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       #Post#: 761--------------------------------------------------
       Macho Halfling
   DIR By: Ringabel
       Date: November 16, 2019, 8:14 pm
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       Name: Randy of House Savage
       Epithet: Macho Hafling
       Race: Halfling
       Gender: Male
       Age: 35
       Height: 3'4"
       Weight: 50
       Eyes: Green
       Skin: Copper Colored
       Hair: Light Brown
       Language: Halfling, Common
       
       Personality: Always looking to prove himself as the best at
       anything he does, specially in a fight. He wants to make a name
       for himself as an entertainer, a fighter and a hero, proving
       halflings can be tough and not to be underestimated.
       Background: Born and raised in a family of traveling
       entertainers he picked up the family craft and has been bringing
       entertainment to those who seek him out ever since. At some
       point in the past his family was assaulted by bandits but saved
       by a traveling monk on a pilgrimage, Randy was so in awe of the
       monks skills and strength he asked to be taught their ways. The
       monk refused at first but Randy proved persistent and the monk
       decided to give Randy a test, he passed barely and Randy was
       instructed the basics. Randy and the monk parted ways soon after
       that and he sought to refine his skills and continue his
       training on his own. He later rejoined his family and continued
       the family business.
       Country: Swords Coast
       Place of Birth: Halfling Homeland
       Professional Info
       Class: Monk
       Job: Entertainer, Adventurer
       Background: Urchin
       Level: 1
       XP: 0/300
       Proficiency
       Saving Throws: Strength, Dexterity
       Simple weapons
       Shortswords
       Rapier
       Hand Crossbow
       Warhammer
       War Pick
       Longsword
       Morningstar
       Flail
       Battleaxe
       Sling
       Insight
       Athletics
       Sleight of Hand
       Stealth
       Disguise kit
       Thieves' tools
       Herbalism Kit
       Inventory
       Carrying Capacity: 11/195
       Coin: 22G 8S 2C
       Items
       Dart 1d4 piercing 1/4 lb. Finesse, thrown (range 20/60) x20
       Sling bullets (40) 3lb.
       Thieves’ tools 1 lb.
       Kit, herbalism - 3 lb.
       Burglar’s Pack: Includes a Backpack, a bag of 1,000 Ball
       bearings, 10 feet of string, a bell, 5 candles, a Crowbar, a
       Hammer, 10 pitons, a Hooded lantern, 2 flasks of oil, 5 days
       Rations, a Tinderbox, and a Waterskin. The pack also has 50 feet
       of Hempen rope strapped to the side of it.
       Equipped Gear
       Helm:
       Torso:
       Arms:
       Legs:
       Feet:
       Right Hand: Battleaxe - 1d8 slashing - 4 lb. - Versatile (1d10)
       Left Hand: Sling - 1d4 bludgeoning - Ammunition (range 30/120)
       Back:
       Halfling Traits
       Your halfling character has a number of traits in common with
       all other halflings.
       Ability Score Increase
       Your Dexterity score increases by 2.
       Age
       A halfling reaches adulthood at the age of 20 and generally
       lives into the middle of his or her second century.
       Alignment
       Most halflings are lawful good. As a rule, they are good-hearted
       and kind, hate to see others in pain, and have no tolerance for
       oppression. They are also very orderly and traditional, leaning
       heavily on the support of their community and the comfort of
       their old ways.
       Size
       Halflings average about 3 feet tall and weigh about 40 pounds.
       Your size is Small.
       Speed
       Your base walking speed is 25 feet.
       Lucky
       When you roll a 1 on the d20 for an attack roll, ability check,
       or saving throw, you can reroll the die and must use the new
       roll.
       Brave
       You have advantage on saving throws against being frightened.
       Halfling Nimbleness
       You can move through the space of any creature that is of a size
       larger than yours.
       Languages
       You can speak, read, and write Common and Halfling. The Halfling
       language isn’t secret, but halflings are loath to share it with
       others. They write very little, so they don’t have a rich body
       of literature. Their oral tradition, however, is very strong.
       Almost all halflings speak Common to converse with the people in
       whose lands they dwell or through which they are traveling.
       Mark of Healing Dragonmark (Sub-Race)
       A halfling with the Mark of Healing can save a life with a
       touch, restoring vitality and the will to live. When dealing
       with mundane medicine, the mark helps its bearer sense the
       nature of maladies and afflictions and find the best solution.
       When equipped with dragonshard focus items, the mark can even
       draw the dead back from the depths of Dolurrh.
       Ability Score Increase
       Your Wisdom score increases by 1.
       Medical Intuition
       When you make a Wisdom (Medicine) check, you can roll one
       Intuition die, a d4, and add the number rolled to the ability
       check.
       Healing Touch
       You can cast the Cure Wounds spell with this strait. Starting at
       3rd level, you can also cast Lesser Restoration with it. Once
       you cast either spell with this trait, you cant cast with it
       again until you finish a long rest. Wisdom is your spellcasting
       ability for these spells.
       Class Skills
       Unarmored Defense
       Beginning at 1st level, while you are wearing no armor and not
       wielding a shield, your AC equals 10 + your Dexterity modifier +
       your Wisdom modifier.
       Martial Arts
       At 1st level, your practice of martial arts gives you mastery of
       combat styles that use unarmed strikes and monk weapons, which
       are shortswords and any simple melee weapons that don’t have the
       two-handed or heavy property.
       You gain the following benefits while you are unarmed or
       wielding only monk weapons and you aren’t wearing armor or
       wielding a shield:
       -You can use Dexterity instead of Strength for the attack and
       damage rolls of your unarmed strikes and monk weapons.
       -You can roll a d4 in place of the normal damage of your unarmed
       strike or monk weapon. This die changes as you gain monk levels,
       as shown in the Martial Arts column of the Monk table.
       -When you use the Attack action with an unarmed strike or a monk
       weapon on your turn, you can make one unarmed strike as a bonus
       action. For example, if you take the Attack action and attack
       with a quarterstaff, you can also make an unarmed strike as a
       bonus action, assuming you haven’t already taken a bonus action
       this turn.
       Certain monasteries use specialized forms of the monk weapons.
       For example, you might use a club that is two lengths of wood
       connected by a short chain (called a nunchaku) or a sickle with
       a shorter, straighter blade (called a kama). Whatever name you
       use for a monk weapon, you can use the game statistics provided
       for the weapon in the Weapons section.
       Monk Weapons (UA)
       1st-level monk feature (enhances Martial Arts)
       You can use this feature to define your monk weapons, rather
       than using the definition in Martial Arts. You practice your
       martial arts with specially chosen weapons, which become monk
       weapons for you. You can choose a number of weapons to be your
       monk weapons equal to 5+ your Wisdom modifier (minimum of five
       weapons).
       The chosen weapons must each meet the following criteria:
       • The weapon must be a simple or martial weapon.
       • You must be proficient with the weapon.
       • The weapon must lack these properties: heavy, special, or
       two-handed.
       Dragonmark Spells
       Starting Level
       Cure Wounds
       1st level evocation
       Casting Time: 1 action
       Range: Touch
       Components: V S
       Duration: Instantaneous
       Classes: Bard, Cleric, Druid, Paladin, Ranger
       A creature you touch regains a number of hit points equal to 1d8
       + your spellcasting ability modifier. This spell has no effect
       on undead or constructs.
       At Higher Levels: When you cast this spell using a spell slot of
       2nd level or higher, the Healing increases by 1d8 for each slot
       level above 1st.
       3rd Level
       Lesser Restoration
       2nd level abjuration
       Casting Time: 1 action
       Range: Touch
       Components: V S
       Duration: Instantaneous
       Classes: Bard, Cleric, Druid, Paladin, Ranger
       You touch a creature and can end either one disease or one
       condition afflicting it. The condition can be blinded, deafened,
       paralyzed, or poisoned.
       Stat Bonuses
       +2 Dexterity +1 Wisdom
       Attributes (No Modifications)
       HP: 8
       Strength: 13
       Dexterity: 18
       Constitution: 15
       Intelligence: 13
       Wisdom: 17
       Charisma: 13
       ----------
       Speed: 25 (Walking)
       AC: 19
       Modifications
       HP: 10
       Strength: 13 (+1)
       Dexterity: 20 (+5)
       Constitution: 15 (+2)
       Intelligence: 13 (+1)
       Wisdom: 18 (+4)
       Charisma: 13 (+1)
       *() = Modifier
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