Joined: Mon Sep 16, 2013 3:33 pm
Location: Just west of St. Louis
Biology : Male Hobbet
Alignment : Neutral
Class & Levels : Hero (lvl 4) Fighter/Robber (lvl 4) Thief
Experience Points : 16,000 (19,300 after next rest)
XP Bonus : 5% (Thief class only)
Hit Dice : 4d6+2/2d6+2 (better of the two)
Hit Points : 19/19
Armour Class : 6 / 7
Saving Throws : 9/8/9/11/12
Desmond is fast, even by halfling standards. He is quick with his sword and even faster with his knives. This translates into other parts of his life, as well. For example, he is also a bit rash, running into fights without thinking about the consequences. He isn't stupid, mind you... in fact, he's quite smart! He just doesn't have a lot of common sense.
He spent most of his childhood working the family farm with his brothers and sisters. After a quarrel with his dad (the standard disciplinary talk for fighting with the neighbor boys), Desmond felt he could put his skills to better use and left that night to make his own way. Unfortunately, in his haste to leave he forgot to pack most of his belongings.
Desmond is somewhat scatterbrained. He usually has the best intentions, but can get caught up in the moment and forget his initial goal for a bit. He generally gets back on track, often with a slightly heavier pack as he picks up interesting bits of something-or-other here and there.
Desmond joined the band of heroes on 2/10/11 (Modern Era).
Update #1: Mondes
After eating the seed of a fruit from a mysterious upside down tree, Desmond grew a second head! His name is Mondes and he's generally pretty surly. As of late, it seems that Desmond is the cheery one and Mondes is the sour one, thus giving new meaning to "the Moody".
Update #2: Class Modification
After spending a fair amount of time charging into combat, Desmond has decided to take a different approach. He shed his helms and chain armour and passed his shield on to Dorgan and picked up Rufus' old lockpick set and spent a few evenings trying to figure them out, with some success.
His plan now is to use his new-found abilities, along with his inherent halfling skills, to help the party by finding traps (before he sets them off) and skulking in the shadows and generally being a much quieter nuisance than he previously was. He still retains his second head, Mondes, which, along with his two classes, has earned him the moniker "Double Trouble" in some small communities. He is a frog in a beetle world.
Update #3: Ranged Attack Options
. Firing once, or possibly twice, with a bow at +1 to hit (due to high dexterity),
. Firing once with a sling at +3 to hit (due to hobbit advantage--which overrides high dexterity adjustment),
. Firing once, or possibly twice, with a hurled dagger (or apple!) at +3 to hit--but with limited range.
STR : 6, 4, 1 = 11 (--)
INT : 4, 6, 4 =14 (+1)
WIS : 2, 2, 2 = 6 (-1)
DEX : -2- 6, 6, 3 = 15 (+1)
CON : 3, 5, 6 = 14 (+1)
CHA : 4, 1, 6 = 11 (--)
+1 To Hit w/missile weapons
+3 To Hit w/throw weapons or sling stone
+3 To Hit w/melee weapons
4 attacks per combat turn vs. "normal types" (fewer than 3 HD)
4-in-6 chance for feats of subterfuge
+4 To Hit when attacking from behind; success rolls two damage dice
Due to their small stature halflings are adept at evading large, clumsy enemies such as giants; these suffer a -4 attack penalty against them.
...A silver whistle the size of his little finger, which hangs on a leather cord around his neck. It produces a tone so shrill is is barely audible to Halflings, and is beyond the hearing of Men. It is perfectly irritating to dogs, bats, and other animals with sensitive ears, however.
Normal Daggers (2) (one used as main gauche)
Vintage Foreign Crossbow
- silver arrow
- Boon - Footlong pipe, empty leather pouch, and compact "tinder box"
- Lockpick Tools
- 6 20' lengths of very thin, almost invisible wire
- (12) small brass pulleys/wheels
- 13 odd foreign looking coins with holes in the middle (of these, 5 appear to be of nickel and 8 of brass)
- Vial of acid marked "XXXXX"
Elven Waybread (8 days' worth; 1/2 weight of regular rations)
Standard Clothes (breeches, shirt)
Fishing Kit (12 hooks and line in a leather pouch)
(2) torches, each half-used
1 Piece of Jewelry (1200sp value)
Several well-made knives