Tsabar

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Tsabar
Sandspace by kenket-d87ohbq.jpg
Race: Tabaxi, Class: Rogue (Swashbuckler) / Monk (Way of Shadow)
Background: Wandering Duelist, Alignment: Chaotic Good
Patron Deity: Tyche (Tymorah)
Factions: None
Ability Scores
Strength 10 (+0), Dexterity 16 (+3), Constitution 12 (+1);
Intelligence 8 (-1), Wisdom 14 (+2), Charisma 14 (+2)
Proficiencies
Bonus: +2
Saving Throws: Dexterity & Intelligence
Skills: Acrobatics, Athletics, Deception, Insight, Investigation, Perception, Persuasion, Stealth
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
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
Initial: Lucky (On rolls, may roll another D20 up to thrice per day, choosing which roll to use after seeing the results)
Combat
Attacks:
Shortsword: +5, 1d6+3 piercing, Finesse, Light
Shortbow: +5, 1d6+3 piercing, Ammunition (Range 80/320), Two-Handed
Dagger: +5, 1d4+3 piercing, Finesse, Light, Thrown (Range 20/60)
Claws: +2, 1d4+0 slashing
Armor Class: AC 14, Initiative: +4, Speed: 30 ft
Hit Points: 27, Hit Dice: 3d8
Social
Personality Traits:

• Tsabar's tail always betrays his inner thoughts -- particularly thoughts of mischief. He is vaguely aware of this trait and occasionally comments wryly upon it, pretending to consult with his tail while weighing the pros and cons of various positions and proposals.
• Possessed of a mercurial and inconstant attention span, he seeks out adrenaline-infused adventures and tail-twitching curiosities. By contrast, when he commits his heart fully to an important course of action, nothing can divert him.

Ideals: IDEALS
Bonds: BONDS
Flaws: FLAWS

"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.

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)

Resources

  • Coins: 0 cp • 0 sp • 0 ep • 505 gp • 0 pp • Other coins: 0
  • Gems: A small piece of jewelry in the Darshinian style (10 gp)

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.

Equipment

Carried Equipment

  • In Hand: x
  • Worn: x
  • Belt: x
  • Backpack: x

Stored Equipment

  • x

Lifestyle

  • xxx: (x gp/day). x

Origin

X years old

  • X

Important Individuals

  • x

Character Creation

  • Starting Stats: