Jerbeen Thief

Humblewood Campaign Setting p. 200 (Third Party)

Tamaño
Pequeño
Tipo
humanoid (jerbeen)
Alineamiento
neutral malvado
CA
13 (leather armor)
Puntos de golpe
14 (4d6)
Velocidad
walk 30 ft.
Habilidades
Acrobatics +4, Sleight of Hand +4
Percepción pasiva
12
Idiomas
Birdfolk, Jerbeen
Desafío
1/2
Linaje
Thief
FUE
12
+1
DES
14
+2
CON
10
+0
INT
8
−1
SAB
14
+2
CAR
14
+2

Rasgos

Proficiency Bonus

+2

Standing Leap

The thief's long jump is up to 30 feet and their high jump is up to 15 feet, with or without a running start.

Team Tactics

The thief can take the Help action as a bonus action.

Acciones

Multiattack

The thief makes two dagger attacks.

Dagger

Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.

Reacciones

Opportunist

When a creature fails a melee attack roll against the thief, the thief can make a Dexterity (Sleight of Hand) check against a DC equal to 10 + the target creature's Dexterity modifier. On a success, the thief steals one item of the GMs choosing from the target. It cannot be an item actively held or worn by the target.

Otros datos

description

While criminals can often be found picking pockets in large perch cities, only the most successful end up recruited by the Bandit Coalition. Small of stature, jerbeens can easily move about unnoticed; their swiftness is responsible for the expression "quick as a jerbeen." This, coupled with their natural charm, makes jerbeens perfectly suited for the thieving arts.