Advertisement
Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- Sir Apollo Caesar the Honorable
- Male Lizardfolk Noble Rogue 8
- Lawful Evil
- Representing Accedo
- Strength 13 (+1)
- Dexterity 13 (+1)
- Constitution 11 (+0)
- Intelligence 15 (+2)
- Wisdom 15 (+2)
- Charisma 15 (+2)
- Honor 15 (+2)
- Sanity 13 (+1)
- Size: Medium
- Height: 6' 6"
- Weight: 210 lb
- Skin: Green
- Eyes: Purple
- Hair: None
- Maximum Hit Points: 34
- Speed: 30 feet
- Inspiration:
- Armor Class: 16 = 10 + 2 [dragon leather] + 1 [dexterity] + 3 [lizard folk]
- Proficiency bonus: +3
- Initiative modifier: + 1 = + 1 [dexterity]
- Attack (handheld / thrown): + 4 = + 1 [strength] + 3 [proficiency]
- Attack (missile / finesse): + 4 = + 1 [dexterity] + 3 [proficiency]
- Strength save: + 1 = + 1 [strength]
- Dexterity save: + 4 = + 1 [dexterity] + 3 [proficiency]
- Constitution save: + 0
- Intelligence save: + 5 = + 2 [intelligence] + 3 [proficiency]
- Wisdom save: + 2 = + 2 [wisdom]
- Charisma save: + 2 = + 2 [charisma]
- Honor save: + 2 = + 2 [honor]
- Sanity save: + 1 = + 1 [sanity]
- Insight (passive): 12 (17 with advantage)
- Investigation (passive): 18 (23 with advantage)
- Perception (passive): 12 (17 with advantage)
- Carry: 195 lb maximum
- For groups using the optional encumberance rules:
- If carrying more than 65 lb, encumbered -- -10 on speed
- 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
- Languages: Common Draconic Terran (Primordial dialect) Thieves' Cant
- Lizard bite [+4 to hit; 1d6+1 piercing]
- Unarmed strike [+4 to hit; 1+1 bludgeoning]
- 2 Daggers [+4 to hit; 1d4+1 piercing, 1 lb, finesse, light, thrown (range 20/60)]
- Short Bow [+4 to hit; 1d6+1 piercing, 2 lb, ammunition (range 80, 320), two-handed]
- Rapier [+4 to hit; 1d8+1 piercing, 2 lb, finesse]
- Crossbow, hand [+4 to hit; 1d6+1 piercing, 3 lb, ammunition (range 30/120), light, loading]
- You have enough silver to apply to eight hand-held weapons or 80 projectiles. Make a note of which weapons are silvered.
- Dragon leather [light; + 2 AC; 15 lb.]
- Feats:
- Skill Name
- Key
- Ability
- Skill
- Modifier
- Ability
- Modifier
- Trained?
- Misc.
- Modifier
- Acrobatics Dex 7 =
- +1
- + 3 + 3 [expertise]
- Animal Handling Wis 2 =
- +2
- Arcana Int 2 =
- +2
- Athletics Str 1 =
- +1
- Deception Cha 5 =
- +2
- + 3
- History Int 8 =
- +2
- + 3 + 3 [expertise]
- Insight Wis 2 =
- +2
- Intimidation Cha 5 =
- +2
- + 3
- Investigation Int 8 =
- +2
- + 3 + 3 [expertise]
- Medicine Wis 2 =
- +2
- Nature Int 2 =
- +2
- Perception Wis 2 =
- +2
- Performance Cha 2 =
- +2
- Persuasion Cha 8 =
- +2
- + 3 + 3 [expertise]
- Religion Int 2 =
- +2
- Sleight of Hand Dex 1 =
- +1
- Stealth Dex 1 =
- +1
- Survival Wis 2 =
- +2
- Check any artisan tools with which Sir Apollo Caesar is proficient:
- Alchemist's supplies
- Boyer / fletcher tools
- Brewer's supplies
- Calligrapher's supplies
- Carpenter's tools
- Cartographer's tools
- Cobbler's tools
- Cook's utensils
- Glassblower's tools
- Goldsmith / silversmith's tools
- Jeweler's tools
- Leatherworker's tools
- Mason's tools
- Painter's supplies
- Potter's tools
- Smith's tools
- Tinker's tools
- Weaver's tools
- Woodcarver's tools
- Check any instruments with which Sir Apollo Caesar is proficient:
- Bagpipes
- Drum
- Dulcimer
- Flute
- Lute
- Lyre
- Horn
- Pan flute
- Shawm
- Viol
- Sir Apollo Caesar is proficient with at least 1 game(s). Check any games with which Sir Apollo Caesar is proficient:
- Dragon Chess
- Three Dragon Ante
- Board Game:
- Card Game:
- Dice game:
- Check any other tools with which Sir Apollo Caesar is proficient:
- Climber's kit
- Disguise kit
- Drive a truck
- Fly a plane
- Forgery kit
- Healer's kit
- Herbalism kit
- Navigator tools
- Ride a mount
- Sail a ship
- Poisoner kit
- Thieves' tools
- Lizard Folk
- Lizard folk receive + 2 strength, -2 intelligence (minimum 3)(already included).
- Lizard folk get +3 naturally on armor.
- Hold breath for fifteen minutes. Swim speed is 30 feet.
- Noble
- You are from a prominent family, or perhaps a knight. Rank has some privileges.
- You are proficient in riding a horse.
- One extra language of your choice (already included).
- You are proficient with at least one kind of gaming set. Consider bringing one.
- Rogue
- Proficient in using thief tools.
- Level 1: Expertise with four skills / tools gives double proficiency bonus on checks: Acrobatics; History; Investigation; Persuasion; .
- Level 1: Thieves cant
- Level 1: Sneak attack deals extra 1d6
- Level 2: Cunning action -- take a second action to dash, disengage or hide
- Level 3: Sneak attack deals extra 2d6
- Level 5: Sneak attack deals extra 3d6
- Level 5: Evasion -- you can use your reaction to take only half damage from an enemy you can see
- Level 5: Uncanny dodge -- no damage if a dexterity save is made, half damage if failed
- Level 7: Sneak attack deals extra 4d6
- Level 9: Sneak attack deals extra 5d6
- Level 11: Reliable talent -- when using abilities with proficiencies, all d20 rolls are 10 or better
- Level 11: Sneak attack deals extra 6d6
- Level 13: Sneak attack deals extra 7d6
- Level 14: Blindsense -- sense invisible if you can hear
- Level 15: Slippery mind -- gain proficiency in wisdom saving throws
- Level 15: Sneak attack deals extra 8d6
- Level 17: Sneak attack deals extra 9d6
- Level 18: Elusive -- if you can move, creatures cannot benefit from advantage in attacks against you
- Level 19: Sneak attack deals extra 10d6
- Level 20: Stroke of Luck -- once between short rests, turn a miss into a hit, or automatic success on a failed ability check
- Thief (rogue archetype)
- Level 3: Burglary / Second Story Work -- climb at full speed, add your dexterity modifier to distances jumped.
- 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.
- Level 9: Supreme sneak -- advantage to hide.
- Level 13: Use magic device
- Level 17: Thief reflexes. Take an extra turn at initiative - 10 on the first round of any battle.
- First Ability Score Improvement: +1 charisma; +1 intelligence;
- Second Ability Score Improvement: +1 dexterity; +1 wisdom;
- Class HP rolled
- Level 1: Rogue 8
- Level 2: Rogue 3
- Level 3: Rogue 3
- Level 4: Rogue 3
- Level 5: Rogue 2
- Level 6: Rogue 3
- Level 7: Rogue 5
- Level 8: Rogue 7
- Hit Dice For Healing
- Regain half with each long rest. Use as needed during long or short rests.
- Death Saving Throws:
- Successes
- Failures
- Sir Apollo Caesar's Equipment:
- 24 lb
- 2 lb
- 5 lb
- 5 lb
- 2 lb
- 7 lb
- 2 lb
- 25 lb
- 3 lb
- 5 lb
- 3 lb
- 1 lb
- 2 lb
- 1 lb
- 2 lb
- 3 lb
- 20 lb
- 10 lb
- 1 lb
- 10 lb
- 5 lb
- 5 lb
- 2 lb
- 1 lb
- Weapons / Armor / Shield (from above)
- Arrows (quiver of 20) x 2
- Crossbow bolts (quiver of 20) x 3
- Backpack
- Ball bearings (bag of 1000)
- Bedroll
- Bell
- Candles x 5
- Case (for map or scroll) x 2
- Chest
- Clothing change (fine) x 1
- Crowbar
- Hammer
- Ink pen
- Ink vial
- Lamp (common)
- Lantern (hooded)
- Mess kit
- Oil flasks x 2
- Paper sheets x 5
- Perfume bottle
- Pitons (bag of 4) x 10
- Rations (1 day) x 10
- Rope (50', hempen) x 1
- Sealing wax
- Signet ring
- Soap
- String, ten feet x1
- Tinderbox
- Torches x 10
- Waterskins x 1
- Calligrapher supplies
- Navigator tools
- Thieves' tools (proficient)
- _____
- 146 lb
- Total
- Sir Apollo Caesar's Personality Traits: Gives stolen items back if caught.
- Sir Apollo Caesar's Ideal(s): Striving for knowledge. Wishes to know about everything.
- Sir Apollo Caesar's Bond(s): No important bonds.
- Sir Apollo Caesar's Flaw(s): Machiavellian.
- More about Sir Apollo Caesar:
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement