Nord's Character Sheet: Difference between revisions

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[[Nord]] - WIP Level 1 CG Rogue  
[[Nord]] - Level 1 CG Half-Elf Rogue


==Attributes==
==Attributes==
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*Wydmoor background language
*Wydmoor background language


==Background==
*Smuggler/Sailor
==Traits==
==Traits==
*I stretch the truth for the sake of a good story
*I stretch the truth for the sake of a good story
*OTHER
*When I'm not smuggling, I gamble.
==Ideals==
==Ideals==
*
*Curious: I want to learn as much as I can about the people and places I encounter.
==Bonds==
==Bonds==
*
*I love the city of Wydmoor and my fellow Wydmoorians, despite the recent problems.
==Flaws==
==Flaws==
*I can't help but pocket loose coins and other trinkets I come across
*I can't help but pocket loose coins and other trinkets I come across


===Class Abilities===
===Class and Background Abilities===
*Sneak attack
*Sneak attack (1d6)
*thieves cant
*thieves cant
*Ship's Passage: When you need to, you can secure free passage on a ship for yourself and your adventuring companions. You might sail on the ship you served on, or another ship you have good relations with (perhaps one captained by a former crewmate). Because you’re calling in a favor, you can’t be certain of a schedule or route that will meet your every need. Your Dungeon Master will determine how long it takes to get where you need to go. In return for your free passage, you and your companions are expected to assist the crew during the voyage.
*thieves tool proficiency
*Navigator’s tools, vehicles (water) proficiency


===Race Abilities (half-elf)===
===Race Abilities (half-elf)===
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===Armor/Clothing===
===Armor/Clothing===
light
*leather armor
===Weapons===
===Weapons===
====Melee Weapons====
====Melee Weapons====
*rapier
*rapier
*2 daggers
====Ranged Weapons====
====Ranged Weapons====
*probably a bow or at least a dagger
*shortbow with quiver of 20 arrows


===Inventory of items===
===Inventory of items===
*secret item
*thieves' tools
*thieves' tools
*navigator's tools
*Equipment: A belaying pin (club), 50 feet of silk rope, a lucky charm such as a rabbit foot or a small stone with a hole in the center (or you may roll for a random trinket on the Trinkets table in chapter 5), a set of common clothes, and a belt pouch containing 10 gp
 
*Burglar's Pack:
====Consumables====
    **Backpack (2 gp)
    **1000 x ball bearings (1 gp)
    **10 feet of string (0.1 gp)
    **Bell (1 gp)
    **5 x Candles (0.05 gp)
    **Crowbar (2 gp)
    **Hammer (1 gp)
    **10 x Pitons (0.5 gp)
    **Hooded Lantern (5 gp)
    **2 x Oil Flasks (0.2 gp)
    **5 Days Rations (2.5 gp)
    **Tinderbox (0.5 gp)
    **Waterskin (0.2 gp)
    **50 feet of Hempen Rope (1


[[Category:PC Character Sheets]]
[[Category:PC Character Sheets]]

Revision as of 08:24, 17 November 2017

Nord - Level 1 CG Half-Elf Rogue

Attributes

Strength 8 (-1)
Dexterity 16 (+3)
Constitution 15 (+2)
Intelligence 10 (0)
Wisdom 10 (0)
Charisma 16 (+3)

Secondary Attributes

Hit Points 10
Armor Class 15 (light)
Proficiency Bonus +2
Passive Perception 14
Initiative +3
Base Speed 30 Feet
STR Save -1
DEX Save +5 (class)
CON Save +2
INT Save +2 (class)
WIS Save 0
CHA Save +3

Languages

  • Ubrekti (common)
  • Wydmoor background language

Background

  • Smuggler/Sailor

Traits

  • I stretch the truth for the sake of a good story
  • When I'm not smuggling, I gamble.

Ideals

  • Curious: I want to learn as much as I can about the people and places I encounter.

Bonds

  • I love the city of Wydmoor and my fellow Wydmoorians, despite the recent problems.

Flaws

  • I can't help but pocket loose coins and other trinkets I come across

Class and Background Abilities

  • Sneak attack (1d6)
  • thieves cant
  • Ship's Passage: When you need to, you can secure free passage on a ship for yourself and your adventuring companions. You might sail on the ship you served on, or another ship you have good relations with (perhaps one captained by a former crewmate). Because you’re calling in a favor, you can’t be certain of a schedule or route that will meet your every need. Your Dungeon Master will determine how long it takes to get where you need to go. In return for your free passage, you and your companions are expected to assist the crew during the voyage.
  • thieves tool proficiency
  • Navigator’s tools, vehicles (water) proficiency

Race Abilities (half-elf)

  • fey ancestry - advantage on saving throws against charm, magic can't put you to sleep

Skills

Skill Ability Score Bonus
Acrobatics DEX 5 class
Animal Handling WIS 0
Arcana INT 0
Athletics STR 1 background
Deception CHA 5 class
History INT 0
Insight WIS 0
Intimidation CHA 3
Investigation INT 2 class
Medicine WIS 0
Nature INT 0
Perception WIS 4 background, expertise
Performance CHA 3
Persuasion CHA 7 class, expertise
Religion INT 0
Sleight of Hand DEX 5 class
Stealth DEX 5 class
Survival WIS 0

Armor/Clothing

  • leather armor

Weapons

Melee Weapons

  • rapier
  • 2 daggers

Ranged Weapons

  • shortbow with quiver of 20 arrows

Inventory of items

  • secret item
  • thieves' tools
  • Equipment: A belaying pin (club), 50 feet of silk rope, a lucky charm such as a rabbit foot or a small stone with a hole in the center (or you may roll for a random trinket on the Trinkets table in chapter 5), a set of common clothes, and a belt pouch containing 10 gp
  • Burglar's Pack:
   **Backpack (2 gp)
   **1000 x ball bearings (1 gp)
   **10 feet of string (0.1 gp)
   **Bell (1 gp)
   **5 x Candles (0.05 gp)
   **Crowbar (2 gp)
   **Hammer (1 gp)
   **10 x Pitons (0.5 gp)
   **Hooded Lantern (5 gp)
   **2 x Oil Flasks (0.2 gp)
   **5 Days Rations (2.5 gp)
   **Tinderbox (0.5 gp)
   **Waterskin (0.2 gp)
   **50 feet of Hempen Rope (1