clanjos

Daishin Sheet

Aug 12th, 2014
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  1. Male Human Charlatan Rogue 1
  2. Chaotic Neutral
  3.  
  4. Strength 16 (+3)
  5. Dexterity 18 (+4)
  6. Constitution 17 (+3)
  7. Intelligence 13 (+1)
  8. Wisdom 16 (+3)
  9. Charisma 17 (+3)
  10.  
  11. Size: Medium
  12. Height: 5' 5"
  13. Weight: 280 lb
  14. Eyes: Dark Brown
  15. Hair: Light Brown
  16. Skin: Yellow
  17.  
  18. Maximum Hit Points: 9
  19.  
  20. Speed: 30 feet
  21.  
  22. Armor Class: 15 = 10 + 1 [leather] + 4 [dexterity]
  23.  
  24. Proficiency bonus: +2
  25. Initiative modifier: + 4 = + 4 [dexterity]
  26. Attack (handheld / thrown): + 5 = + 2 [proficiency] + 3 [strength]
  27. Attack (missile / finesse): + 6 = + 2 [proficiency] + 4 [dexterity]
  28. Strength save: + 3 = + 3 [strength]
  29. Dexterity save: + 6 = + 2 [proficiency] + 4 [dexterity]
  30. Constitution save: + 3 = + 3 [constitution]
  31. Intelligence save: + 1 = + 1 [intelligence]
  32. Wisdom save: + 3 = + 3 [wisdom]
  33. Charisma save: + 3 = + 3 [charisma]
  34.  
  35. Carry: 240 lb or less unencumbered
  36.  
  37. Languages: Common Draconic Aarakocra Thri-Kreen
  38.  
  39. Unarmed strike [+5 to hit; 1+3 bludgeoning]
  40.  
  41. Dagger [+6 to hit; 1d4+3 piercing, 1 lb, finesse, light, thrown (range 20/60)]
  42.  
  43. Crossbow, light [+6 to hit; 1d8+4 piercing, 6 lb, ammunition (range 80/320), loading, two-handed]
  44.  
  45. Short Sword [+6 to hit; 1d6+4 piercing, 2 lb, finesse, light]
  46.  
  47. Leather armor [light; + 1 AC; 8 lb.]
  48.  
  49. Feats:
  50.  
  51. Skill Name
  52.  
  53. Key
  54. Ability
  55.  
  56. Skill
  57. Modifier
  58.  
  59. Ability
  60. Modifier
  61.  
  62. Trained?
  63.  
  64. Misc.
  65. Modifier
  66. Acrobatics Dex 11 =
  67. +4
  68. + 2 + 5 [expertise]
  69. Animal Handling Wis 3 =
  70. +3
  71.  
  72. Arcana Wis 1 =
  73. +1
  74.  
  75. Athletics Str 3 =
  76. +3
  77.  
  78. Deception Cha 5 =
  79. +3
  80. + 2
  81. History Int 1 =
  82. +1
  83.  
  84. Insight Wis 5 =
  85. +3
  86. + 2
  87. Intimidation Cha 3 =
  88. +3
  89.  
  90. Investigate Int 1 =
  91. +1
  92.  
  93. Medicine Wis 3 =
  94. +3
  95.  
  96. Nature Int 1 =
  97. +1
  98.  
  99. Perception Wis 10 =
  100. +3
  101. + 2 + 5 [expertise]
  102. Performance Cha 3 =
  103. +3
  104.  
  105. Persuasion Cha 10 =
  106. +3
  107. + 2 + 5 [expertise]
  108. Religion Int 1 =
  109. +1
  110.  
  111. Search Int 1 =
  112. +1
  113.  
  114. Sleight of Hand Dex 6 =
  115. +4
  116. + 2
  117. Stealth Dex 11 =
  118. +4
  119. + 2 + 5 [expertise]
  120. Survival Wis 3 =
  121. +3
  122.  
  123.  
  124. Human
  125.  
  126. Humans get +1 on each of the six ability scores (already included).
  127.  
  128. Humans learn one extra language.
  129.  
  130. Charlatan
  131.  
  132. You have a fake identity alter-ego.
  133.  
  134. You are an accomplished forger.
  135.  
  136. Consider bringing a disguise kit and gaming set / playing cards.
  137.  
  138. One extra language of your choice (already included).
  139.  
  140. Proficient with disguise kit and gaming kit / playing cards.
  141.  
  142. Rogue
  143.  
  144. Proficient in using thief tools.
  145.  
  146. Level 1: Expertise with four skills / tools gives +5 on checks: Acrobatics; Perception; Persuasion; Stealth; .
  147.  
  148. Level 1: Sneak attack deals extra 1d6
  149.  
  150. Level 2: Cunning action -- take a second action to dash, disengage, hide or hustle
  151.  
  152. Level 2: Thieves cant
  153.  
  154. Level 5: Sneak attack deals extra 2d6
  155.  
  156. Level 5: Evasion -- you can use your reaction to take only half damage from an enemy you can see
  157.  
  158. Level 8: Sneak attack deals extra 3d6
  159.  
  160. Level 8: Uncanny dodge -- no damage if a dexterity save is made, half damage if failed
  161.  
  162. Level 11: Sneak attack deals extra 4d6
  163.  
  164. Level 11: Reliable talent -- when using abilities with proficiencies, all d20 rolls are 10 or better
  165.  
  166. Level 12: Blindsense -- sense invisible if you can hear
  167.  
  168. Level 15: Sneak attack deals extra 5d6
  169.  
  170. Level 15: Slippery mind -- gain proficiency in wisdom saving throws
  171.  
  172. Level 18: Elusive -- if you can move, creatures cannot benefit from advantage in attacks against you
  173.  
  174. Level 19: Sneak attack deals extra 6d6
  175.  
  176. Level 20: Ace in the hole -- once between short rests, turn a miss into a hit
  177.  
  178. Assassin (rogue style)
  179.  
  180. Level 3: Assassinate -- you have advantage against any creature that has not yet taken a turn in combat. Hits on surprised creatures are criticals, and sneak attack does maximum damage.
  181.  
  182. Level 6: Poison mastery.
  183.  
  184. Level 9: Infiltration expertise -- fake identity.
  185.  
  186. Level 13: Impostor.
  187.  
  188. Level 16: Death strike. A surprised creature that you hit must save vs constitution d10 or take double damage
  189.  
  190. Class HP rolled
  191. Level 1: Rogue 6
  192.  
  193.  
  194.  
  195. Death Saving Throws:
  196.  
  197. Successes
  198. Failures
  199.  
  200. Equipment:
  201.  
  202. 17 lb
  203.  
  204. 8 lb
  205.  
  206. 5 lb
  207. 7 lb
  208. 6 lb
  209. 5 lb
  210.  
  211.  
  212. 1 lb
  213. 20 lb
  214. 10 lb
  215. 1 lb
  216. 5 lb
  217.  
  218. 8 lb
  219. 2 lb
  220. 1 lb
  221. _____
  222. 96 lb Weapons / Armor / Shield (from above)
  223.  
  224. Crossbow bolts (quiver of 20) x5
  225.  
  226. Backpack
  227. Bedroll
  228. Clothing change x2
  229. Crowbar
  230. Ink pen
  231. Ink vial
  232. Mess kit
  233. Rations (1 day) x10
  234. Rope (50', hempen) x1
  235. Tinderbox
  236. Waterskins x1
  237.  
  238. Disguise kit (proficient)
  239. Poisoner kit (proficient)
  240. Thieves' tools (proficient)
  241.  
  242. Total
  243.  
  244. More about this character:
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