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Heroes: Pommel
Fun loving does not even begin to describe this halfling Rogue. The only thing that Pommel likes more than pick pocketing fine jewels is drinking a stout beer. He's one of the few halflings that can honestly claim to have out-drunk a dwarf(who shall remain unnamed). Pommel is also an accomplished sailor. With his prized looking glass, he has become a vaulable asset to the crew of the Soaring Maiden.
Statistics: l AD&D 2nd Edition l D&D 3.5 Edition l D&D 5th Edition l
6th-Level Halfling Thief, Chaotic Good
Armor Class
Movement
Level
Hit Points
THAC0
No. of Attacks
|
4
12
6
30
18 (unmodified)
varies
|
Str
Dex
Con
Int
Wis
Cha
|
10
19
13
16
13
16
|
Special Attacks
Special Defenses
Magic Resistance
|
backstabx3
+3 save vs. poison, rod,
stave, wand & spell
nil
|
Saving Throws
|
Thief Abilites
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Para/ Pois/ Death
Rod/ Stave/ Wand
Pert/ Polymorph
Breath
Spell
|
12
12
11
15
13
|
PP
OL
F/R
MS
HS
DN
CW
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90%
65%
45%
85%
65%
50%
80%
|
|
 |
Weapon
Maine-gauche
Dagger
Pistol
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#Att
1/1
1/1
1/2
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+Att/Dmg
+3/ +0
+4/ +0
+3/ +0
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Thac0
12
14
15
|
Damage
1d4/ 1d4
1d4/ 1d3
1d8/ 1d8
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Speed
0
0
4
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Abilities/ Traits
30' Infravision
+1 ti hit w/ sling or thrown weapon
-4 to opponents suprise
Ambidextrous
Double-jointed
Scroll Use: 30%
Deep Sleeper
NonWeapon Proficiencies
Reading/ Writing 12
Etiquette 12
Tumbling 15
Tightrope Walking 10
Swimming 9
Seamanshp 13
Information Gathering 15
Appraisal 10
Herbalism: Black Powder 12
Weapon Proficiencies
Short Blades
Maine Gauche Specialist
Single Weapon Style
Black Powder Pistol
Equipment
Lockpicks
Water-tight Scroll Case
Carving Tools
Powder Horn 30 shots
Silver Ring of Wishes empty
4 Heal Potions
SpyglassThis spyglass allows the user to see double distance in normal daylight. It also allows the user to see through darkness and fog as if it were a clear day.
Halfling Rogue 6, Chaotic Good
Provisional conversion, awaiting review by DamienRahl.
| Size/Type | Small Humanoid (Halfling) |
| Hit Dice | 6d6+6 (30 hp) |
| Initiative | +4 |
| Speed | 20 ft. |
| Armor Class | 17 (+1 size, +4 Dex, +2 leather armor), touch 15, flat-footed 13 |
| Base Attack/Grapple | +4/+0 |
| Attack | Main-gauche +10 melee (1d3/19–20) or thrown dagger +11 ranged (1d3/19–20) or pistol +9 ranged (1d8/×3) |
| Full Attack | Main-gauche +10 melee (1d3/19–20) or pistol +9 ranged (1d8/×3) |
| Space/Reach | 5 ft./5 ft. |
| Special Attacks | Sneak attack +3d6 |
| Special Qualities | Evasion, halfling traits, trapfinding, trap sense +2, uncanny dodge |
| Saves | Fort +4, Ref +10, Will +4 (+6 against fear) |
| Abilities | Str 10, Dex 19, Con 13, Int 16, Wis 13, Cha 16 |
| Skills | Appraise +7, Balance +12, Climb +8, Craft (alchemy) +7, Disable Device +9, Escape Artist +9, Gather Information +11, Hide +15, Listen +3, Move Silently +15, Open Lock +11, Profession (sailor) +7, Search +7, Sleight of Hand +13, Spot +7, Swim +4, Tumble +12 |
| Feats | Exotic Weapon Proficiency (firearms), Weapon Finesse, Weapon Focus (dagger) |
| Languages | Common, Halfling, Dwarven, Elven, Gnome |
Sneak Attack (Ex): Pommel deals an extra 3d6 damage against a foe who is flat-footed or flanked, or who is denied a Dexterity bonus to AC.
Evasion (Ex): No damage on a successful Reflex save against an effect that normally deals half damage on a save.
Uncanny Dodge (Ex): Pommel keeps his Dexterity bonus to AC when flat-footed or attacked by an invisible foe.
Halfling Traits: +1 on all saves, +2 morale bonus on saves against fear, +1 on attacks with thrown weapons and slings (included above).
Main-gauche: Uses the statistics of a dagger. Weapon Focus (dagger) reflects Pommel's 2e specialization.
Pistol: Uses the Renaissance pistol from the Dungeon Master's Guide, sized for a Small wielder (range increment 50 ft.). His powder horn holds 30 shots.
Possessions: Leather armor, main-gauche, dagger, pistol and powder horn (30 shots), thieves' tools, water-tight scroll case, carving tools, 4 potions of cure light wounds, Spyglass of Seeing, spent ring of three wishes (no wishes left).
Conversion notes (how conversions are made):
- Leather armor is assumed; it matches his 2e AC of 4.
- His maine-gauche uses dagger statistics, and his specialization becomes Weapon Finesse plus Weapon Focus (dagger). The site's Main Gauche feat isn't used: it's an off-hand style, and it needs Ambidexterity, which 3.5 removed.
- The pistol is the Renaissance pistol from the Dungeon Master's Guide, sized for a Small wielder.
- Halflings have no darkvision in 3.5, so his 30-foot infravision is dropped.
- His ring of wishes is listed as spent, as in 2e.
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Small Humanoid (Lightfoot Halfling), Rogue (Thief) 6, Chaotic Good
Provisional conversion, awaiting review by DamienRahl.
| Armor Class | 15 (leather armor) |
| Hit Points | 39 (6d8+6) |
| Speed | 25 ft. |
| Abilities | Str 10 (+0), Dex 19 (+4), Con 13 (+1), Int 16 (+3), Wis 13 (+1), Cha 16 (+3) |
| Saving Throws | Dex +7, Int +6 |
| Skills | Acrobatics +10, Athletics +3, Investigation +6, Perception +4, Sleight of Hand +10, Stealth +10 |
| Tools | Thieves' tools +10, navigator's tools +3, vehicles (water) +3 |
| Senses | Passive Perception 14 |
| Languages | Common, Halfling, Thieves' Cant |
| Background | Sailor |
| Proficiency Bonus | +3 |
Sneak Attack (1/Turn): Pommel deals an extra 10 (3d6) damage when he hits with a finesse or ranged weapon and has advantage, or when an ally is within 5 feet of the target.
Cunning Action: Pommel can Dash, Disengage or Hide as a bonus action.
Fast Hands: Pommel can use Cunning Action to make a Sleight of Hand check, use thieves' tools, or take the Use an Object action.
Second-Story Work: Climbing costs Pommel no extra movement, and his running jumps reach 4 feet farther.
Uncanny Dodge: When an attacker he can see hits him, Pommel can use his reaction to halve the damage.
Expertise: Acrobatics, Sleight of Hand, Stealth and thieves' tools (included above).
Lucky, Brave, Halfling Nimbleness, Naturally Stealthy: Pommel rerolls natural 1s on attacks, checks and saves; has advantage on saves against being frightened; can move through the space of larger creatures; and can try to hide behind a creature at least one size larger.
Actions
Main-gauche (Dagger): Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d4+4) piercing damage.
Pistol: Ranged Weapon Attack: +7 to hit, range 30/90 ft., one target. Hit: 9 (1d10+4) piercing damage. Uses the Dungeon Master's Guide firearm rules (loading); Pommel is proficient, and his powder horn holds 30 shots.
Spyglass of Seeing: Lets Pommel see twice as far in daylight, and through fog, smoke and nonmagical darkness. Full rules are on its item page.
Possessions: Leather armor, main-gauche, dagger, pistol and powder horn (30 shots), thieves' tools, water-tight scroll case, carving tools, 4 potions of healing, Spyglass of Seeing, spent ring of wishes (no wishes left).
Conversion notes (how conversions are made):
- Rogue (Thief) with the Sailor background for his seamanship; Lightfoot halfling.
- The pistol uses the Dungeon Master's Guide firearm rules, and he's treated as proficient.
- The Spyglass of Seeing now has 3.5 and 5e versions on its item page.
- Halflings have no darkvision in 5e, so his 30-foot infravision is dropped.
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Combat: Pommel will typically avoid combat when ever he can. If forced up against a single foe, Pommel will always shoot first with his pistol and if necessary, use his Maine Gauche. In a large scale melee, such as a ship-to-ship battle, Pommel uses hit-and-run tactics. His favorite tactic is to use his black powder pistol from a distance.
History: Pommel's early life was one of extreme hardship. He joined to the Thieves Guild in Baldur's Gate, Pommel performed simple jobs that paid very little.

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