Profile
LV.2 RANGER | GREMLIN | CHAOTIC NEUTRAL | ASYLUM ESCAPEE
STRENGTH
(-1)
8
DEXTERITY
(+3)
16
CONSTITUTION
(+2)
14
INTELLIGENCE
(+1)
13
WISDOM
(+2)
14
CHARISMA
(+4)
18
SAVING THROWS
1 Strength
5 Dexterity
2 Constitution
1 Intelligence
2 Wisdom
0 Charisma
SKILLS
3 Acrobatics (Dex)
2 Animal Handling (Wis)
1 Arcana (Int)
-1 Athletics (Str)
0 Deception (Cha)
3 History (Int)
4 Insight (Wis)
0 Intimidation (Cha)
1 Investigation (Int)
2 Medicine (Wis)
1 Nature (Int)
2 Perception (Wis)
2 Performance (Cha)
0 Persuasion (Cha)
1 Religion (Int)
3 Sleight of Hand (Dex)
5 Stealth (Dex)
2 Survival (Wis)
AC
13
INITIATIVE
3.16
SPEED
30
MAX HIT POINTS
20
PROFICIENCIES & LANGUAGES
Languages:
Common, Goblin, Gnomish, Dwarvish, Primordial
Weapons:
Simple Weapons, Martial Weapons
Armor:
Light Armor, Medium Armor, Shields
Tools:
Woodcarving, Tinker's, Thieves'
FEATURES & TRAITS
Darkvision - Thanks to your elf blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Fury of the Small - When you damage a creature with an attack or a spell and the creature’s size is larger than yours, you can cause the attack or spell to deal extra damage to the creature. The extra damage equals your level. Once you use this trait, you can’t use it again until you finish a short or long rest.
Nimble Escape - You can take the Disengage or Hide action as a bonus action on each of your turns.
Almost Fire Proof - You have set yourself on fire so often you've gotten used to it. You are resistant to fire damage.
Almost Fire Proof - You have set yourself on fire so often you've gotten used to it. You are resistant to fire damage.
PERSONALITY TRAITS
● Happy-Go-Lucky
● Extremely Friendly
● Book Smart
IDEALS
● Knowledge is power.
BONDS
● Harbinger!
FLAWS
● Gullible, naive
● Bit of a coward
BACKSTORY
Her adoptive family often told stories of Tinkerhold, filling her head with dreams of one day visiting the far off city. Fiddlestick's life-long goal would be to eventually make the long journey there, is hopes of expanding her knowledge and all she could in the world of tinkering. For now, Fiddlesticks would have to be content to live within the kingdom of Acroshia, working to raise money to fund her tinkering work and eventual travel to the place she would like to call home.
DESIGN DETAILS
● She has a small nick in her left ear.