Dungeon Crawl Classics
Peregrin
Description:
Third Level Lawful Halfling (Collector)
Experience Points 115 ( 190 4th level)
Languages: Common, Hobbit, Lawful
ABILITIES
STR 6 ( -1)
AGL 11 ( +0)
STA 9 ( +0)
PER 9 ( +0)
INT 12/15 ( +0, +1) ( +3 Int ShadeSlayer)
LUK 13 ( +1) Currently 13 ( +1)
COMBAT STATS
Hit Points 19
Initiative +0
Fumble 1d8 -1
Speed 20’
Saves
Fortitude +1 (Base +1 Stamina +0)
Reflex +2 (Base +2 Agility +0)
Will +2 (Base +2 Personality +0)
Defense
Armor Class 14 ( +2 Leather Armor +2 Halfling Size) -1 Armor Check Penalty
Attacks
Critical Roll 1d10 +1 on Table 3
Mêlée:
Choose:
Two-Weapon Fighting To Hit Roll 1d16 each attack. (Crit on a natural 16, fumble only if both dice roll a natural 1. Must have one handed weapons. Thrown Weapons also).
Single Weapon Fighting Standard 1d20 to hit.
Shadeslayer, Magic Short Sword +2 to hit 1d6 to damage (Note: +3 to wielder’s Int. Chaotic Alignment. Ghost-Touch)
Dagger +1 to hit 1d4 -1 to damage
Short Sword +1 to hit 1d6 -1 to damage
Hand Axe +1 to hit 1d6 -1 to damage
Spear +1 to hit 1d6 -1 to damage (Note: Cut short on the haft for his size, can be used one handed)
Ranged:
Dagger +2 to hit 1d4 to damage (Range: 10/20 ( -1 to hit, -1 to damage)/30 ( -1 die step to hit) )
Hand Axe +2 to hit 1d6 to damage (Range: 10/20 ( -1 to hit, -1 to damage)/30 ( -1 die step to hit) )
Spear +2 to hit 1d6 to damage (Range: 10/20 ( -1 to hit, -1 to damage)/30 ( -1 die step to hit) ) (Note: Cut short on the haft for her size, can be used one handed)
Gear and Treasure
1 Handaxe
2 Daggers
1 Short Sword
1 Custom Spear
1 Hobbit Leather Armor
5 Waterskins
5 Dry Rations
1 Backpack
1 Large Sack
1 Torch
1 Flask Oil
1 Crowbar
1 Thieve’s Tools
10 Chalk
1 Lantern
1 Blanket
1 Pair of Peregrin’s Unique Stairs Under the Stars gloves (waterproof)
4 extra adventureing gloves ( water proof )
Trade Goods
Smoking Pipe
Weed 1/4 pound
Tobacco 1/4 pounds
Coin:
53 Copper
3 Silver
320 Gold
SKILLS, PROFICIENCIES, AND ABILITIES
Racial Abilities
Infravision: 30 feet
Stealth: (AGL) +6 (Base +7 AGL +0 ACP -1)
Good Luck Charm:
Per luck point spent, gain a +2. Restores spent luck at a rate of three per day. Can also spend luck for others on her team as the good luck charm, outside of her initiative.
Skills -1 Armor Check Penalty
Anything related to what a Trader might know (Roll 1d20, all other skills roll 1d10)
Weapon Proficiencies: bolas, bullwhip, club, crossbow, dagger, flail, gauntlet, handaxe, hand crossbow, javelin, lasso, net, scourge, shortbow, short sword, sling, spear, staff, tiger claws, and throwing sticks.
HPs Rolled By Level
0: 3
1: 6
2: 5
3: 5