Pheonyx

Roran Lv 1

Oct 2nd, 2019
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  1. Character Name: Roran Flint
  2. Player Name: Pheonyx
  3. Class/Level: Rogue level 1
  4. Race: Volco
  5. Age: 23
  6. Height: 5’ 6”
  7. Weight: 158 lbs
  8. Alignment: Chaotic Neutral
  9. Background: Criminal
  10.  
  11.  
  12. --- Ability Scores ---
  13.  
  14. Scores: Modifier Saving Throws
  15. Strength ........ 16 ... (+3) ........ [ ]
  16. Dexterity ....... 16 ... (+3) ........ [x]
  17. Constitution .... 13 ... (+1) ........ [ ]
  18. Wisdom .......... 08 ... (-1) ........ [ ]
  19. Intelligence .... 10 ... (+0) ........ [x]
  20. Charisma ........ 12 ... (+1) ........ [ ]
  21.  
  22.  
  23. --- Statistics ---
  24.  
  25. Base Speed ...... 35 ft
  26. Armor Class ..... (AC) 14
  27. Initiative ...... +4 (Dex modifier)
  28.  
  29. Hit Points ...... 9
  30. Hit Dice ........ 1d8
  31. Hit Dice Total .. 1
  32.  
  33. Death saves:
  34. Successes: [ ] [ ] [ ]
  35. Failures: [ ] [ ] [ ]
  36.  
  37. Passive Wisdom (Perception) 00
  38.  
  39.  
  40. --- Skills ---
  41.  
  42. Modifier Skill (Ability Mod) Proficiency?
  43. [+3] ... Acrobatics (Dex) ........... [ ]
  44. [+1] ... Animal Handling (Cha) ...... [ ]
  45. [+0] ... Arcana (Int) ............... [ ]
  46. [+5] ... Athletics (Str) ............ [x2]
  47. [+1] ... Deception (Cha) ............ [ ]
  48. [+0] ... History (Int) .............. [ ]
  49. [+1] ... Insight (Wis) .............. [x]
  50. [+1] ... Intimidation (Cha) ......... [ ]
  51. [+4] ... Investigation (Int) ........ [x2]
  52. [-1] ... Medicine (Wis) ............. [ ]
  53. [+0] ... Nature (Int) ............... [ ]
  54. [-1] ... Perception (Wis) ........... [ ]
  55. [+1] ... Performance (Cha) .......... [ ]
  56. [+1] ... Persuasion (Cha) ........... [ ]
  57. [+0] ... Religion (Int) ............. [ ]
  58. [+3] ... Sleight of Hand (Dex) ...... [ ]
  59. [+5] ... Stealth (Dex) .............. [x]
  60. [-1] ... Survival (Wis) ............. [ ]
  61.  
  62.  
  63. --- Equipment and Attacks ---
  64.  
  65. Weapon name: Atk Bonus: Damage/Type:
  66. [Dagger] ............ [+6] ......... [1d4 Piercing, Finesse, light, thrown (range 20/60)]
  67. [Dagger] ............ [+6] ......... [1d4 Piercing, Finesse, light, thrown (range 20/60)]
  68. [Shortbow] ............ [+2] ......... [1d6 Piercing, Ammunition (range 80/320), two handed]
  69. [Shortsword] ............ [+6] ......... [1d6 Piercing, Finesse, light]
  70.  
  71. Wealth:
  72. 00cp, 00sp, 15gp, 00ep, 00pp
  73.  
  74. Other Equipment:
  75. - Leather Armor
  76. - Quiver
  77. - 20 Arrows
  78. - Thieves’ Tools
  79. - Crowbar
  80. - Edgelord’s Dark Common Clothing (with hood)
  81. - Belt Pouch
  82. - Burglar’s Pack
  83.  
  84.  
  85. --- Features and Traits ---
  86.  
  87. - Flamecaller. You have resistance to Fire damage. In addition, you do not suffer the effects of extreme heat.
  88.  
  89. Fleet of Foot. When knocked prone, you may stand up without the normal penalty to your movement speed.
  90.  
  91. Hand-to-Hand Combat. Most Volco are trained in a vicious martial art that turns their hands into deadly weapons. When you use an unarmed strike, you deal 1d4 + your Strength modifier bludgeoning damage.
  92.  
  93. Magmarnian Endurance. You have advantage on any saving throw used to resist exhaustion effects.
  94.  
  95. Expertise. At 1st level, choose two of your skill proficiencies [Athletics and Investigation], 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.
  96.  
  97. 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 ranged weapon.
  98. 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.
  99. 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.
  100.  
  101. 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.
  102. In addition, you understand a set of secret signs and symbols used to convey short, simply 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.
  103.  
  104. Criminal Contact. You have a reliable and trustworthy contact who acts as you 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.
  105.  
  106. Cunning Action.
  107. Starting at your second 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.
  108.  
  109. Bonus Proficiencies.
  110. You gain proficiency with the disguise kit and the poisoner’s kit.
  111.  
  112. Assassinate.
  113. 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.
  114.  
  115. For reference, the "Surprised" condition can only exist for a single round before combat begins.
  116. Once combat begins, enemies are aware of you and cannot be surprised again.
  117. Assassins lose the benefits of their Assassinate feature after the Surprise round is over.
  118. You can however continue to Sneak Attack your foes for the rest of the fight.
  119.  
  120. ABILITY SCORE IMPROVEMENT
  121. When you reach 4th level, and again at 8th, 10th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
  122.  
  123. UNCANNY DODGE
  124. Starting at 5th level, when an attacker you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.
  125.  
  126.  
  127. --- Languages and Proficiencies ---
  128.  
  129. Languages: Common, Magmarnian
  130.  
  131. Melee Weapon Proficiencies: Simple weapons, longswords, rapiers, shortswords
  132. Ranged Weapon Proficiencies: Hand crossbow
  133. Armor Proficiencies: Light Armor
  134.  
  135. Tools: Thieves’ tools, Disguise Kit, Poisoner's Kit
  136. Vehicles:
  137.  
  138.  
  139. --- Background-Related ---
  140.  
  141. Specialty:
  142. - Hired killer
  143.  
  144. Personality Traits:
  145. - “I don’t pay attention to the risks in a situation. Never tell me the odds.”
  146. - “The best way to get me to do something is to tell me I can’t do it.”
  147.  
  148. Ideals:
  149. - “Chains are meant to be broken, as are those who would forge them.”
  150.  
  151. Bonds:
  152. - “I’m trying to pay off an old debt I owe to a generous benefactor.”
  153.  
  154. Flaws:
  155. - “When faced with a choice between money and my friends, I usually choose the money.”
  156.  
  157.  
  158. --- Spells ---
  159.  
  160. Spellcasting Ability:
  161. Spell save DC:
  162. Spell attack bonus:
  163.  
  164. Cantrips:
  165. -
  166. -
  167. -
  168. -
  169. -
  170. -
  171. -
  172.  
  173. Spell level 1:
  174. -
  175. -
  176. -
  177. -
  178. -
  179. -
  180. -
  181. -
  182.  
  183. Spell level 2:
  184. -
  185. -
  186. -
  187. -
  188. -
  189. -
  190. -
  191. -
  192.  
  193. Spell level 3:
  194. -
  195. -
  196. -
  197. -
  198. -
  199. -
  200. -
  201. -
  202.  
  203. Spell level 4:
  204. -
  205. -
  206. -
  207. -
  208. -
  209. -
  210. -
  211. -
  212.  
  213. Spell level 5:
  214. -
  215. -
  216. -
  217. -
  218. -
  219. -
  220. -
  221. -
  222.  
  223. Spell level 6:
  224. -
  225. -
  226. -
  227. -
  228. -
  229.  
  230. Spell level 7:
  231. -
  232. -
  233. -
  234. -
  235.  
  236. Spell level 8:
  237. -
  238. -
  239. -
  240.  
  241. Spell level 9:
  242. -
  243. -
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