The Dragonlance Nexus

Printed From:
http://www.dlnexus.com/fan/rules/character/12160.aspx

Tasslehoff Burrfoot, Spring 356 AC

by Joe Mashuga


Male Kender Rogue 11
Strength12 Fortitude+4 Armor Class19
Dexterity20 Reflex+12 Flat-footed AC14
Constitution13 Will+4 Touch AC16
Intelligence10 AlignmentN Base Attack+8
Wisdom12 Speed20 ft. Melee Attack+10
Charisma14 Initiative+8 Ranged Attack+14
Hit Points52 SizeSmall

Special:

Kender Traits: Small (+1 size bonus to AC and attack rolls, +4 size bonus on Hide checks); +1 racial bonus on saving throws; +2 racial bonus on Open Lock, Sleight of Hand, and Spot checks; -4 racial penalty on Concentration checks; +4 racial bonus on Bluff checks to taunt someone; immune to fear.
Rogue Abilities: Evasion, improved evasion, improved uncanny dodge, sneak attack +6d6, trap sense +3, uncanny dodge.

Skills:

Balance +8, Bluff +10 (+14 taunt), Climb +5, Decipher Script +1, Diplomacy +4, Disable Device +10, Escape Artist +10, Hide +13, Intimidate +4, Jump +8, Knowledge (geography) +4, Listen +5, Move Silently +9, Open Lock +19, Perform (oratory) +4, Perform (sing) +3, Profession (cartographer) +2, Search +6, Sleight of Hand +20, Speak Language (Dwarven, Elven, Goblin), Spot +13, Tumble +13, Use Magic Device +8.

Feats:

Alertness, Endurance, Improved Initiative, Improved Taunt.

Languages

Common, Dwarven, Elven, Goblin, Kenderspeak.

Weapons:

Rabbitslayer (+14/+9 melee or +18 ranged, 1d3+5/19-20), masterwork hoopak (+11/+6 melee or +15 ranged, 1d4+1 or 1d3+1).

Possessions (as NPC):

Rabbitslayer (+4 dagger, returns within 1d20 hours of being lost or stolen), +1 leather armor, masterwork hoopak (treat as combination club/sling), masterwork thieves' tools (added into skill totals), pouches, sling bullets (20).

Description:

3'9", 85 lbs., brown hair, brown eyes, 42 years old. Tas was born on Blessings 2nd of 313 AC by the Kender calendar (12/2/313).

Background:

Tas is very mature for a kender - and many humans, for that matter. His optimistic nature has carried him through dark times, and the loss of two friends (Flint and Sturm) has given him a somber perspective on things. Tas thinks of Flint as a personal guardian, and while Flint's spirit might not follow the irrepressible kender, his words of wisdom often come to Tas's mind when the need arises.

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This item has been published here with permission from the author(s) and may not be reproduced without permission. This is a fan submission and its contents are completely unofficial. Some characters, places, likenesses and other names may be copyright Wizards of the Coast.