Difference between revisions of "Razor"

From OakthorneWiki
Jump to navigationJump to search
Line 68: Line 68:
  
 
==Resources==
 
==Resources==
* '''Coins:''' x cp • x sp • x ep • x gp • x pp • Other coins: x
+
* '''Coins:''' x cp • x sp • x ep • 29 gp • x pp • Other coins: x
 
* '''Gems:''' x
 
* '''Gems:''' x
 
===Magic Items===
 
===Magic Items===
* x
+
* Cloak of Protection
 +
 
 
==Equipment==
 
==Equipment==
 
===Carried Equipment===
 
===Carried Equipment===

Revision as of 12:49, 7 January 2019

Klurzik Zahr (Razor)
Razor.jpg
Race: Goblin, Class: Fighter 2/Rogue 1
Background: Underground Street Fighter, Alignment: Chaotic Good
Patron Deity: DEITY
Factions: Harpers Rank 2, Gang rank 2
Ability Scores
Strength 12 (+1), Dexterity 17 (+3), Constitution 12 (+1);
Intelligence 10 (+0), Wisdom 12 (+1), Charisma 13 (+1)
Proficiencies
Bonus: +3
Saving Throws: STR & CON
Skills: Acrobatics, Perception, Performance, Sleight of Hand, Stealth
Tools: Dice set, Thieves' Tools, Drum
Languages: Common, Goblin, Dwarven
Armor: Light, Medium, Heavy
Weapons: Simple, Martial
Traits
Darkvision, Fury of the Small, Nimble Escape, Two-Weapon Fighting, Second Wind, Action Surge, Expertise (Acrobatics & Stealth), Sneak Attack, Thieves' Cant
Feats
None
Combat
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
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

  • Skill Proficiencies: Performance and Stealth
  • Tools: Thieves' Tools, Dice Set
  • By Popular Demand:
    • You can usually find a place to perform in any place that features combat for entertainment — perhaps street fighting or secret pit fighting club. At such a place, you receive free lodging and food of a modest standard (depending on the quality of the establishment), as long as you perform each night. In addition, your performance makes you something of a local figure. When strangers recognize you in a town where you have performed, they typically take a liking to you. This feature does not automatically grant access to perform in gladiatorial arenas or establishments that are considered comfortable or above. While you can always find a place to perform in establishments that are considered Modest or below, there is only a 50% chance for places that are Comfortable or above.

Faction Traits

  • Sponsor: You have a senior Harper who has not only brought you into the Harpers, but helps to train you. The time it takes to learn one of the mentor's proficiencies by the Training downtime activity is reduced in half. Any given mentor usually knows 1d6 languages and 1d6 tool proficiencies. They can also arrange training with other Harpers for proficiencies outside of their own baliwick.
  • Signs at Twilight: All Harpers learn the methods for contacting and getting information to the Harpers. The use of certain songs, signs to look for, identifying phrases - all the techniques that Harpers use to find one another in a cold and dangerous world. Harpers also learn the meaning, placement, and discovery of the specific Harper sigils.
  • Song Training: By the time a Harper has spent some time as part of the organization, training in music is an inevitability. Harpers use music for a great many things - to subtly identify themselves to one another, to pass coded messages back and forth, and even the use of musical metaphor in their interactions. A proficient Harper may play music that communicates something to other Harpers who hear it in a coded fashion, as well. Proficiency - Drum

Feats

None

Resources

  • Coins: x cp • x sp • x ep • 29 gp • x pp • Other coins: x
  • Gems: x

Magic Items

  • Cloak of Protection

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