Name: Wendell Malden
Ancestry: Halfling / Class: Fighter / Level: 3 / Background: Criminal
Attributes
Str: 13
Dex: 14
Con: 16
Int: 10
Wis: 13
Cha: 12
Info
Ini: 14
Damage: 1d8 / 1d6
Armor (Studded Leather) 5
HP: 26
Dagger: Attk: 13 / D: 1d8 / R: Thrown (14)
Dagger: Attk: 13 / D: 1d8 / R: Thrown (14)
Club: Attk: 13 / D: 1d8 / R: Melee
Gear: Pack, Canteen, Rations, Bedroll, Lantern, Oil, Mess Kit, Rope
Traits
Halfling: Duskvision. Advantage on Save vs. Fear & Poison. Skirmisher (1/day): Advantage on Initiative tests; Once per day, deal an automatic Critical to a thrown or bow attack.
Second Wind (1/Encounter): Recover 1d8 in lost hit points.
Multiattack (3): Make a number of attacks equal to level.
Split Shield: A Warrior may sacrifice their shield to negate the damage from a failed Str or Dex Save. The Warrior must have a shield equipped to use this ability.
Notes
- Wendell Malden is a Halfling Scout. He's no ranger, communing with the trees or speaking to the animals, he is a hard bitten tracker who has certainly seen plenty of danger out of Gorman's Junction and dealing with the forces out of the Chaotic Caves. The adventurers who need a guide to lead them through the region know to find him at the Black Poole drinking at the counter.
- Although he is a Fighter, Wendell knows a thing or two about the underbelly of the world. His Criminal background not only gives him Thieves' Tools training and Thieves' Cant, but he likes to be quick and use light armor so as not to slow him down. His favored maneuvers include ambushing, tossing knives, and slashing back when people miss him.
- Is from the Stout clan, so despite the skullduggery, Wendell has traded up the innate ability to hide for an inner toughness that helps protect him against poison.

No comments:
Post a Comment