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Nov 18th, 2018
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  1.  
  2. Squeak
  3. Kenku Goblin Hybrid Rogue 1 (Urchin)
  4.  
  5. Armor Class 16
  6. Hit Points 9/9
  7. Intiative +5
  8. Speed 30 ft.
  9.  
  10. Abilities Str 9, Dex 20, Con 12, Int 13, Wis 17, Cha 18
  11.  
  12. Saving Throws Dexterity +7, Intelligence +3
  13. Skills Acrobatics +7, Deception +6, Insight +5, Investigation +3, Perception +5, Persuasion +6, Sleight of Hand +9, Stealth +7
  14. Senses passive Perception 15
  15.  
  16. Equipment Thieves' tools, Leather Armor, 2 Dagger, Shortsword, Shortbow, 20 Arrows, Common Clothes, Pet Mouse, Map Of Home City, Small knife, Feather Necklace
  17.  
  18. Attacks
  19. Dagger: +7 to hit, 1d4 + 5 piercing damage
  20. Dagger: +7 to hit, 1d4 + 5 piercing damage, range 20/60 ft.
  21. Shortsword: +7 to hit, 1d6 + 5 piercing damage
  22. Shortbow: +7 to hit, 1d6 + 5 piercing damage, range 80/320 ft.
  23.  
  24. Racial Traits
  25. Expert Forgery. You can duplicate other creatures' handwriting and craftwork. You have advantage on all checks made to produce forgeries or duplicates of existing objects.
  26. Kenku Training. You are proficient in your choice of two of the following skills: Acrobatics, Deception, Stealth, and Sleight of Hand.
  27. Mimicry. You can mimic sounds you have heard, including voices. A creature that hears the sounds can tell they are imitations with a successful Wisdom (Insight) check opposed by your Charisma (Deception).
  28. Languages. You can read and write Common and Auran, but you can speak only using your Mimicry trait.
  29. Nimble Escape. You can take the Disengage or Hide action as a bonus action on each of your turns.
  30. Fury of The Small. When you damage a creature with an attack or a spell and the creature's size is larger than yours, you can cause the attack or spell to deal extra damage to the creature. The extra damage equals your level. Once you use this trait, you can't use it again until you finish a short or long rest.
  31.  
  32. Rogue Features
  33. Expertise. Sleight of hand and thieves tools At 6th level, you can choose two more of your proficiencies (in skills or with thieves’ tools) to gain this benefit.
  34. 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. 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. The amount of the extra damage increases by 1d6 every odd level you gain in this class, to a maximum of 10d6 at 19th level.
  35. 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. 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.
  36.  
  37. Background Traits
  38. Description. You grew up on the streets alone, orphaned, and poor. You had no one to watch over you or to provide for you, so you learned to provide for yourself. You fought fiercely over food and kept a constant watch out for other desperate souls who might steal from you. You slept on rooftops and in alleyways, exposed to the elements, and endured sickness without the advantage of medicine or a place to recuperate. You've survived despite all odds, and did so through cunning, strength, speed, or some combination of each. You begin your adventuring career with enough money to live modestly but securely for at least ten days. How did you come by that money? What allowed you to break free of your desperate circumstances and embark on a better life?
  39. Starting Proficiencies. Your background grants you the following proficiencies. Skills: Sleight of Hand, Stealth Languages: none Tools: disguise kits, thieves' tools
  40. City Secrets. 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.
  41. Equipment. A small knife, a map of the city you grew up in, a pet mouse, a token to remember your parents by, a set of common clothes, and a belt pouch containing 10 gp
  42. Personality Trait. I hide scraps of food and trinkets away in my pockets
  43. Ideal. I help the people who help me — that's what keeps us alive.
  44. Bond. I want to atone for killing my flock.
  45. Flaw. If I'm outnumbered, I will run away from a fight. It's not stealing if I need it more than someone else.
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