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RwR - Rogue

Sulac Sep 29th, 2016 (edited) 90 Never
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  1. Name: Lia Nightbreeze
  2. Played by: Kogasa Tatara
  3. Race: Wood Elf
  4. Class: Rogue
  5. Alignment: Chaotic Good
  6. Size: Medium
  7. Background: Charlatan
  8. Favorite Scheme: I insinuate myself into people’s lives to prey on their weakness and secure their fortunes.
  9.  
  10. ABILITY SCORES              SKILLS
  11. STR: 11  +0                 Acrobatics (DEX)        +6 (PROF)
  12. DEX: 19  +4                 Animal Handling (WIS)   +3
  13. CON: 15  +2                 Arcana (INT)            +2
  14. INT: 14  +2                 Athletics (STR)         +0
  15. WIS: 16  +3                 Deception (CHA)         +6 (EXP)
  16. CHA: 15  +2                 History (INT)           +2
  17.                             Insight (WIS)           +3
  18. PROFICIENCY: +2             Intimidation (CHA)      +2
  19.                             Investigation (INT)     +4 (PROF)
  20. SAVING THROWS               Medicine (WIS)          +3
  21. STR: +0                     Nature (INT)            +2
  22. DEX: +6 (PROF)              Perception (WIS)        +5 (PROF)
  23. CON: +2                     Performance (CHA)       +2
  24. INT: +4 (PROF)              Persuasion (CHA)        +4 (PROF)
  25. WIS: +3                     Religion (INT)          +2
  26. CHA: +2                     Sleight of Hand (DEX)   +6 (PROF)
  27.                             Stealth (DEX)           +8 (EXP)
  28. PASSIVE INSIGHT:    13      Survival (WIS)          +3
  29. PASSIVE PERCEPTION: 15
  30.  
  31. LANGUAGES/PROFICIENCIES
  32. Elvish, Common
  33. Disguise Kit, Forgery Kit, Thieves' Tools
  34. Land Vehicles
  35. Light Armor
  36. Simple Weapons
  37. Hand Crossbows, Longswords, Rapiers, Shortswords
  38.  
  39. MOVEMENT: 35
  40. HIT POINTS: 10
  41. ARMOR CLASS: 15
  42. HIT DICE: 1d8
  43. INSPIRATION: NO
  44.  
  45. WEAPONS  - TO HIT - DAMAGE -   RANGE  - TYPE     - SPECIAL
  46. Rapier   -   +6   - 1d8+4  -     5    - Piercing - Finesse
  47. Dagger   -   +6   - 1d4+4  -     5    - Piercing - Finesse, Light, Thrown (20/60)
  48. Shortbow -   +6   - 1d6+4  -  80/320  - Piercing - Ammo (18/20)
  49.  
  50. FEATS
  51. Darkvision - 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.
  52. Fey Ancestry - You have advantage on saving throws against being charmed, and magic can’t put you to sleep.
  53. Trance - Elves don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is “trance.”) While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.
  54. Mask of the Wild - You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.
  55. False Identity - You have created a second identity that includes documentation, established acquaintances, and disguises that allow you to assume that persona. Additionally, you can forge documents including official papers and personal letters, as long as you have seen an example of the kind of document or the handwriting you are trying to copy.
  56. Sneak Attack -  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.
  57. 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.
  58.  
  59. INVENTORY
  60. CASH: 50 GP
  61. WEIGHT: 71 lb / 165 lb
  62. Leather Armor - Light armor, 11 + DEX mod AC - 10 lb
  63. Rapier - 1d8 piercing damage, Finesse - 2 lb
  64. Daggers (2) - 1d4 piercing, Finesse, Light, Thrown (20/60) - 1 lb ea. (2 lb total)
  65. Shortbow - 1d6 piercing, Ammunition (80/320), Two-Handed - 2 lb
  66. Arrows (20) - Ammo - 0.05 ea. (1 lb total)
  67. Backpack - Carries things, we're ignoring capacity. - 5 lb
  68. Bag of Ball Bearings (1000) - As an action, you can spill these tiny metal balls from their pouch to cover a level area 10 feet square. A creature moving across the covered area must succeed on a DC 10 Dexterity saving throw or fall prone. A creature moving through the area at half speed doesn’t need to make the saving throw. - 0.002 ea. (2 lb total)
  69. String (10 ft) - String.
  70. Bell - Makes noise.
  71. Candles (5) - For 1 hour, a candle sheds bright light in a 5-foot radius and dim light for an additional 5 feet.
  72. Crowbar - Using a crowbar grants advantage to Strength checks where the crowbar’s leverage can be applied. - 5 lb
  73. Hammer - For hammering, 1 bludgeoning damage - 3 lb
  74. Pitons (10) - For climbing, gives advantage probably - 0.25 lb ea. (2.5 lb total)
  75. Hooded Lantern - A hooded lantern casts bright light in a 30-foot radius and dim light for an additional 30 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil. As an action, you can lower the hood, reducing the light to dim light in a 5-foot radius. - 2 lb
  76. Flasks of Oil (2) - As an action, you can splash the oil in this flask onto a creature within 5 feet of you or throw it up to 20 feet, shattering it on impact. Make a ranged attack against a target creature or object, treating the oil as an improvised weapon. On a hit, the target is covered in oil. If the target takes any fire damage before the oil dries (after 1 minute), the target takes an additional 5 fire damage from the burning oil. You can also pour a flask of oil on the ground to cover a 5-foot-square area, provided that the surface is level. If lit, the oil burns for 2 rounds and deals 5 fire damage to any creature that enters the area or ends its turn in the area. A creature can take this damage only once per turn. - 1 lb ea. (2 lb total)
  77. Rations (5 days) - Consists of dry foods suitable for extended travel, including jerky, dried fruit, hardtack, and nuts. - 2 lb ea. (10 lb total)
  78. Tinderbox - Using it to light a torch—or anything else with abundant, exposed fuel—takes an action. Lighting any other fire takes 1 minute. - 1 lb
  79. Waterskin - Carries 4 pints of liquid - 5 lb (full)
  80. Hempen Rope (50 ft) - Rope, whether made of hemp or silk, has 2 hit points and can be burst with a DC 17 Strength check. - 10 lb
  81. Potion of Healing - Heals 2d4+2 HP, requires an action to drink. - 0.5 lb
  82. Fine Clothes - 3 lb
  83. Disguise Kit - This pouch of cosmetics, hair dye, and small props lets you create disguises that change your physical appearance. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to create a visual disguise - 3 lb
  84. Signet Ring of an Imaginary Duke
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