Small Humanoid, Halfling Sunday Halfling, Travelling Troubadour, Sea Gate Metropolitan, Level 8
HP: 90 (5d8, 2d10, 1d12)
DgC/BC: 20/13
Speed: Normal: 5
Initiative: 5
Carrying capacity: 9
Damage immunity:
Damage resistance:
Damage vulnerability:
Condition immunity:
AGI
4
STR
-2
VIT
2
CHA
7
INT
1
WIS
-1
Acrobatics: 2, Allure: 2, Arcana: 1, Artistry: 5, Block: 3, Bluff: 2, Bravery: 1, Brewing: 1, Diplomacy: 7, Dodge: 2, Exertion: 1, History: 2, Insight: 6, Intimidation: 1, Life Force: 3, Linguistics: 2, Medicine: 2, Perception: 1, Precision: 1, Sleight: 2, Society: 4, Stamina: 1, Stealth: 2
Block: ★☆☆, Life Force: ★★☆, Arcana: ☆★☆
Axes: +1, Daggers: +1, Engineers Kit: +2, Movement: -1, Performance: +5, Regeneration: +1, String Instruments: +2, Swords: +1
Common, Language Of Choice
Bardic Dice. Daisy Brightroot has ⨂d10 bard dice where ⨂ is equal to its Artistry. Daisy Brightroot regains its used bard dice at the end of its rest. Daisy Brightroot can give bard dice to itself as a free action.
Blademaster. Whenever Daisy Brightroot hits the same creature with an Axe, Dagger or Sword twice in same turn it can immediately make an attack using same weapon costing no more than ◆ against a different target. Whenever Daisy Brightroot attacks with Axes, Daggers or a Swords, if it is not its turn, it deals one additional die of damage.
Chosen by Fate. Once per rest, whenever Daisy Brightroot rolls 1 on a d20, it can immediately roll again, using the second result instead.
Halfling Hospitality. Whenever Daisy Brightroot is preparing food, it makes DC 15 Brewing(CHA) check. On success the food tastes absolutely delicious for the next hour. Creatures that eat prepared food as part of rest can add Daisy Brightroot's Brewing to each hit die they use as part of that rest and all fear effects on them immediately end.
Primal Regeneration. Whenever Daisy Brightroot finishes long rest it regains all hit dice instead of just half.
Silver Tongue. Daisy Brightroot has advantage on all artistry, bluff and diplomacy checks against groups of creatures.
◆: Bardic inspiration. Daisy Brightroot gives one of its bardic dice to a creature other than itself, that can hear it, within 10 m, or within 10 m of a source of its voice. Once within the next 10 minutes the creature can add bard dice to a skill check or damage roll it makes. Only one bardic die can be added to a single skill check or damage roll, even if the creature has multiple available. Once the bardic die is rolled, or 10 minutes pass, it is lost.
◆◆: Active Regeneration. Daisy Brightroot immediately use one of its hit dice, adding its Life force(VIT) to the roll and healing itself for that amount.
Level 0 Armour, Light Armour
Uncomfortable Sleep. If This creature sleeps in this armour it must make DC 12 Resilience(VIT) check to gain the benefits of the long rest.
10 min: Dress Or Undress. You dress or undress Leather Armour.