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Kelvin Floyd ~ CR 3

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)


STRDEXCONINTWISCHA
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)

Non-Accessible