Difference between revisions of "Talmarkin"
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===Rogue Traits=== | ===Rogue Traits=== | ||
− | *'''Expertise''' | + | *'''Expertise''' Thieves' Tools, Sleight of Hand |
*'''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.<br>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.<br>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. | *'''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.<br>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.<br>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.<br>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. | *'''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.<br>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. |
Revision as of 23:16, 19 August 2017
Talmarkin
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Race: Lightfoot Halfling, Class: Rogue 3 Background: Acolyte, Alignment: Chaotic Good Patron Deity: Brandobaris Factions: |
Ability Scores
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Strength 8 (-1), Dexterity 16 (+3), Constitution 10; Intelligence 15 (+2), Wisdom 12 (+1), Charisma 14 (+2) |
Proficiencies
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Bonus: +2 Saving Throws: Dexterity, Intelligence Skills: Stealth (Dex), Sleight of Hand (Dex), Perception (Wis), Deception (Cha), Insight (Wis), Religion (Int) Tools: Thieves' Tools Languages: Common, Halfling, xxx, xxx Armor: Light armor Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords |
Traits
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Feats
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Combat
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Attacks: +2d6 Sneak Attack Armor Class: , Initiative: +3, Speed: 25 Hit Points: , Hit Dice: 3D8 |
Social
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Personality Traits: Ideals: Bonds: Flaws: |
Background
Description
Age: 4
- Appearance
Height:
Weight:
Physical Description:
Traits
Halfling Traits
- Ability Score Increase Your Dexterity score increases by 2.
- Lucky When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.
- Brave You have advantage on saving throws against being frightened.
- Halfling Nimbleness You can move through the space of any creature that is of a size larger than yours.
- Lightfoot Traits:
- Ability Score Increase Your Charisma score increases by 1.
- Naturally Stealthy You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you.
Rogue Traits
- Expertise Thieves' Tools, Sleight of Hand
- 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 Arcane Trickster
- Spellcasting Ability
- Mage Hand Legerdemain Starting at 3rd level, when you cast mage hand, you can make the spectral hand invisible, and you can perform the following additional tasks with it:
- • You can stow one object the hand is holding in a container worn or carried by another creature.
- • You can retrieve an object in a container worn or carried by another creature.
- • You can use thieves’ tools to pick locks and disarm traps at range.
- You can perform one of these tasks without being noticed by a creature if you succeed on a Dexterity (Sleight of Hand) check contested by the creature’s Wisdom (Perception) check.
In addition, you can use the bonus action granted by your Cunning Action to control the hand.
Feats
Spellcasting
Spell save DC: 12
Spell attack modifier: +4
Cantrips Known | Spells Known | 1st | 2nd | 3rd | 4th |
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3 | 3 | 2 | - | - | - |
Known Spells:
Cantrips: Mage Hand, Blade Ward, Fire Bolt
1st Level: Sleep, Color Spray, Silent Image
Resources
Moneys:
Carried Equipment:
Stored Equipment:
Hero Points:
Lifestyle:
Trinket: