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Timeboe121

(Teacher Assistant) Edger Stiv

Jun 17th, 2019
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  1. Image: https://i.imgur.com/EFbujXs.png
  2. Name: Edger Stiv
  3. Race: Human
  4. Gender:Male
  5. Background: ???
  6. Home Country: Euralia
  7. _______________________________________________________________________________________________________________
  8. Class Level (Rogue): 10
  9. HP: 92
  10. Hit Dice: 10d8
  11. Lust Points: 0/100
  12. Corruption: 0
  13. AC: 16
  14. Speed: 40ft
  15. Initiative Bonus: +10
  16. Sneak Attack Damage: 5d6
  17. _______________________________________________________________________________________________________________
  18. Class: Rogue
  19. Sub-Class: Thief
  20. Job: Teacher
  21. _______________________________________________________________________________________________________________
  22. Stats:
  23.  
  24. Physical Power: 20 (+5)
  25.  
  26. Mental Ability: 12 (+1)
  27.  
  28. Durability: 20 (+5)
  29.  
  30. Lust Power: 12 (+1)
  31.  
  32. Proficiency Bonus: +4
  33. _______________________________________________________________________________________________________________
  34. Class Bonus:
  35. -Stealth
  36. -Perception
  37. -Acrobatics
  38. -Athletics
  39.  
  40. Human Bonus:
  41. -Sleight of Hand
  42. -Survival
  43. -Investigation
  44. -Deception
  45. _______________________________________________________________________________________________________________
  46. Skills: (* means Proficient, ** means Double Proficient)
  47. Physical Ability:
  48. - Athletics (+13)**
  49. - Acrobatics (+9)*
  50. - Sleight of hand (+9)*
  51. - Stealth (+13)**
  52. - Survival (+9)*
  53.  
  54. Mental Ability:
  55. - Arcana (+1)
  56. - History (+1)
  57. - Investigation (+5)*
  58. - Nature (+1)
  59. - Religion (+1)
  60. - Occult (+1)
  61. = Hacking (+1) (Only with training. Without training modifier is halved.)
  62. - Insight (+1)
  63. = Medicine (+1)
  64. - Perception (+5)*
  65. - Deception (+5)*
  66. - Intimidation (+1)
  67. -/= Performance (+1) (Can be trained to be better "-/=" is meaning)
  68. - Persuasion (+5)
  69.  
  70. Durability:
  71. = Magic Defense (+5) (Must be a magic class or trained for full benefit)
  72. -/= Lust Defense (+5)
  73.  
  74. Lust Ability:
  75. -/= Lust Damage (+1)
  76. -/= Lust Counter (+1)
  77. -/= Lust Weapon attacks (+1) (To hit)
  78. _______________________________________________________________________________________________________________
  79. Armor Proficiencies: Light Armor
  80. Weapon Proficiencies: Simple weapons, hand crossbows, longswords, rapiers, shortswords
  81. Tool Proficiencies: Thieve's tools
  82. Saving Throws: Physical, Mental
  83. _______________________________________________________________________________________________________________
  84. Equipment: Thieve's Tools, Leather Armor, 2 Daggers
  85.  
  86. Ring of Invisibility (Attuned; Legendary):
  87. While wearing this ring, you can turn invisible as an action. Anything you are wearing or carrying is invisible with you. You remain invisible until the ring is removed, until you attack or cast a spell, or until you use a bonus action to become visible again.
  88.  
  89. Cloak Of The Bat (Attuned; Rare):
  90.  
  91. While wearing this cloak, you have advantage on Dexterity (Stealth) checks. In an area of dim light or darkness, you can grip the edges of the cloak with both hands and use it to fly at a speed of 40 feet. If you ever fail to grip the cloak’s edges while flying in this way, or if you are no longer in dim light or darkness, you lose this flying speed.
  92.  
  93. While wearing the cloak in an area of dim light or darkness, you can use your action to cast polymorph on yourself, transforming into a bat. While you are in the form of the bat, you retain your Intelligence, Wisdom, and Charisma scores. The cloak can’t be used this way again until the next dawn.
  94. _______________________________________________________________________________________________________________
  95. Feats:
  96. -Alert:
  97. You gain a +5 bonus to initiative.
  98. You can't be surprised while you are conscious.
  99. Other creatures don't gain advantage on attack rolls against you as a result of being hidden.
  100.  
  101. -Mobile:
  102. Your speed increases by 10 feet.
  103. When you use the Dash action, difficult terrain doesn't cost extra movement on that turn.
  104. When you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.
  105.  
  106. -Stealthy:
  107. Increase your Dexterity score by 1, to a maximum of 20.
  108. You gain proficiency in the Stealth skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
  109. If you are hidden, you can move up to 10 feet in the open without revealing yourself if you end the move in a position where you’re not
  110. clearly visible.
  111. _______________________________________________________________________________________________________________
  112. Class Skills:
  113. Expertise: (Stealth, Athletics, ???, ???)
  114. At 1st level, choose two of your skill proficiencies, 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.
  115.  
  116. At 6th level, you can choose two more of your proficiencies (in skills or with thieves' tools) to gain this benefit.
  117.  
  118. Sneak Attack:
  119. 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.
  120.  
  121. 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.
  122.  
  123. 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.
  124.  
  125. Thieve's Cant:
  126. 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 sue h 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.
  127.  
  128. Cunning Action:
  129. Starting at 2nd 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.
  130.  
  131. Roguish Archetype (Thief):
  132. At 3rd level, you choose an archetype that you emulate in the exercise of your rogue abilities. Your archetype choice grants you features at 3rd level and then again at 9th, 13th, and 17th level.
  133.  
  134. Ability Score Improvement:
  135. At 4th level, and again at 8th, 10th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or increase two ability scores by 1 each. As usual, you cannot increase an ability score above 20 using this ability.
  136.  
  137. Alternatively, you can choose to gain a single feat of your choice.
  138.  
  139. Uncanny Dodge:
  140. Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.
  141.  
  142. Evasion:
  143. Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
  144. _______________________________________________________________________________________________________________
  145. Sub-Class Skills (Thief):
  146. Fast Hands:
  147. Starting at 3rd level, you can use the bonus action granted by your Cunning Action to make a Dexterity (Sleight of Hand) check, use your thieves' tools to disarm a trap or open a lock, or take the Use an Object action.
  148.  
  149. Second-Story Work:
  150. When you choose this archetype at 3rd level, you gain the ability to climb faster than normal; climbing no longer costs you extra movement. In addition, when you make a running jump, the distance you cover increases by a number of feet equal
  151. to your Dexterity modifier.
  152.  
  153. Supreme Sneak:
  154. Starting at 9th level, you have advantage on a Dexterity (Stealth) check if you move no more than half your speed on the same turn.
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