Difference between revisions of "Razor"
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===Rogue Features=== | ===Rogue Features=== | ||
*'''Expertise''' Your proficiency bonus is doubled for any ability check you make that uses either Acrobatics or Stealth | *'''Expertise''' Your proficiency bonus is doubled for any ability check you make that uses either Acrobatics or Stealth | ||
+ | *'''Sneak Attack''' 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. | ||
+ | *'''Thieves' Cant''' 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. | ||
− | |||
===Swashbuckler Traits=== | ===Swashbuckler Traits=== | ||
Will gain at Rogue Level 3 | Will gain at Rogue Level 3 |
Revision as of 12:17, 7 January 2019
Klurzik Zahr (Razor)
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Race: Goblin, Class: Fighter 2/Rogue 1 Background: Underground Street Fighter, Alignment: Chaotic Good Patron Deity: DEITY Factions: Harpers |
Ability Scores
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Strength 12 (+1), Dexterity 17 (+3), Constitution 12 (+1); Intelligence 10 (+0), Wisdom 12 (+1), Charisma 13 (+1) |
Proficiencies
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Bonus: +3 Saving Throws: STR & CON Skills: Acrobatics, Perception, Performance, Sleight of Hand, Stealth Tools: Dice set, Thieves' Tools Languages: Common, Goblin, Dwarven Armor: Light, Medium, Heavy Weapons: Simple, Martial |
Traits
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Darkvision, Fury of the Small, Nimble Escape, Two-Weapon Fighting, Second Wind, Action Surge, Expertise (Acrobatics & Stealth), Sneak Attack, Thieves' Cant |
Feats
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None |
Combat
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Attacks: • Scimitar: +5, 1d6+3 • Light Crossbow: +5, 1d8+3 • Dagger(x4): +5, 1d4+3 • Unarmed Strike: +3, 2 Armor Class: 16, Initiative: +3, Speed: 30 ft Hit Points: 24, Hit Dice: 1d8+2d10 |
Social
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Personality Traits: I would rather make a new friend than a new enemy. I know a story relevant to almost every situation. Ideals: Freedom - Chains are meant to be broken, as are the colonizers who would forge them. Creativity - The world is in need of new ideas and bold action. Bonds: Someone I loved (Uncle Benjax) died because of a mistake I made. That will never happen again. Flaws: I have a “tell” that reveals when I’m lying - I tug on my ear. I have trouble keeping my true feelings hidden. My sharp tongue lands me in trouble. |
words -Attribution
Traits
Racial Traits
- Ability Score Increase +2 Dexterity. +1 Constitution
- Languages Common, Goblin, Dwarven (DM allowed)
- Darkvision See in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light
- Fury of the Small Once per short rest, deal extra damage equal to your level to a creature with a size larger than yours
- Nimble Escape Take the Disengage or Hide action as a bonus action on each of your turns
Fighter Features
- Fighting Style: Two-Weapon Fighting When you take the Attack action and attack with a light melee weapon that you're holding in one hand, you can use a bonus action to attack with a different light melee weapon that you're holding in the other hand. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
- Second Wind You can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again.
- Action Surge On your turn, you can take one additional action. Once you use this feature, you must finish a short or long rest before you can use it again.
Rogue Features
- Expertise Your proficiency bonus is doubled for any ability check you make that uses either Acrobatics or Stealth
- Sneak Attack 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.
- Thieves' Cant 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.
Swashbuckler Traits
Will gain at Rogue Level 3
Background Traits
x
Feats
None
Resources
- Coins: x cp • x sp • x ep • x gp • x pp • Other coins: x
- Gems: x
Magic Items
- x
Equipment
Carried Equipment
- In Hand: x
- Worn: x
- Belt: x
- Backpack: x
Stored Equipment
- x
Lifestyle
- xxx: (x gp/day). x
Origin
- x
Important Individuals
- x