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  1. Sir Apollo Caesar the Honorable
  2. Male Lizardfolk Noble Rogue 8
  3. Lawful Evil
  4. Representing Accedo
  5.  
  6. Strength 13 (+1)
  7. Dexterity 13 (+1)
  8. Constitution 11 (+0)
  9. Intelligence 15 (+2)
  10. Wisdom 15 (+2)
  11. Charisma 15 (+2)
  12. Honor 15 (+2)
  13. Sanity 13 (+1)
  14. Size: Medium
  15. Height: 6' 6"
  16. Weight: 210 lb
  17. Skin: Green
  18. Eyes: Purple
  19. Hair: None
  20. Maximum Hit Points: 34
  21.  
  22. Speed: 30 feet
  23.  
  24. Inspiration:
  25.  
  26. Armor Class: 16 = 10 + 2 [dragon leather] + 1 [dexterity] + 3 [lizard folk]
  27.  
  28. Proficiency bonus: +3
  29. Initiative modifier: + 1 = + 1 [dexterity]
  30. Attack (handheld / thrown): + 4 = + 1 [strength] + 3 [proficiency]
  31. Attack (missile / finesse): + 4 = + 1 [dexterity] + 3 [proficiency]
  32. Strength save: + 1 = + 1 [strength]
  33. Dexterity save: + 4 = + 1 [dexterity] + 3 [proficiency]
  34. Constitution save: + 0
  35. Intelligence save: + 5 = + 2 [intelligence] + 3 [proficiency]
  36. Wisdom save: + 2 = + 2 [wisdom]
  37. Charisma save: + 2 = + 2 [charisma]
  38. Honor save: + 2 = + 2 [honor]
  39. Sanity save: + 1 = + 1 [sanity]
  40. Insight (passive): 12 (17 with advantage)
  41. Investigation (passive): 18 (23 with advantage)
  42. Perception (passive): 12 (17 with advantage)
  43.  
  44. Carry: 195 lb maximum
  45.  
  46. For groups using the optional encumberance rules:
  47. If carrying more than 65 lb, encumbered -- -10 on speed
  48. If carrying more than 130 lb, heavily encumbered -- -20 on speed, disadvantage on ability checks, attack rolls, and saves involving strength, constitution, and/or dexterity
  49.  
  50. Languages: Common Draconic Terran (Primordial dialect) Thieves' Cant
  51.  
  52. Lizard bite [+4 to hit; 1d6+1 piercing]
  53.  
  54. Unarmed strike [+4 to hit; 1+1 bludgeoning]
  55.  
  56. 2 Daggers [+4 to hit; 1d4+1 piercing, 1 lb, finesse, light, thrown (range 20/60)]
  57.  
  58. Short Bow [+4 to hit; 1d6+1 piercing, 2 lb, ammunition (range 80, 320), two-handed]
  59.  
  60. Rapier [+4 to hit; 1d8+1 piercing, 2 lb, finesse]
  61.  
  62. Crossbow, hand [+4 to hit; 1d6+1 piercing, 3 lb, ammunition (range 30/120), light, loading]
  63.  
  64. You have enough silver to apply to eight hand-held weapons or 80 projectiles. Make a note of which weapons are silvered.
  65.  
  66. Dragon leather [light; + 2 AC; 15 lb.]
  67.  
  68. Feats:
  69.  
  70. Skill Name
  71. Key
  72. Ability
  73. Skill
  74. Modifier
  75. Ability
  76. Modifier
  77. Trained?
  78. Misc.
  79. Modifier
  80. Acrobatics Dex 7 =
  81. +1
  82. + 3 + 3 [expertise]
  83. Animal Handling Wis 2 =
  84. +2
  85. Arcana Int 2 =
  86. +2
  87. Athletics Str 1 =
  88. +1
  89. Deception Cha 5 =
  90. +2
  91. + 3
  92. History Int 8 =
  93. +2
  94. + 3 + 3 [expertise]
  95. Insight Wis 2 =
  96. +2
  97. Intimidation Cha 5 =
  98. +2
  99. + 3
  100. Investigation Int 8 =
  101. +2
  102. + 3 + 3 [expertise]
  103. Medicine Wis 2 =
  104. +2
  105. Nature Int 2 =
  106. +2
  107. Perception Wis 2 =
  108. +2
  109. Performance Cha 2 =
  110. +2
  111. Persuasion Cha 8 =
  112. +2
  113. + 3 + 3 [expertise]
  114. Religion Int 2 =
  115. +2
  116. Sleight of Hand Dex 1 =
  117. +1
  118. Stealth Dex 1 =
  119. +1
  120. Survival Wis 2 =
  121. +2
  122. Check any artisan tools with which Sir Apollo Caesar is proficient:
  123.  
  124. Alchemist's supplies
  125. Boyer / fletcher tools
  126. Brewer's supplies
  127. Calligrapher's supplies
  128. Carpenter's tools
  129. Cartographer's tools
  130. Cobbler's tools
  131. Cook's utensils
  132. Glassblower's tools
  133. Goldsmith / silversmith's tools
  134. Jeweler's tools
  135. Leatherworker's tools
  136. Mason's tools
  137. Painter's supplies
  138. Potter's tools
  139. Smith's tools
  140. Tinker's tools
  141. Weaver's tools
  142. Woodcarver's tools
  143.  
  144.  
  145.  
  146.  
  147. Check any instruments with which Sir Apollo Caesar is proficient:
  148.  
  149. Bagpipes
  150. Drum
  151. Dulcimer
  152. Flute
  153. Lute
  154. Lyre
  155. Horn
  156. Pan flute
  157. Shawm
  158. Viol
  159.  
  160.  
  161.  
  162. Sir Apollo Caesar is proficient with at least 1 game(s). Check any games with which Sir Apollo Caesar is proficient:
  163.  
  164. Dragon Chess
  165. Three Dragon Ante
  166. Board Game:
  167. Card Game:
  168. Dice game:
  169.  
  170.  
  171.  
  172.  
  173. Check any other tools with which Sir Apollo Caesar is proficient:
  174.  
  175. Climber's kit
  176. Disguise kit
  177. Drive a truck
  178. Fly a plane
  179. Forgery kit
  180. Healer's kit
  181. Herbalism kit
  182. Navigator tools
  183. Ride a mount
  184. Sail a ship
  185. Poisoner kit
  186. Thieves' tools
  187.  
  188. Lizard Folk
  189.  
  190. Lizard folk receive + 2 strength, -2 intelligence (minimum 3)(already included).
  191.  
  192. Lizard folk get +3 naturally on armor.
  193.  
  194. Hold breath for fifteen minutes. Swim speed is 30 feet.
  195.  
  196. Noble
  197.  
  198. You are from a prominent family, or perhaps a knight. Rank has some privileges.
  199.  
  200. You are proficient in riding a horse.
  201.  
  202. One extra language of your choice (already included).
  203.  
  204. You are proficient with at least one kind of gaming set. Consider bringing one.
  205.  
  206. Rogue
  207.  
  208. Proficient in using thief tools.
  209.  
  210. Level 1: Expertise with four skills / tools gives double proficiency bonus on checks: Acrobatics; History; Investigation; Persuasion; .
  211.  
  212. Level 1: Thieves cant
  213.  
  214. Level 1: Sneak attack deals extra 1d6
  215.  
  216. Level 2: Cunning action -- take a second action to dash, disengage or hide
  217.  
  218. Level 3: Sneak attack deals extra 2d6
  219.  
  220. Level 5: Sneak attack deals extra 3d6
  221.  
  222. Level 5: Evasion -- you can use your reaction to take only half damage from an enemy you can see
  223.  
  224. Level 5: Uncanny dodge -- no damage if a dexterity save is made, half damage if failed
  225.  
  226. Level 7: Sneak attack deals extra 4d6
  227.  
  228. Level 9: Sneak attack deals extra 5d6
  229.  
  230. Level 11: Reliable talent -- when using abilities with proficiencies, all d20 rolls are 10 or better
  231.  
  232. Level 11: Sneak attack deals extra 6d6
  233.  
  234. Level 13: Sneak attack deals extra 7d6
  235.  
  236. Level 14: Blindsense -- sense invisible if you can hear
  237.  
  238. Level 15: Slippery mind -- gain proficiency in wisdom saving throws
  239.  
  240. Level 15: Sneak attack deals extra 8d6
  241.  
  242. Level 17: Sneak attack deals extra 9d6
  243.  
  244. Level 18: Elusive -- if you can move, creatures cannot benefit from advantage in attacks against you
  245.  
  246. Level 19: Sneak attack deals extra 10d6
  247.  
  248. Level 20: Stroke of Luck -- once between short rests, turn a miss into a hit, or automatic success on a failed ability check
  249.  
  250. Thief (rogue archetype)
  251.  
  252. Level 3: Burglary / Second Story Work -- climb at full speed, add your dexterity modifier to distances jumped.
  253.  
  254. Level 3: Fast hands -- can use cunning action to make sleight of hands checks, use thief tools on a trap, open a lock or use something in the environment.
  255.  
  256. Level 9: Supreme sneak -- advantage to hide.
  257.  
  258. Level 13: Use magic device
  259.  
  260. Level 17: Thief reflexes. Take an extra turn at initiative - 10 on the first round of any battle.
  261.  
  262. First Ability Score Improvement: +1 charisma; +1 intelligence;
  263. Second Ability Score Improvement: +1 dexterity; +1 wisdom;
  264.  
  265. Class HP rolled
  266. Level 1: Rogue 8
  267. Level 2: Rogue 3
  268. Level 3: Rogue 3
  269. Level 4: Rogue 3
  270. Level 5: Rogue 2
  271. Level 6: Rogue 3
  272. Level 7: Rogue 5
  273. Level 8: Rogue 7
  274.  
  275. Hit Dice For Healing
  276. Regain half with each long rest. Use as needed during long or short rests.
  277.  
  278.  
  279. Death Saving Throws:
  280.  
  281. Successes
  282. Failures
  283. Sir Apollo Caesar's Equipment:
  284.  
  285. 24 lb
  286.  
  287. 2 lb
  288. 5 lb
  289.  
  290. 5 lb
  291. 2 lb
  292. 7 lb
  293.  
  294.  
  295. 2 lb
  296. 25 lb
  297. 3 lb
  298. 5 lb
  299. 3 lb
  300.  
  301.  
  302. 1 lb
  303. 2 lb
  304. 1 lb
  305. 2 lb
  306.  
  307.  
  308. 3 lb
  309. 20 lb
  310. 10 lb
  311.  
  312.  
  313.  
  314.  
  315. 1 lb
  316. 10 lb
  317.  
  318. 5 lb
  319.  
  320. 5 lb
  321. 2 lb
  322. 1 lb
  323. Weapons / Armor / Shield (from above)
  324.  
  325. Arrows (quiver of 20) x 2
  326. Crossbow bolts (quiver of 20) x 3
  327.  
  328. Backpack
  329. Ball bearings (bag of 1000)
  330. Bedroll
  331. Bell
  332. Candles x 5
  333. Case (for map or scroll) x 2
  334. Chest
  335. Clothing change (fine) x 1
  336. Crowbar
  337. Hammer
  338. Ink pen
  339. Ink vial
  340. Lamp (common)
  341. Lantern (hooded)
  342. Mess kit
  343. Oil flasks x 2
  344. Paper sheets x 5
  345. Perfume bottle
  346. Pitons (bag of 4) x 10
  347. Rations (1 day) x 10
  348. Rope (50', hempen) x 1
  349. Sealing wax
  350. Signet ring
  351. Soap
  352. String, ten feet x1
  353. Tinderbox
  354. Torches x 10
  355.  
  356. Waterskins x 1
  357.  
  358. Calligrapher supplies
  359. Navigator tools
  360. Thieves' tools (proficient)
  361. _____
  362. 146 lb
  363. Total
  364.  
  365. Sir Apollo Caesar's Personality Traits: Gives stolen items back if caught.
  366. Sir Apollo Caesar's Ideal(s): Striving for knowledge. Wishes to know about everything.
  367.  
  368. Sir Apollo Caesar's Bond(s): No important bonds.
  369.  
  370. Sir Apollo Caesar's Flaw(s): Machiavellian.
  371.  
  372. More about Sir Apollo Caesar:
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