Proficiency Score: +4
Medium; Principle/Independent; human, humanoid
Armor Class: 19 (+3 Dex, +2 Armor, + 4 Proficiency)
Hit Points: 44 (4d10+4)
Speed: 30 feet
Initiative: +3 (advantage)
STR | DEX | CON | INT | WIS | CHA |
14 (+2) | 16 (+3) | 13 (+1) | 12 (+1) | 8 (–1) | 12 (+1) |
Saves:
- Fortitude +4
- Reflex +7
- Will -1
Skills:
- Acrobatics +7
- Deception +5
- Perception +3
- Stealth +7
- Thievery +7
Senses: Passive Perception 13
Languages:
Quick Reflexes. Gain 3 extra reactions for a total of 4 reactions per round.
Sneak Attack. The following is on any attack that has advantage or against any enemy Kelvin Floyd is flanking with an ally.
- Add 1d8 damage
Actions
Accurate Stance. As a single action, Kelvin Floyd can enter accurate stance. Each round he spends an action to maintain the stance, he gains advantage on all attacks.
Dagger. Melee Attack +7 (agile, finesse, thrown 10 feet, versatile slashing) with 1d4+3 piercing damage.
Opportunist. As a reaction Kelvin Floyd can make an Attack of Opportunity against an opponent who has just been struck for damage in melee by an ally.
Rapier. Melee Attack +7 (agile, finesse, parry) with 2d6+3 piercing damage.
Equipment
- Assassin’s Cloak
- Alchemist’s Fire: Lesser (4)
- Dagger (3); one of these is a bejeweled dagger
- Elixir of Life; Lesser (3)
- Rapier with +1 Weapon Potency Rune
Build Notes
Heritage
- Health Boost: Resiliency (4)
Traits (Total Spent: 46, Possible Points: 3 Unspent)
- Accurate Stance (5)
- Armor Proficiency: Light (1)
- Improved Initiative (5)
- Quick Reflexes (4)
- Opportunist (4)
- Saving Proficiency (4)
- Skill Proficiency (15; breaks rules!)
- Sneak Attack (5)
- Weapon Proficiency: Simple Melee, Martial Melee, Martial Ranged (3)