<div class="floatright">(https://i.pinimg.com/564x/f1/4c/81/f14c81c573fe2faade44fef000391ab8.jpg)<br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Gil</div><div class="spoiler_body">(https://i.pinimg.com/564x/a6/a6/7c/a6a67c95440761d65cc6ac98f67a6ffd.jpg)(https://i.pinimg.com/564x/b4/8b/09/b48b09ff4d67fbd0e49313e1f782d131.jpg)</div></div><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Gilly</div><div class="spoiler_body">(https://i.pinimg.com/564x/2a/18/e1/2a18e1f1aebf45df4fdc495020250cdc.jpg)</div></div></div><strong>Name:</strong>Gilly "Gil" Roseapple<br/><strong>Class(es):</strong>Fighter 2 (undecided; Battle Master, or perhaps a dip into rogue at 3rd)<br/><strong>Race:</strong>Stout Halfling<br/><strong>Alignment:</strong>Chaotic Good<br/><strong>Description:</strong>Gil stands at three-foot eight and has a whip-thin build. Big hazel eyes with an odd hint of yellow peer from under a fringe of messy-cut short brown hair, with a constant little smirk on plump lips and freckled cheeks. Dressed in piecemeal clothing, or a suit of well-battered leather armor when it's time to throw down. Always has a knife<em>somewhere</em>, and has a fuzzy pet mouse named Snibbler somewhere else. Easily mistaken for a boy; this is intentional. Underneath the clothing, and with her chest unwrapped, Gil is pretty clearly Gilly though, with small breasts and definite, if slender curves to her hips...<br/><strong>Backround:</strong>Urchin<br/><strong>Fetishes:</strong>Voyeurism and exhibitionism; Size difference; Mild oral fixation; Adventures in self-discovery (Gil's got a lot to discover, sexually. Spanking and facials are probably in there.)<br/><strong>Backstory:</strong>Gilly only has vague memories of her parents, and the notion that something terrible happened to separate her from them. That was a long, long time ago (almost fourteen years, forever ago!). She's been living on the streets of Aveeds ever since. it's a rough city in general; rougher for a halfling orphan of course, but, as Gilly discovered, easier if you're a boy. So she became Gil. Gilly cried in alleyways behind trash bins and when cats she tried to pet bit her; Gil was a rough-and-tumble guy who didn't need no stupid cat! Gilly missed her parents; Gil put his elbow in other boys' eyes and made his own family. Being Gil wasn't the greatest of course, but getting into fistfights and rock-tosses with the other guttersnipes was a lot better than what Gilly had seen happen to other girls in those alleyways. As the years passed, Gil got tough and though never strong, he was certainly<em>able</em>, and managed to carve out a little niche for himself. Unfortunately, at a certain age, Gilly began to, ahem, poke out, and things began to change. After she noticed her peers' notice of those two facts, she decided to get out of dodge; She tagged on with some trade caravan headed Anywhere But there; it was two weeks of scrubbing pots, chasing chickens, and tying knots before someone noticed the caravan had acquired an extra halfling. The person who noticed was one of the hired swords, Mordanna. For the rest of the journey, the mercenary took Gilly under her wing, showing her the proper way to hold and swing a sword, good stances, soft spots on a foe, and the like. She also taught Gilly how to bind her chest so that getting slapped in the tits wasn't such a problem. Since then Gilly's been to a few towns and gone on a handful of adventures; never any permanent arrangement, always just spur of the moment, "I'll swing a blade for a cut of the loot" arrangements against kobolds or the like. She's uneasy around the largefolk, especially large menfolk, and it seems most regular adventuring parties have at least one fur-chested, mighty-thewed, glistening-with-sweat chunk of half orc with a big... thick... stiff... greatsword. And rather than risk it, Gil splits.<br/><br/><strong>Bonus questions!</strong><br/><em>What's a secret your character would never want anyone to know?</em><br/>Gil's secret is that he's actually Gilly; She's gotten a<em>little</em>more comfortable with this coming out, though she still presents as a boy. Even so she doesn't want anyone to know that she is a thin crunchy shell around a soft, sweet nougat filling; she's<em>tough</em>damn it, and<em>no</em>the mean cat<em>isn't</em>making me cry are you<em>stupid</em>, it's<em>allergies</em>!<br/><em>Where do you see your character in ten years?</em><br/>Inside a gelatinous cube; You know how fighters are.<em>Ideally</em>though, she'll have garnered enough resources and experience to return to Aveeds and do something to help out those in the same place she was in. In the meantime she pitches in where she can where she is. But never in a sappy, sentimental way; more like teaching the next generation of halfling street-trash to punch taller jerks in the balls, and then buying them lunch.<br/><em>How does your character react when in grave danger?</em><br/>Depends on the situation. If she's cornered, basically a frenzy of knives, knees, and probably teeth to get out of it. If it's just her and she can run, she'll haul ass like its on fire. If someone she likes is also in danger, she'll do what she can to fight for an escape for both of them. She's not real good at the whole 'talkign her way out of things" thing, so pretty much fight or flight for her.<br/><em>You are trapped half-naked in a dungeon-cell! What might happen next?</em><br/>Contemplate the poor life decisions that got her on the wrong side of the law, then clean up her<em>bwahahahaha</em>, no. Dungeons are made for escaping, and prisons are made for prison riots. Break out with her tits out. Squirm out throughthe bars, pick the locks of her friends and any otheerr nice-looking prisoners, and storm the stockades while singing "Chant du départ" or something<br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Full Sheet</div><div class="spoiler_body"><strong>Character Name:</strong> Gilly "Gil" Roseapple<br/><strong>Class &amp; Level:</strong> Fighter 3<br/><strong>Background:</strong> Urchin<br/><strong>Race:</strong> Stout Halfling<br/><strong>Alignment:</strong> Chaotic Good<br/><br/><strong>Proficiency Bonus:</strong> +2 | <strong>Armor Class:</strong> 16 | <strong>Hit points:</strong> 31 | <strong>Initiative:</strong> +3 | <strong>Speed:</strong> 25 | <strong>Passive Perception:</strong> 13<br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Strength 8 (-1)</div><div class="spoiler_body"><em>Saves:</em> +1<br/><strong>Athletics:</strong> -1</div></div><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Dexterity 17 (+3)</div><div class="spoiler_body"><em>Saves:</em> +3<br/><strong>Acrobatics:</strong> +5<br/><strong>Sleight of Hand</strong> +5<br/><strong>Stealth:</strong> +5</div></div><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Constitution 16 (+3)</div><div class="spoiler_body"><em>Saves:</em> +5</div></div><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Intelligence 11 (+0)</div><div class="spoiler_body"><em>Saves:</em> +0<br/><strong>Arcana:</strong> +0<br/><strong>History:</strong> +0<br/><strong>Investigation:</strong> +0<br/><strong>Nature:</strong> +0<br/><strong>Religion:</strong> +0</div></div><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Wisdom 12 (+1)</div><div class="spoiler_body"><em>Saves:</em> +1<br/><strong>Animal Handling:</strong> +1<br/><strong>Insight:</strong> +1<br/><strong>Medicine:</strong> +1<br/><strong>Perception:</strong> +3<br/><strong>Survival:</strong> +1</div></div><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Charisma 10 (+0)</div><div class="spoiler_body"><em>Saves:</em> +0<br/><strong>Deception:</strong> +0<br/><strong>Intimidation:</strong> +0<br/><strong>Performance:</strong> +0<br/><strong>Persuasion:</strong>+0</div></div><br/><br/><strong><span class="bbc_u">PERSONALITY</span></strong><br/>• <strong>I like to collect mementos of my journeys.</strong><br/>The world is so much bigger than Gilly used to know! Whenever she can, she tries to pick up a tchotchke or memento of an interesting town, or a "trophy" from a memorable encounter. She doesn't always pay for it, of course, but what can you do.<br/>• <strong>I think anyone who's nice to me is up to no good.</strong><br/>A life spent running from bigger kids, city guards, mean shopkeepers, and large dogs has put Gil on the edge; She'll cautiously accept friendly offers, but is always ready for them to turn out to be manipulations or traps, and is a little short on the draw.<br/><br/><strong><span class="bbc_u">IDEALS</span></strong><br/>• <strong>I want to prove that the bravest hearts can come in the smallest breasts... er, so to speak.</strong><br/>Gil's always had to be tough and ready to stand up for herself. When she got older, she had to do it for the other <em>hin</em> on the street as well. People underestimate the halflings, and that's their problem, for Gil to correct.<br/>• <strong>The low are lifted up, and the high and mighty are brought down. Change is the nature of things.</strong><br/>Gil's seen the mob bring down a wealthy Churchman and leave him in an alley covered in filth when his exploitation were brought to light. She's seen a ratcatcher's son marry the Burgomaster's daughter and become a wealthy man through good treatment of others. Though she doesn't put much stock in the gods - she's heard tales of <em>their</em> falls and rise after all - she understands that fate may not always be fair, but abhors unbalance. Nothing wrong with giving it a little nudge now and then.<br/><br/><strong><span class="bbc_u">BONDS</span></strong><br/>• <strong>I won't rob or hurt those who are weaker or less fortunate than I am.</strong><br/>Gil stole to survive, and fought to persevere. To rob the poor or beat the weak is the act of a bully or a tyrant, and she won't stand for such exploitation.<br/>• <strong>No one else should have to endure the hardships I’ve been through.</strong><br/>Despite the tough, crusty exterior, Gil has a kind heart and a big soft spot for other waifs. if she can she'll help the needy, whether this is a few coins or standing in their defense. She's no paladin; she has to eat and she won't get herself killed - but she will do what she can to preserve others from the roughness of street living.<br/><br/><strong><span class="bbc_u">FLAWS</span></strong><br/>• <strong>It’s not stealing if I need it more than someone else</strong><br/>Theft is for necessity, after all. No one can begrudge a hungry man a loaf of bread, or hold it against a frightened girl for lifting a knife from a belt. Gil's a little hypocritical here of course; she <em>needs</em> everything she has, after all!<br/>• <strong>I can't resist poking my nose where it doesn't belong.</strong><br/>After taking a few jobs to sneak aroudn and spy on people, Gil has discovered a voyeuristic streak; not just in terms of sex (though that's fun to watch too!) it's just that she likes poking around into other people's lives, seeing what they do, who they are, how they live. With it comes a sense of deep curiosity; Blasphemous chanting coming from the dark cave? Better check THAT out!<br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Proficiencies and Languages</div><div class="spoiler_body"><strong>Languages:</strong> Common, Halfling<br/><strong>Weapons:</strong> All simple weapons, all martial weapons<br/><strong>Armor:</strong> All armor, shields<br/><strong>Tools:</strong> Disguise Kit, Thieves' Tools, Playing Cards<br/><strong>Vehicles:</strong> </div></div><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Current Equipment</div><div class="spoiler_body"> Short sword; Daggers (2); Hand crossbow w/19 bolts; Shield; Leather armor; Hand-drawn map of Aveeds; Pet mouse (Snibbler!); Small knife; set of common clothing; Belt pouch w/10 GP; Token to remember her parents by (A tiny clockwork music box), explorer's kit (Includes a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.)</div></div><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Treasure!</div><div class="spoiler_body">• A silver necklace inscribed with the name "Marcus"<br/>• A mysterious gem fragment, currently embedded in Gil's hand</div></div><br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Racial Features &amp; Traits</div><div class="spoiler_body"><strong>• Ability Score Increase:</strong> Your Dexterity score increases by 2.<br/><strong>• Age:</strong> A halfling reaches adulthood at the age of 20 and generally lives into the middle of his or her second century.<br/><strong>• Size:</strong> Halflings average about 3 feet tall and weigh about 40 pounds. Your size is Small.<br/><strong>• Speed:</strong> Your base walking speed is 25 feet.<br/><strong>• Lucky:</strong> When you roll 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.<br/><strong>• Brave:</strong> You have advantage on saving throws against being frightened.<br/><strong>• Halfling Nimbleness:</strong> You can move through the space of any creature that is of a size larger than yours.<br/><strong>• Languages:</strong> You can speak, read, and write Common and Halfling.<br/><strong>• Ability Score Increase:</strong> Your Constitution score increases by 1.<br/><strong>• Stout Resilience:</strong> You have advantage on saving throws against poison, and you have resistance against poison damage.</div></div><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Background Feature</div><div class="spoiler_body">• <strong>City Secrets:</strong> You know the secret patterns and flow to cities and can find passages through the urban sprawl that others would miss. When you are not in combat, you (and companions you lead) can travel between any two locations in the city twice as fast as your speed would normally allow.</div></div><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Class Features</div><div class="spoiler_body"><strong>• Fighting Style: Tunnel Fighter (UA):</strong> You excel at defending narrow passages, doorways, and other tight spaces. As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within your reach.<br/><br/><strong>• Second Wind:</strong> At first level, on your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again.<br/><br/><strong>• Action Surge:</strong> Starting at second level, on your turn, you can take one additional action on top of your regular action and a possible bonus action. Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.<br/><br/><strong>• Martial Archetype: Battle Master</strong><br/> - <em>Maneuvers:</em> You learn three special maneuvers. You can use only one maneuver per attack. You learn two additional maneuvers of your choice at 7th, 10th, and 15th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one. (Maneuver save DC: 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)<br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Trip Attack</div><div class="spoiler_body">When you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw or be knocked prone.</div></div><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Disarming Attack</div><div class="spoiler_body">When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it's holding. You add the superiority die to the attack's damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.  </div></div><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Riposte</div><div class="spoiler_body">When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee attack against the creature. If you hit, you add the superiority die to the attack's damage roll.</div></div><br/> - <em>Superiority Dice:</em> You start with four superiority dice, which are d8s, and you expend one whenever you use a maneuver. You regain them all when you finish a short or long rest.  You gain another superiority die at 7th level and one more at 15th level. <br/> - <em>Student of War:</em> At 3rd level, you gain proficiency with one type of artisan's tool of your choice</div></div></div></div><br/><br/><strong>Ability Scores</strong>(+Modifiers)<br/>Str 8 (-1)<br/>Dex 17 (+3)<br/>Con 16 (+3)<br/>Int 11 (+0)<br/>Wis 12 (+1)<br/>Cha 10 (+0)<br/><br/><strong>HP:</strong>31 (3d10+9)<strong>Armor Class:</strong>14 (16 w/shield)<strong>Initiative Bonus:</strong>13<strong>Speed:</strong>25 feet<br/><strong>Strong Saves:</strong>Strength (Proficient; +1), Dexterity (+3), Constitution (Proficient; +5)<br/><strong>Skill proficiencies and Feats:</strong>Acrobatics, Sleight of Hand, Stealth, Perception; All armor, all weapons, shields; Thieves' tools, disguise kit, gaming set (playing cards)<br/><strong>Class Stuff:</strong><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Fighting Style: Tunnel Fighter (UA)</div><div class="spoiler_body">You excel at defending narrow passages, doorways, and other tight spaces. As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within your reach.</div></div><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Second Wind</div><div class="spoiler_body">At first level, on your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again.</div></div><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Action Surge</div><div class="spoiler_body">Starting at second level, on your turn, you can take one additional action on top of your regular action and a possible bonus action. Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.</div></div><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Martial Archetype: Battle Master</div><div class="spoiler_body"> - <em>Maneuvers:</em> You learn three special maneuvers. You can use only one maneuver per attack. You learn two additional maneuvers of your choice at 7th, 10th, and 15th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one. (Maneuver save DC: 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)<br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Trip Attack</div><div class="spoiler_body">When you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw or be knocked prone.</div></div><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Disarming Attack</div><div class="spoiler_body">When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it's holding. You add the superiority die to the attack's damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.  </div></div><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Riposte</div><div class="spoiler_body">When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee attack against the creature. If you hit, you add the superiority die to the attack's damage roll.</div></div><br/> - <em>Superiority Dice:</em> You start with four superiority dice, which are d8s, and you expend one whenever you use a maneuver. You regain them all when you finish a short or long rest.  You gain another superiority die at 7th level and one more at 15th level. <br/> - <em>Student of War:</em> At 3rd level, you gain proficiency with one type of artisan's tool of your choice</div></div><br/><strong>Equipment and items:</strong>Short sword; Daggers (2); Hand crossbow w/20 bolts; Shield; Leather armor; Common clothing; Hand-drawn map of Areeds; Pet mouse (snibbler!); Small knife; set of common clothing; Belt pouch w/10 GP; Token to remember her parents by (A tiny clockwork music box), a silver locket inscribed with the name "marcus," strange jewel stuck in her hand<br/><strong>Attacks</strong><br/>Short Sword (+5; 1d6+3)<br/>Dagger (+5; 1d4+3)<br/>Light crossbow (+5; 1d8+3)<br/>Halfling Dick-Punch (+1; 1-1)<br/>...<br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Random notez!</div><div class="spoiler_body">(https://i.pinimg.com/originals/d2/a7/e8/d2a7e8b34c06bf381e08f3eadfda781d.png)<br/><em><strong>WHAT HO</strong>, Evildoers! Have at thee!<br/></em></div></div>