[PC] Largos Kell.   Posted by Largos Kell.Group: 0
Largos Kell
 player, 1 post
Fri 13 Jan 2017
at 05:51
[PC] Largos Kell
(for Kell's sheet and development)
Largos Kell
 player, 3 posts
Sat 14 Jan 2017
at 05:54
[PC] Largos Kell
Basic Information

Character Name:	Largos Kell		Height:	5'10"
Character Race: 	Human		Weight:	160
Background:		Sage		Age:	18
Alignment: 		CG		Eyes:	Brown
Deity: 					Hair:	Black
Total Level: 		1		Size:	Medium
Current XP: 		0/300		Speed:	30

Languages: Hugh’s Tongue (Common), Elhmine (Elven), Vox Populi (Halfling), Gosali

Character Information

Level:	1	Class: Rogue	HP:	9	HD:	1d8

Background:	Sage

Personality Trait: Judgment - If a sound judgment is to be made, both sides must be
listened to.
Personality Trait: Mystery - I love a good mystery.
Ideal: Beauty - Truth can often be found beyond the beauty. (Good)
Bond: Protect - It is my responsibility to protect those that study under me.
Flaw: Anatomy - I am fascinated by things that scare most people. While some will
run from a demon, I'm more likely to stop and take notes on its anatomy.

Ability Scores

Strength:	13 (+1)	13 point buy (5) + 0 racial + 0 level + 0 misc.
Dexterity:	14 (+2)	12 point buy (4) + 1 racial + 0 level + 1 misc.
Constitution:	13 (+1)	13 point buy (5) + 0 racial + 0 level + 0 misc.
Intelligence:	14 (+2)	13 point buy (5) + 1 racial + 0 level + 0 misc.
Wisdom:	        12 (+1)	12 point buy (4) + 0 racial + 0 level + 0 misc.
Charisma:	12 (+1)	12 point buy (4) + 0 racial + 0 level + 0 misc.

Carry Capacity:	64/195 lbs.	Str. x 15
Lift, Drag, Push:	390 lbs.	Str. x 30

Inspiration:	0

Inspired:	Yes / [No] Using inspiration gives you advantage.

Combat Statistics

 Hit Points:	9	Current HP:	9
 Proficiency:	+2	Temp HP:	+0
 Initiative:	+2	Total HD:	1d8

Base Melee:	+3	2 Prof + 1 Str. + 0 misc.
Base Ranged:	+4	2 Prof + 2 Dex. + 0 misc.
Base Spell:	+4	2 Prof + 3 Wis. + 0 misc.

Armor Class:		13	11 armor + 0 shield + 2 Dex. + 0 misc.

Vulnerability:
Resistance:

Senses:

Passive Perception:		13	10 + 2 prof + 1 Wis. + 0 adv.* + 0 misc.
Passive Investigation:	        14	10 + 2 prof + 2 Int. + 0 adv.* + 0 misc.
Passive Insight:		11	10 + 0 prof + 1 Wis. + 0 adv.* + 0 misc.
  *Add or subtract 5 to passive based on having advantage or disadvantage.

Vision:	Normal
Saving Throws

Strength:	+1    0 prof + 1 Str. + 0 misc.
Dexterity:	+4    2 prof + 2 Dex. + 0 misc.
Constitution:	+1    0 prof + 1 Con. + 0 misc.
Intelligence:	+4    2 prof + 2 Int. + 0 misc.
Wisdom:	        +1    0 prof + 1 Wis. + 0 misc.
Charisma:	+1    0 prof + 1 Cha. + 0 misc.

Conditional Bonuses and Penalties:

Death Saves
Successes:	[-],[-],[-]
Failures: 	[-],[-],[-]

Racial Abilities and Features

Size:	Medium
Speed:	30
Vision:	Normal
Features:	

Class Abilities and Features

Background:	Sage
Skill Prof.:	Arcana, History
Languages:	2
Researcher:	Whenever you attempt to learn or recall information or lore, if it’s
		something unknown, you can usually find out where that information
		can be obtained. Usually from a library, scriptorium, university, a
		sage or another educated person or creature. Your Dungeon
		Master might rule that the knowledge is too difficult to get to, or it’s
		such a guarded secret, or is just unattainable. The DM might even
		require its own adventure or campaign to gain access.

Rogue:
Tools:		Thieves' tools
Weapons:	Simple weapons; Crossbow, hand; Longsword; Rapier; Shortsword
Armor:	        Light armor
Saving Throws: 	Dexterity, Intelligence
Skill Prof.:	Acrobatics, Investigation, Perception, Stealth
Features:	
Expertise:	Stealth & Thieves Tools
                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: 	+1d6
			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.

Feats

Burglar:	You pride yourself on your quickness and your close study of
		certain clandestine activities. You gain the following benefits:
• Increase your Dexterity score by 1, to a maximum of 20.
• You gain proficiency with thieves’ tools. If you are
already proficient with them, you add double your proficiency
bonus to checks you make with them.

Appears In: 5e Unearthed Arcana - Feats

Magic Initiate (Wizard):
		You gain two cantrips and one 1st-level spell from the selected full
		caster class. Your spellcasting ability is the same as the class you
		selected.

Appears In: 5e Players Handbook

Skills

 [*] denotes a skill that a character is proficient in from Class
 [x] denotes a skill that a character is proficient in from Race
 [#] denotes a skill that a character is proficient in from Background

 [*]	Acrobatics	+4    2 prof + 2 Dex + 0 misc
 [ ]	Animal Handling	+1    0 prof + 1 Wis + 0 misc
 [#]	Arcana 		+4    2 prof + 2 Int + 0 misc
 [x]	Athletics 	+3    2 prof + 1 Str + 0 misc
 [ ]	Deception	+1    0 prof + 1 Cha + 0 misc
 [#]	History		+4    2 prof + 2 Int + 0 misc
 [ ]	Insight		+1    0 prof + 1 Wis + 0 misc
 [ ]	Intimidation	+1    0 prof + 1 Cha + 0 misc
 [*]	Investigation	+4    2 prof + 2 Int + 0 misc
 [ ]	Medicine	+1    0 prof + 1 Wis + 0 misc
 [ ]	Nature		+2    0 prof + 2 Int + 0 misc
 [*]	Perception	+3    2 prof + 1 Wis + 0 misc
 [ ]	Performance	+1    0 prof + 1 Cha + 0 misc
 [ ]	Persuasion	+1    0 prof + 1 Cha + 0 misc
 [ ]	Religion	+2    0 prof + 2 Int + 0 misc
 [ ]	Sleight of Hand	+2    0 prof + 2 Dex + 0 misc
 [*]	Stealth		+6    2 prof + 2 Dex + 2 misc
 [ ]	Survival	+1    0 prof + 1 Wis + 0 misc

Conditional Bonuses and Penalties:

Money and Equipment

Armor:	Leather
Belt:
Body:
Chest:
Eyes:
Feet:
Hands:
Head:
Headband:
Neck:
Ring #1:
Ring #2:
Shield:
Shoulders:
Wrists:

Weapon:	Shortsword	+4	1d6+2 piercing	finesse, light
Weapon:	Shortbow	+4	1d6+2 piercing	Rng: 80/320
Ammo:	20 Arrows
Weapon:	Dagger (2)	+4	1d4+2		Rng: 20/60
						finesse, light, thrown

Other Equipment:

Backpack
Book (Journal)
Caltrops (bag of 20)
Clothes, common
Ink (1 ounce bottle)
Ink pen
Lamp
Mess kit
Oil (flask) x5
Pouch (2)
Quiver (20)
Rations x6
Rope, silk (50 feet)
Thieves' tools
Tinderbox
Waterskin
Whetstone

Money:	7 GP, 9 SP, 7 CP

Magic

Save DC: 12 (8 + 2 Prof + 2 ability)

Cantrips: 2
Level 1: 1/long rest

Spells

Blade Ward		Cantrip
School:		Abjuration
Components:	V, S
Casting Time:	1 action
Range:		Self
Duration:	1 round
You extend your hand and trace a sigil of warding in the air. Until the
end of your next turn, you have resistance against bludgeoning,
piercing, and slashing damage dealt by weapon attacks.

True Strike		Cantrip
School:		Divination
Components: 	S
Casting Time:	1 action
Range:		30 feet
Duration:	Concentration, up to 1 round
You extend your hand and point a finger at a target in range. Your
magic grants you a brief insight into the target’s defenses. On your
next turn, you gain advantage on your first attack roll against the
target, provided that this spell hasn’t ended.

Sleep			Level 1
Casting Time: 1 action

Range: 90 feet

Components: V, S, M (a pinch of fine sand, rose petals, or a cricket)

Duration: 1 minute

This spell sends creatures into a magical slumber. Roll 5d8; the total
is how many hit points of creatures this spell can affect. Creatures
within 20 feet of a point you choose within range are affected in
ascending order of their current hit points (ignoring unconscious creatures).

Starting with the creature that has the lowest current hit points, each
creature affected by this spell falls unconscious until the spell ends,
the sleeper takes damage, or someone uses an action to shake or slap the
sleeper awake. Subtract each creatures’ hit points from the total before
moving on to the creature with the next lowest hit points. A creature’s
hit points must be equal to or less than the remaining total for that
creature to be affected.

Undead and creatures immune to being charmed aren’t affected by this spell.

At higher levels. When you cast this spell using a spell slot of 2nd
level or higher, roll an additional 2d8 for each slot level above 1st.

Description

Largos is a slightly above aveerage looking guy, standing 5'-10" and weighing
around 160 lbs. His shoulder length black hair is kept straight or at times tied
back in a small ponytail, he keeps his beard neatly trimmed. When working or
adventuring he wears a black suit of of well worn and well cared for leather armor
with a set of matching black gloves, with soft boots that reah to midcalf. The rest
of his clothing is of rather common type though they to rend toward darker colors.

Backstory

Largos Kell was born and raised in Ruetholm, during his time growing up his parents
had aspirations of him apprenticing to a local wizard or a renowned sage, so he could
make something of himself. Largos did eventually spend some time as an apprentice to a
wizard that had taken up residence at Ruetholm, but eventually he found the rigorous
training the wizard required was to much for his carefree nature. Largos did enjoy
learning about things from the past and distant cities and their cultures, and would
read everything he could find. He left the wizards service and fell in with a small
group of ruffians and thieves, to the great disappointment of his parents. Largos ran
with the group for awhile and found he actually had a pretty good knack for being a
rogue. It wasn't long however before the leadership of the gang changed and Largos
decided it was time to move on. He now speeds most of his spare time hanging out at
The Acorn's Cup, trying to find work suited to his skills.

Largos father disowned him after he left the wizards service and joined the gang and
has forbid his mother from speaking to him. His father thinks of him as worthless and
that he will never amount to anything.

This message was last edited by the player at 01:33, Thu 19 Jan 2017.

Game Master
 GM, 42 posts
 Aleatoric
 Actor-in-Chief
Sun 15 Jan 2017
at 00:39
[PC] Largos Kell
Sheet and background looks good. Feel free to add more info about the gang he was with and the sage he was apprenticed to - if not, I'll fill it in as needed.
Largos Kell
 player, 9 posts
Thu 19 Jan 2017
at 01:34
[PC] Largos Kell
Made a small edit had the wrong spell description listed for sleep.