Difference between revisions of "Tomtom"

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===Class Traits===
 
===Class Traits===
 
* Thieves' Cant
 
* Thieves' Cant
 +
** Understands the secret language of the underworld.
 
* Sneak Attack
 
* Sneak Attack
 +
** Once per turn, gain +1d6 on Attacks if you have an Advantage on the Attack (Finesse or Ranged)
 +
** Don't need Advantage if there is an Ally within 5ft of my target, and I don't have a Disadvantage on that Roll.
 
* Expertise
 
* Expertise
 +
** Double Proficiency Bonus for: Stealth and Thieves' Tools
  
 
===Specialty Traits===
 
===Specialty Traits===

Revision as of 22:02, 29 January 2020

NAME
Race: Lightfoot Halfling, Class: Rogue (TYPE)
Background: Urchin, Alignment: Chaotic Good
Patron Deity: DEITY
Factions: FACTIONS
Ability Scores
Strength 12 (+1), Dexterity 18 (+4), Constitution 14 (+2);
Intelligence 15 (+2), Wisdom 8 (-1), Charisma 16 (+3)
Proficiencies
Bonus: +2
Saving Throws: Dexterity & Intelligence
Skills: Acrobatics (Dex), Deception (Cha), Investigation (Int), Persuasion (Cha), Sleight of Hand (Dex), Stealth (Dex)
Tools: Disguise Kit, Thieves' Tools, Gaming Set
Languages: Common, Halfling
Armor: Light
Weapons: Simple, Hand Crossbows, Longsword, Shortsword, Rapier
Traits
Halfling Luck, Bravery, Nimble, Naturally Stealthy, Thieves' Cant, Sneak Attack, Expertise, City Secrets
Feats
Alert
Combat
Attacks:xxx: +x, xdx+x, TRAITS
Armor Class: AC, Initiative: +INIT, Speed: XX ft
Hit Points: 10, Hit Dice: 1d8
Social
Personality Traits: PERSONALITY
Ideals: IDEALS
Bonds: BONDS
Flaws: FLAWS

words -Attribution

Traits

Racial Traits

  • Halfling Luck
    • May reroll 1's on d20 for attacks, ability checks, or saving throws
  • Bravery
    • Gain Advantage on Saving Throws against being frightened
  • Nimble
    • May move through the space of any creature larger than you
  • Naturally Stealthy
    • May attempt to hide even if you are only obscured by a creature larger than you.

Class Traits

  • Thieves' Cant
    • Understands the secret language of the underworld.
  • Sneak Attack
    • Once per turn, gain +1d6 on Attacks if you have an Advantage on the Attack (Finesse or Ranged)
    • Don't need Advantage if there is an Ally within 5ft of my target, and I don't have a Disadvantage on that Roll.
  • Expertise
    • Double Proficiency Bonus for: Stealth and Thieves' Tools

Specialty Traits

x

Background Traits

  • Urchin Feature

Feats

  • Alert
    • +5 Initiative
    • Cant be surprised while conscious
    • Enemy's don't gain an Advantage while attacking unseen

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