RolePlay onLine RPoL Logo

Welcome to Mittens' Dungeon

09:28, 27th April 2024 (GMT+0)

Maverick

Name: Maverick
Nickname:
Class: Rogue
Alignment: Lawful Good
Age: 8 Height: 4'6" Weight: 80 lbs
Hair color: Brown Eyes: Green
Deity:
 Symbol:
 Domain:

Maverick, Level 4 Human Rogue
Age: 13 (Appears 8), Height: 4' 4", Weight: 62 lb.
Initiative +4, Passive Perception 19, Passive Insight 18, Normal vision

Armor Class: 16 (21 if using Shield Spell)
Hit Points: 27
Speed: 40 ft.
Saves: Dex (6), Int (3)

------------------------------------------
STR	DEX	CON	INT	WIS	CHA
 8	 18	 12	 12	 14	 14
(-1)	(+4)	(+1)	(+1)	(+2)	(+2)
------------------------------------------
Senses: Normal Vision
Languages: Common, Elvish
------------------------------------------
Acrobatics: 6, Insight: 4, Investigation: 3, Perception: 4, Persuasion: 4, Sleight of Hand: 6, Stealth: 8

Thieve's Tools: 4(profx2)+(stat)=?
Alignment: Lawful Good

Melee:
 Masterwork Shortsword (Deadly): +7, 1d6+4 piercing (Action)
 Shortsword 2: +6, 1d6+0 piercing (Bonus)
 Dagger: +6, 1d4+3 piercing

 Psychic Blade: +6, 1d6+4 piercing (Action)
 Psychic Blade: +6, 1d4+4 piercing (Bonus)

Ranged Attack:
 Shortbow: +6, 1d6+3 piercing
 Dagger: +6, 1d4+3 piercing

Equipment: blabla, MONEY: 25gp


[7 blank lines suppressed]

Initiative: +4   Speed: 40'   Vision: Normal
Passive Perception: 19, Passive Investigation: 13

AC: 12(Studded Leather)+4(Dex) = 16
Save Proficiencies: Dexterity: 6 (2+4), Intelligence: 4 (2+2)

HP: 27 (hit dice: 1d8)
(8(LVL1)+4(CON*LVL)+5+5+5)


STR: 8
CON: 12
DEX: 18 (16+2(Lv4))
INT: 12
WIS: 14 (13+1(feat))
CHA: 14

Proficiency Bonus: +2
Spell DC: 8+2(proficiency)+?(???) = ??
Spell Attack: 2(proficiency)+?(???) = ??


Melee Attack: 2(Prof)+3(Dex) = 5 (+1 masterwork=6)
 Shortsword 1: 1d6+3 piercing
 Shortsword 2: 1d6+0 piercing
 Dagger: 1d4+3 piercing

Ranged Attack: 2(Prof)+3(Dex) = 5
 Shortbow: 1d6+3 piercing
 Dagger: 1d4+3 piercing


Spells: [Known: ? cantrips, ?? (??+Lvl) Prepared spells]
Lv 0 (? known):
Lv 1 (? slots):



Expertise
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.

At 6th level, you can choose two more of your proficiencies (in skills or with thieves' tools) to gain this benefit.

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 a ranged weapon.

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.

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.

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.

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.

Cunning Action
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.

Roguish Archetype
At 3rd level, you choose an archetype that you emulate in the exercise of your rogue abilities from the list of available archetypes. Your archetype choice grants you features at 3rd level and then again at 9th, 13th, and 17th level.

Tasha's extras:
Steady Aim 3rd-level rogue optional feature
As a bonus action, you give yourself advantage on your next attack roll on the current turn. You can use this bonus action only if you haven't moved during this turn, and after you use the bonus action, your speed is 0 until the end of the current turn.






Skills: (B=Background,C=Class,R=Race, F=Feat)
C Acrobatics (Dex): 2(prof)+3(Dex)=5
  Animal Handling (Wis): 2
  Arcana (Int): 1
  Athletics (Str): -1
  Deception (Cha): 2
  History (Int): 1
C Insight (Wis): 2(prof)+2(Wis)=4
  Intimidation (Cha): 2
B Investigation (Int): 2(prof)+1(Int)=3
  Medicine (Int): 1
  Nature (Int): 1
C Perception (Wis): 2(prof)+2(Wis)=4
  Performance (Cha): 2
B Persuasion (Cha): 2(prof)+2(Cha)=4
  Religion (Int): 1
C Sleight of Hand (Dex): 2(prof)+3(Dex)=5
R Stealth (Dex): 4(Expertise(prof x2))+3(Dex)= 7
  Survival (Wis): 2


Proficiencies: Thieves' Tools (Expertise), Navigator's Tools, Dragonchess
 Future Proficiency: ???

Feats:
01) Observant (Human bonus): Wis+1, Read lips, +5 to passive wis and int scores (Perception and Investigation)
01) Mobile (GM bonus): +10 speed, Dash ignores diff terrain, No AoO from opponents you attack.


04?) Magic Initiate (Wizard)
04?) Telekinetic

08?) Telepathic
10?) Skill Expert

Shadow Touched

Future Feats / Ability Increases:

Prodigy: Prof in 1 skill (chose Survival), 1 tool (chose Painting), fluency in 1 language (chose Elven). Expertise in 1 skill (chose Insight)
Skilled: You gain proficiency in any combination of three skills
or tools of your choice.
Skulker: (Prerequisite: Dexterity 13 or higher) You can try to hide when you are lightly obscured from the creature from which you are hiding. // When you are hidden from a creature and miss it with a ranged weapon attack, making the attack doesn't reveal your position. // Dim light doesn't impose disadvantage on your Wisdom (Perception) checks relying on sight.




Languages: Common, Elvish

Background: Noble
You understand wealth, power, and privilege. You carry a noble title, and your family owns land, collects taxes, and wields significant political influence. You might be a pampered aristocrat unfamiliar with work or discomfort, a former merchant just elevated to the nobility, or a disinherited scoundrel with a disproportionate sense of entitlement. Or you could be an honest, hard-working landowner who cares deeply about the people who live and work on your land, keenly aware of your responsibility to them.

Work with your DM to come up with an appropriate title and determine how much authority that title carries. A noble title doesn't stand on its own—it's connected to an entire family, and whatever title you hold, you will pass it down to your own children. Not only do you need to determine your noble title, but you should also work with the DM to describe your family and their influence on you.

Is your family old and established, or was your title only recently bestowed? How much influence do they wield, and over what area? What kind of reputation does your family have among the other aristocrats of the region? How do the common people regard them?

What's your position in the family? Are you the heir to the head of the family? Have you already inherited the title? How do you feel about that responsibility? Or are you so far down the line of inheritance that no one cares what you do, as long as you don't embarrass the family? How does the head of your family feel about your adventuring career? Are you in your family's good graces, or shunned by the rest of your family?

Does your family have a coat of arms? An insignia you might wear on a signet ring? Particular colors you wear all the time? An animal you regard as a symbol of your line or even a spiritual member of the family?

These details help establish your family and your title as features of the world of the campaign.



Feature: Retainers
You have the service of three retainers loyal to your family. These retainers can be attendants or messengers, and one might be a majordomo. Your retainers are commoners who can perform mundane tasks for you, but they do not fight for you, will not follow you into obviously dangerous areas (such as dungeons), and will leave if they are frequently endangered or abused.

Traits: Despite my noble birth, I do not place myself above other folk. We all have the same blood.
I can be as stubborn as a dwarf.
Ideals: Noble Obligation. It is my duty to protect and care for the people beneath me. (Good)
Bonds: The common folk must see me as a hero of the people.
Flaws: I remember every insult I've received and nurse a silent resentment toward anyone who's ever wronged me.


-------------------------
Carrying Capacity:
Normal: 225 lbs
Push/Drag/Lift: 450 lbs

MAGIC ITEMS: ( * = attuned, ! = needs attune, but isn't )

Hand: Shortsword
Hand: Shortsword
Neck:
Cloak:
Body: Studded Leather
Chest Pocket:
Belt:
Hip:
Back: Backpack
 Contents: Bedroll, a bag of 1,000 ball bearings, 10 feet of string, a bell, 5 candles, a crowbar, a hammer, 10 pitons, a hooded lantern, 2 flasks of oil, 5 days rations, a tinderbox, a waterskin, 50 feet of hempen rope
Ring:
Feet:

-------------------------------------------




Equipment:
(got 200gp at lvl 1 and spent 171.1gp at lvl 1)

Current Money: 0pp, 25gp, 0sp, 0cp
Weight: 74.75/120 lbs

Armor:
Studded Leather (45gp) 13 lbs. 12 AC

Weapons:
Shortsword (10gp) 2 Lbs. 1d6 piercing dmg, Finesse, Light
Shortbow (25gp) 2 Lbs. 1d6 piercing dmg, (80/320 ft), two-handed
 and quiver (1gp) of 20 arrows (1gp) (total 2gp)
a burglar's pack
2 Daggers (2gp) 1 Lbs. 1d4 piercing dmg, Finesse, Light, Thrown (20/60 ft)
Thieves' tools (25gp) 1 Lbs.

Misc:
Clothes, Fine (15gp) 6 lb.
Signet Ring (5gp)
Scroll of Pedigree
Purse containing 25 gp

Holy Symbol Amulet (5gp) 1 lb.

Dragonchess Set (1gp) 1/2 lb.
Navigator's Tools (1gp) 5 lb.
Steel Mirror (5gp) 1/2 lb.

Burglar's Pack: (16 gp, 44½ lb.); Backpack, Bedroll, a bag of 1,000 ball bearings, 10 feet of string, a bell, 5 candles, a crowbar, a hammer, 10 pitons
a hooded lantern, 2 flasks of oil, 5 days rations, a tinderbox, a waterskin, 50 feet of hempen rope

Spent money (from purse of 25gp):
 5gp -Perfume (vial)
 1cp -Chalk (1 piece)
 2cp -Soap

From Spelljammer Academy Voucher:
 1gp -Ball Bearings (bag of 1,000) 2 lbs
 1gp -Caltrops (bag of 20) 2 lbs
25gp -Hourglass 1 lbs
10gp -Ink (1-ounce bottle)
 1gp -Map or Scroll Case (holds 10 paper or 5 parchment) 1 lbs
 2gp -Paper (10 sheets)
10gp -Spyglass

-Masterwork Short Sword with Deadly property (Reroll 1's on damage)