S, M (a piece of cured leather)
Duration: 8 hours

You touch a willing creature who isn't wearing armor, and a protective magical force surrounds it until the spell ends. The target's base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action.

Edited by BigLee (see edit history)
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Inventory spoiler for Posting Template This will take some time

Short SwordMartial weapon, melee weapon
10 gp, 2 lb.
1d6 piercing - finesse, light

Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.

Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.
(2lbs)
ShortbowSimple weapon, ranged weapon
25 gp, 2 lb.
1d6 piercing - ammunition (80/320 ft.), two-handed

Range. A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.

Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. Loading a one-handed weapon requires a free hand. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.

If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon. A sling must be loaded to deal any damage when used in this way.

Two-Handed. This weapon requires two hands to use. This property is relevant only when you attack with the weapon, not when you simply hold it.
(2lbs)
Quiver (1lb)
- 20x arrows (1lb)

Bandolier (1/2 lb)
- Pipe & pipeweed
- Thieves' Tools25 gp, 1 lb.

This set of tools includes a small file, a set of lock picks, a small mirror mounted on a metal handle, a set of narrow-bladed scissors, and a pair of pliers. Proficiency with these tools lets you add your proficiency bonus to any ability checks you make to disarm traps or open locks.

Perhaps the most common tools used by adventurers, thieves' tools are designed for picking locks and foiling traps. Proficiency with the tools also grants you a general knowledge of traps and locks.

Components. Thieves' tools include a small file, a set of lock picks, a small mirror mounted on a metal handle, a set of narrow-bladed scissors, and a pair of pliers.

History. Your knowledge of traps grants you insight when answering questions about locations that are renowned for their traps.

Investigation and Perception. You gain additional insight when looking for traps, because you have learned a variety of common signs that betray their presence.

Set a Trap. Just as you can disable traps, you can also set them. As part of a short rest, you can create a trap using items you have on hand. The total of your check becomes the DC for someone else's attempt to discover or disable the trap. The trap deals damage appropriate to the materials used in crafting it (such as poison or a weapon) or damage equal to half the total of your check, whichever the DM deems appropriate.
(1 lb)
- 2x Oil flasks
- 2x DaggerSimple weapon, melee weapon
2 gp, 1 lb.
1d4 piercing - finesse, light, thrown (20/60 ft.)

Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.

Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.

Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.
 (2lbs)

Bag of Holding
- Bedroll (7lbs)
- 3x Rations5 sp, 2 lb.

Rations consist of dry foods suitable for extended travel, including jerky, dried fruit, hardtack, and nuts.
(6lbs)
- Waterskin2 sp, 5 lb.

A waterskin can hold up to 4 pints of liquid.
(5lbs)
- Fishing tackleThis kit includes a wooden rod, silken line, corkwood bobbers, steel hooks, lead sinkers, velvet lures, and narrow netting. (4lbs)
- Scroll case1 gp, 1 lb.

This cylindrical leather case can hold up to ten rolled-up sheets of paper or five rolled-up sheets of parchment.
(1lb)
- Grappling hook (4lbs)
- Silk ropeRope, whether made of hemp or silk, has 2 hit points and can be burst with a DC 17 Strength check.(50', 5lbs)
- Mess kit (1lb)
- 4x Oil flask1 sp, 1 lb.

Oil usually comes in a clay flask that holds 1 pint. As an action, you can splash the oil in this flask onto a creature within 5 feet of you or throw it up to 20 feet, shattering it on impact. Make a ranged attack against a target creature or object, treating the oil as an improvised weapon. On a hit, the target is covered in oil. If the target takes any fire damage before the oil dries (after 1 minute), the target takes an additional 5 fire damage from the burning oil. You can also pour a flask of oil on the ground to cover a 5-foot-square area, provided that the surface is level. If lit, the oil burns for 2 rounds and deals 5 fire damage to any creature that enters the area or ends its turn in the area. A creature can take this damage only once per turn.
(4)

 

Edited by BigLee (see edit history)
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