Difference between revisions of "Tsabar"
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* '''''Clothes of Mending:''''' A suit of clothes which mend themselves to prevent wear and tear. | * '''''Clothes of Mending:''''' A suit of clothes which mend themselves to prevent wear and tear. | ||
* '''''Cape of Elvenkind:''''' While you wear this cloak with its hood up, Wisdom (Perception) checks made to see you have disadvantage, and you have advantage on Dexterity (Stealth) checks made to hide, as the cloak’s color shifts to camouflage you. Pulling the hood up or down requires an action. | * '''''Cape of Elvenkind:''''' While you wear this cloak with its hood up, Wisdom (Perception) checks made to see you have disadvantage, and you have advantage on Dexterity (Stealth) checks made to hide, as the cloak’s color shifts to camouflage you. Pulling the hood up or down requires an action. | ||
− | * Rubicite Dagger + 1 (Dex + Prof + 1 to hit, 1d4 + Dex + 1 piercing damage, Finesse, Light, Thrown (Range 20/60)) | + | * Rubicite Dagger + 1 (~600 gp value -- Dex + Prof + 1 to hit, 1d4 + Dex + 1 piercing damage, Finesse, Light, Thrown (Range 20/60)) |
===Mundane Items=== | ===Mundane Items=== |
Revision as of 14:12, 25 June 2018
Tsabar
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Race: Tabaxi, Class: Rogue [Swashbuckler] Level 3 / Monk [Way of Shadow] Level 1 Background: Vagabond Storyteller, Alignment: Chaotic Good Patron Deity: Tyche Factions: None |
Ability Scores
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Strength 10 (+0), Dexterity 17 (+3), Constitution 10 (+0); Intelligence 8 (-1), Wisdom 15 (+2), Charisma 14 (+2) |
Proficiencies
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Bonus: +2 Saving Throws: Dexterity & Intelligence Skills: Acrobatics, Athletics (x2), Deception, Insight, Investigation, Perception, Performance, Stealth (x2) Tools: Disguise Kit (Proficiency to make a visual disguise), Thieve's Tools (Proficiency to disarm traps or open locks) Languages: Threxantran, Darshinian, Tengu Armor: Light armor Weapons: Simple Weapons, Hand Crossbows, Longswords, Rapiers, Shortswords |
Traits
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Racial: Darkvision • Feline Agility • Cat's Claws • Cat's Talent Background: All Eyes on You Class:Expertise • Sneak Attack • Thieves' Cant • Cunning Action • Fancy Footwork • Rakish Audacity |
Feats
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Initial: Lucky (On rolls, may roll another D20 up to thrice per day, choosing which roll to use after seeing the results) |
Combat
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Attacks: Shortsword: +5, 1d6+3 piercing, Finesse, Light |
Social
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Personality Traits: • A tail with a tale: My tail always betrays my inner thoughts -- particularly thoughts of mischief. I am vaguely aware of this trait and occasionally comment wryly upon it, pretending to consult with my tail while weighing the pros and cons of various positions and proposals. |
"No one is useless in this world who lightens the burden of it to anyone else" –Charles Dickens
"...I know kung fu." –Neo
Traits
Racial Traits
- Darkvision: Can see 60' as though normal lighting, and another 60' as dim lighting.
- Feline Agility: When moving on my turn in combat, can double speed until end of turn. Can't use this trait again until I move 0 ft on a following turn.
- Cat's Claws: Climbing speed of 20 ft. Unarmed attack = 1d4 + Str slashing damage.
- Cat's Talent: Proficiency in Perception & Stealth
Rogue Traits
- Expertise: Proficiency bonus doubled for two skills (Stealth & Athletics).
- Sneak Attack: Once per turn, can deal an extra bonus pool of damage if...
- Using a Finesse or Ranged weapon
- Don't have disadvantage on the attack
- And either...
- I have advantage on the attack
- The target is not incapacitated and another enemy of the target is within 5 ft of them
- Cunning Action: May take a bonus action each combat turn, using it only for the Dash, Disengage, or Hide actions.
- Swashbuckler (Roguish Archetype):
- Fancy Footwork: If I make a melee attack against a creature, it cannot make an opportunity attack against me for the rest of my turn.
- Rakish Audacity: Add charisma modifier to initiative rolls. Also, I can additionally use sneak attack if the target is not incapacitated, I'm within 5 ft of it, and no other creatures are within 5 ft of it.
Monk Traits
- Unarmored Defense: At 1st level, while you are wearing no armor and are not wielding a shield, your AC equals 10 + Dexterity modifier + your Wisdom modifier.
- Martial Arts: At 1st level, you gain the following benefits while you are unarmed or wielding only monk weapons and you aren't wearing armor or wielding a shield:
- You can use Dexterity instead of Strength for the attacks and damage rolls of your unarmed strikes and monk weapons.
- You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table
- When you use the Attack action with an unarmed strike or a monk weapon, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn.
Monk weapons are shortswords and simple melee weapons that don't have the heavy or two-handed property.
Background Traits
- By Popular Demand: Can always find a place to perform, from an inn or tavern, to a circus, or theater, or even a noble's court. I receive free lodging and food of a modest or comfortable standard as long as I perform each night. Performances also get me recognized and, when this happens, strangers are generally positively disposed toward me upon meeting me in person.
Feats
- Starting: Lucky (On rolls, may roll another D20 up to thrice per day, choosing which roll to use after seeing the results)
Equipment
Magic Items
- Clothes of Mending: A suit of clothes which mend themselves to prevent wear and tear.
- Cape of Elvenkind: While you wear this cloak with its hood up, Wisdom (Perception) checks made to see you have disadvantage, and you have advantage on Dexterity (Stealth) checks made to hide, as the cloak’s color shifts to camouflage you. Pulling the hood up or down requires an action.
- Rubicite Dagger + 1 (~600 gp value -- Dex + Prof + 1 to hit, 1d4 + Dex + 1 piercing damage, Finesse, Light, Thrown (Range 20/60))
Mundane Items
- Company signet ring (10 gp value -- made by Hjolman)
- 2 x Shortsword (10 gp value -- Dex + Prof to hit, 1d6 + Dex piercing damage, Finesse, Light)
- Shortbow & quiver of 20 arrows (25 gp value -- Dex + Prof to hit, 1d6 + Dex piercing damage, Ammunition (Range 80/320), Two-Handed)
- 2 x Dagger (2 gp value -- Dex + Prof to hit, 1d4 + Dex piercing damage, Finesse, Light, Thrown (Range 20/60))
- Rent & meals vouchers (comfortable lifestyle) from Alva (1 month or 57 GP if fenced)
- Thieves's Tools (25 gp value)
- Disguise Kit (25 gp value)
- Burglar's kit (16 gp value)
- Backpack
- 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
Carried Equipment
- In Hand: Nothing
- Worn: My "mother's" necklace, Cape of Elvenkind, Clothes of Mending, Company signet ring
- Belt: Shortsword, Rubicite Dagger,
- Backpack: Thieves's Tools, Burglar's Pack, 2 x Dagger
Stored Equipment
- Leather Armor
- Rent & meals vouchers
- Shortsword
- Shortbow & quiver
- Disguise kit
Resources
- Coins: 8 cp • 2 sp • 0 ep • 699 gp • 0 pp • Other coins: 0
- Gems: A small piece of jewelry in the Darshinian style (my "mother's" necklace - 10 gp)
Lifestyle
- Modest: (1 gp/day).
Origin
29 years old
- <Early life...?>
- <Enslaved by Gedeshim...?>
- <Worked as some type of slave...?>
- <Liberated by Knai>
- Traveled with Knai, Kadaan, and Iisha. They traveled around Darshiniath, freeing slaves and bringing lightness and good fortune wherever they went.
- Kadaan and Tsabar became lovers.
- Eventually, Knai grew nostalgic for home and decided to have Tsabar train with the Blackwood Stalkers. The quartet crossed the ocean to Manix.
- When they arrived in Neun Katha, Tsabar was left with the Stalkers to train. Kadaan didn't handle this separation well.
- Eventually, seeming to plateau indefinitely in his learning of the Way of Shadow with the monks, he became restless and, despite not having mastered manipulation of his ki, Tsabar set out again.
- Tsabar travels a bit, trying to live up to Knai's example, but, by luck, ends up setting his sights on the same artifact as an ISA team. They end up recruiting Tsabar and the rest is history.
Important Individuals
Knai
Kadaan
Iisha
Gedeshim
Accounting
Current Total Coin: 699 gp, 2 sp, 8 cp
- Downtime after Adventure 1
- + Company Signet Ring (10 gp value) from Hjolman during downtime
- - 25 gp for Disguise Kit
- Adventure 1: Liberating the Candle District Barracks from goblin invaders
- + 319 gp, 2 sp, & 8cp; Rubicite Dagger + 1; Rent & meals vouchers (comfortable lifestyle) from Alva (1 month or 57 GP if fenced)
- Starting Coin
- 405 gp = 400 gp (GM grant) + 5 gp (Vagabond Storyteller background)
Character Creation
- Starting Stats: 15, 15, 13, 10, 10, 8 (9 + 9 + 5 + 2 + 2 + 0 = 27 build points)
- Dex = 17 = 15 + 2 (Tabaxi)
- Wis = 15
- Cha = 14 = 13 + 1 (Tabaxi)
- Con = 12
- Str = 10
- Int = 10
- Starting HP: 27
- Lvl 1 = 8 = 8 (d8 max)
- Lvl 2 = 16 = 8 (lvl 1) + 8 (d8 max)
- Lvl 3 = 24 = 18 (lvl 2) + 8 (d8 max)
- Proficiencies
- Race: Tabaxi
- Perception
- Stealth
- Class: Rogue
- Acrobatics
- Athletics
- Investigation
- Deception
- Saving Throw: Dexterity
- Saving Throw: Intelligence
- Light Armor
- Simple Weapons
- Hand Crossbows
- Longswords
- Rapiers
- Shortswords
- Thieves' Tools
- Background: Vagabond Storyteller (Far Traveller + Entertainer)
- Insight
- Performance
- Disguise Kit
- Race: Tabaxi
- Languages
- Threxantran (Tabaxi)
- Darshinian (Tabaxi)
- Tengu (Vagabond Storyteller)