Dinella Kerr Junior

Female Halfling Poacher

She is an elderly halfling with brown eyes, long flowing white hair, and medium brown skin.

Personality Traits: Greedy, Responsible, Upbeat.

Alignment: chaotic good.

She is a follower of Caspio. (CG)

Born: 710 AC (Age 90)

Orientation: Hetrosexual

Home: None

Settlement: Elinastead (immigrated from Jergborg's Rest)

Mother: Robinna Kerr (Deceased)

Father: Marcco Dugrogers Junior (Deceased)

Statistics

STRDEXCONWISINTCHR
9 14 10 8 8 9
+2 -1 -1

ACHPPassive
Perception
Speed
13 16 9 25 ft.

Alignment: chaotic good

Size: Small

Actions:

  • Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1d4 piercing damage.
  • Dagger. Ranged Weapon Attack: +4 to hit, range 20 / 60 ft., one target. Hit: 1d4 piercing damage.
  • Unarmed Strike. Melee Attack: +2 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage.

Skills: Sleight of Hand +4, Acrobatics +4, Deception +2

Abilities:

  • Lucky. When Dinella rolls a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.
  • Brave. Dinella has advantage on saving throws against being frightened.
  • Halfling Nimbleness. Dinella can move through the space of any creature that is of a size larger than small.
  • Sneak Attack. Once per turn, Dinella can deal an extra 1d6 damage to one creature they hit with an attack and have advantage on the attack roll. The attack must use a finesse or a ranged weapon.
  • Thieves' Cant. Dinella knows the Thieves' Cant, a secret language of rouges. See the Rouge Class in the SRD for more information.

Spoken Languages: Common, Halfling

Inventory

Quantity Value Item Description Weight
6 2 gp Dagger A Simple Melee weapon. 1d4 piercing damage. Range: 5. (Thrown: 20/60.) Properties: Finesse, Light, Thrown, Monk 1 lb.
1 Dice A standard six-sided die.
1 2 gp Holy Symbol (Caspio) A holy symbol in the shape of a signpost.
1 10 gp Leather Light armour. Base AC: 11 + Dex modifier. 10 lbs.
1 10 gp Lock A key is provided with the lock. Without the key, a creature proficient with thieves' tools can pick this lock with a successful DC 15 Dexterity check. Your GM may decide that better locks are available for higher prices. 1 lb.
1 2 gp 4 sp Money Pouch Dinella's money pouch. It has 2 gp, 3 sp and 10 cp in it. ⁵⁄₁₆ lb.

Download as Fantasy Grounds NPC

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