Hector Detector

Forest Gnome, Private Investigator, Rogue (Assassin) [6]

Strength Dexterity Constitution Intelligence Wisdom Charisma
10 [+0] 18 [+4] 11 [+0] 17 [+3] 12 [+1] 5 [-3]
HECTOR.jpg

Speed: 25ft (35ft with Swift Boots)
Size: Small
Wounds:33
Saving Throws: Dexterity, Intelligence
Proficiency: +3
Experience: 21,906 [Level 6. Next (7) at 23,000 ]
Age:70
AC:17

Proficiencies:
Weapons: Simple, Hand Crossbows, Longswords, Rapiers, Shortswords
Armour: Light Armour
Tools: Thieves Tools, Disguise Kit, Forgery Kit, Poisoner's Kit
Skills: Stealth x 2, Perception x 2, Insight, Investigate x 2, Deception, Slight of Hand x 2, History, Arcana, Religion
Languages: Common, Gnomish/Dwarven

Feats and Abilities:

  • Darkvision:

Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

  • Gnome Cunning:

You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.

  • Speak with Small Beasts:

Through sounds and gestures, you can communicate simple ideas with Small or smaller beasts. Forest gnomes love animals and often keep squirrels, badgers, rabbits, moles, woodpeckers, and other creatures as beloved pets.

  • Sneak Attack:

Once per turn, you can deal an extra 3d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.
You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.

  • Thieves' Cant:

A secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves’ cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.
In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.

  • Criminal Contact:

You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even
over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you.

  • Natural Illusionist:

You know the minor illusion cantrip. Intelligence is your spellcasting ability for it.

  • Cunning Action:

You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.

  • Assassinate:

Starting at 3rd level, you are at your deadliest when you get the drop on your enemies. You have advantage on attack rolls against any creature that hasn’t taken a turn in the combat yet. In addition, any hit you score against a creature that is surprised is a critical hit.

  • Uncanny Dodge:

When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.

Equipment:

  • Cart:
  • Holding:
  • Equipped:

Currency:
Platinum:
Gold:
Electrum:
Silver:
Copper:


Born in forest to a family of Wobbletossles, Hack Wobbletossle the youngest of 7 was no ordinary gnome, Tragically born without a personality Hack quickly discovered that the cheeky fun-loving demeanour shared by his kin was not for him. Armed with his superior intelligence and charitable nature Hack set out for the big city. His forest ways had taught him to tread lightly and Hack, now known as Hector to better blend in, found himself working with the local authorities to help acquire vital evidence through less than legal means. However his vast intellect and inability to understand humour left him alienated by his peers. Sensing the discord between him and the authorities Hector decided to go solo, taking private investigation jobs. Hector the detector has become a fixture every evening at the local tavern. He is often seen bent over a stiff drink, gazing wantonly at any pretty face which walks through the door. Never making any progress with the ladies however since he is so incredibly dull.

Personality:

  • I keep multiple holy symbols on me and invoke whatever deity might come in useful at any given moment.
  • I fall in and out of love easily, and am always pursuing someone.

Ideal:

  • I distribute the money I acquire to the people who really need it.

Flaw:

  • I can’t resist a pretty face.
  • I break my vows and plans, duty and honour means nothing to me.
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