DigitalAmber

Lord Andus Pyrare: Lord of the Flies(Mothfolk$

Apr 6th, 2019
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  1. Andus Spyrae
  2. Lawful Evil
  3. Rogue
  4. Luna Mothfolk
  5. Medium
  6. Age: 16
  7. Normal Speed/flight: 30/30
  8. HP: 25
  9. AC: 14
  10. Hit Die: 2d8+1
  11.  
  12. Str: 9(-1)
  13. Dex: 16(+3)
  14. Con: 12(+1)
  15. Int: 16(+3)
  16. Wis: 12(+1)
  17. Cha: 13(+1)
  18. Prof bonus: +2
  19.  
  20. Proficiencies: deception, slight of hand, stealth, persuasion, acrobatics, insight(expertise), perception(expertise)
  21. Armor: light armor
  22. Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords
  23. Tools: Thieves’ tools, Disguise Kit, Forgery Kit
  24. Saving throws: Dexterity, intelligence
  25. Background: Charlatan
  26. Languages: Common, Ivathi,
  27. Equipment: Fine clothes, disguise kit, signet ring from an imaginary duke, leather armor, two daggers, thieves tools, 15gp
  28.  
  29. Charlatan Feat(feats can be swapped if it’s fitting so I did): 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.
  30. Scam: I convince people that worthless junk is worth their hard earned money
  31. Personality Trait: Flattery is my preferred trick for getting what I want
  32. Ideal: Aspiration: I’m determined to make something of myself
  33. Bond: I fleeced the wrong person and must work hard to ensure this individual does not cross paths with me or anyone I care about
  34. Flaw: I hate to admit it and will hate myself for it, but I’ll run and preserve my own hide if the going gets tough
  35.  
  36. Class Skills
  37. Expertise: At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves’ tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
  38.  
  39. Sneak Attack: Beginning at 1st level, you know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 1d6 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.
  40. 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.
  41. The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table.
  42.  
  43. Thieves’ Cant: During your rogue training you learned 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.
  44. 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.
  45.  
  46. Cunning Action: Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. 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.
  47.  
  48. Mage Hand Legerdemain
  49. Starting at 3rd level, when you cast Mage Hand, you can make the spectral hand invisible, and you can perform the following additional tasks with it:
  50.  
  51. • You can stow one object the hand is holding in a container worn or carried by another creature.
  52.  
  53. • You can retrieve an object in a container worn or carried by another creature.
  54.  
  55. • You can use thieves' tools to pick locks and disarm traps at range.
  56.  
  57. You can perform one of these tasks without being noticed by a creature if you succeed on a Dexterity (Sleight of Hand) check contested by the creature's Wisdom (Perception) check.
  58.  
  59. In addition, you can use the bonus action granted by your Cunning Action to control the hand.
  60.  
  61. Race Skills: is
  62. Compound Vision: Can see in dim light as if it were bright light out to 120 feet and darkness as if dim light. Doing so can only make out ultraviolet colors though
  63.  
  64. Wings: Can’t ascend but can fly=walking speed and descend 5 feet of turn ended midair
  65.  
  66. Ride the Wind: As an action, beat the wings and ascend up to 30 feet. Can’t use it again till the ground is touched, if you can’t move, or if wearing heavy armor
  67.  
  68. Armed and Dangerous: Four arms, can’t benefit from shield if duel wielding weapons or if using a two handed weapon. Second free environment interaction
  69.  
  70. Natural camo: Proficient in stealth
  71.  
  72. Close to nature: Free Druid cantrip
  73.  
  74. Soothing Apparence: Advantage on Animal handling to calm enraged animals
  75.  
  76. Epitome of Grace: Always under the effects of feather fall: A Falling creature's rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no Falling damage and can land on its feet, and the spell ends for that creature.
  77.  
  78. Spell casting: Int
  79. DC: 13
  80. Mod: 5
  81.  
  82. Cantrip: Magic Stone, mage Hand, Encode Thoughts, Minor Illusion
  83. 2 1st level slots
  84. Spells: Charm Person, Sleep, Disguise Self, Hideous Laughter
  85.  
  86. Andus Spyrae
  87. Andus is from an area to the west, having spent a good part of his life pondering life, as most Mothkin are known to do. It was a nice society, comprised of philosophers with a wide array knowledge. It was peaceful, organized, and nice. Andus himself studied government, politics, and history. Despite the calm and peace, Andus slowly got discontent with the peaceful status quo. He felt slowly the mothkin’s were stagnating and their knowledge was simply wasting away in isolation instead of standing the test of time, ignorance, idiocy, and the common masses. So Andus left and found himself in Almagest City. He joined a group of merchant’s in the Waterfront District. These merchants also doubled as fences, buying and selling stolen goods. They were going to be a mere stepping stone for Andus, a way to establish himself and gain the backing of more unsavory individuals who felt they could manipulate him, along with the general public. From here he would step into the world of politics, establish himself as the mayor of Almagest, and then proceed to climb higher, eventually ruling the whole nation in an efficient, simple system that may or may not have included a caste system. Ultimately, they were found out by sheer dumb luck that involved them trying to fleece a party of a paladin, a wizard, and a warlock. Andus’s dreams of rulership were shot and the merchant group fled or was arrested. Andus failed to flee. Perhaps in an act of mercy, charity, or simply pragmatism, he was picked up and selected for A.I. Perhaps it was that he simply wasn’t well known or publicly arrested. Holding him hostage with threats of his criminal record becoming official public knowledge, Andus was coerced to join A.I. He more or less serves as the criminal underworld expert member and the one whose supposed to know how a criminal thinks. Aspiring politicians and charlatan fences don’t exactly have the same tactics as bandits and assassin’s, but let’s hope no one exactly notices or calls him out on that....
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