Bobwhite Rindherder's Character Sheet: Difference between revisions

From Protest-Stand Wiki
Jump to navigation Jump to search
No edit summary
(One intermediate revision by the same user not shown)
Line 1: Line 1:
[[Bobwhite Rindherder]] the Road Halfling Rogue
[[Bobwhite Rindherder, Herald of the Lance of the Wolfen-Khan]] and Road Halfling Rogue


[[File:BobwhitePortrait.jpg|150px]]
[[File:BobwhitePortrait.jpg|150px]]
Line 28: Line 28:
*'''Naturally Stealthy:''' Can attempt to hide even when only obscured by a creature at least one size larger
*'''Naturally Stealthy:''' Can attempt to hide even when only obscured by a creature at least one size larger


===Class Progression===
* '''Expertise:''' Get 2x proficiency bonus on two skills already proficient in, or one skill and thieves' tools.
* '''Sneak Attack:''' When you attack a target with advantage, or who is within 5 feet of another hostile creature, you gain extra damage dice depending on Rogue level
* '''Thieves' Cant''': Speak with other rogues without letting others in on the secret, takes 4x as long to convey a message.
* '''Cunning Action:''' Bonus action to dash, disengage or hide
* '''Rogueish Archetype: Arcane Trickster'''
* '''Spellcasting:''' You can cast spells! You have limited spells known and can change out one non-cantrip per level. All but the spells chosen at level 3, 8, 14 and 20 must be of the Illusion or Enchantment schools, but those spells can be swapped out for other non-Illusion, non-Enchantment spells when swapping out a spell on level change.
** '''Spells'''
*** '''Cantrips:''' ''minor illusion'', ''mage hand'', ''booming blade''
*** '''1st-level:''' ''silent image'', ''sleep'', ''disguise self'', ''find familiar'' (any school choice)
** '''Slots'''
*** 3 1st-level
* '''Mage Hand Legerdemain:''' ''Mage hand'' is more flexible for you (can be invisible, more available actions), and also only costs a bonus action to manipulate.
* '''Evasion:''' If you make a Dexterity save, you take no damage from the effect. If you fail the save, you take half damage.
===ASIs===
* '''Rogue 4: Squat nimbleness:''' Gain +1 Dexterity (to 18) and 5 feet of movement speed (to 30). Become proficient in either athletics or acrobatics, and you have advantage on any Strength(athletics) or Dexterity(acrobatics) check to escape a grapple.
===Other===
* '''[[Riddles|Riddles's]] Mark of Cunning''': +4 to all initiative rolls


==Buddies==
==Buddies==
Line 42: Line 62:
* '''Level 1'''
* '''Level 1'''
** '''Initial HP:''' 8 + Con
** '''Initial HP:''' 8 + Con
** '''Expertise:''' Get 2x proficiency bonus on two skills already proficient in (sleight of hand, stealth)
** '''Expertise''' (sleight of hand, stealth)
** '''Sneak Attack:''' 1d6
** '''Sneak Attack''' (1d6)
** '''Thieves' Cant''': Speak with other rogues without letting others in on the secret, takes 4x as long to convey a message.
** '''Thieves' Cant'''
* '''Level 2'''
* '''Level 2'''
** '''HP/Level:''' 5 + Con
** '''HP/Level:''' 5 + Con
** '''Cunning Action:''' Bonus action to dash, disengage or hide
** '''Cunning Action'''
* '''Level 3'''
* '''Level 3'''
** '''HP/Level:''' 5 + Con
** '''HP/Level:''' 5 + Con
** '''Sneak Attack:''' 2d6
** '''Sneak Attack''' (2d6)
** '''Archetype: Arcane Trickster: ''' Spellcasting, mage hand legerdemain
** '''Archetype: Arcane Trickster''
** '''Spellcasting:''' You can cast spells! You have limited spells known and can change out one non-cantrip per level. All but the spells chosen at level 3, 8, 14 and 20 must be of the Illusion or Enchantment schools, but those spells can be swapped out for other non-Illusion, non-Enchantment spells when swapping out a spell on level change.
** '''Spellcasting'''
*** Three cantrips (''minor illusion'', ''mage hand'', ''booming blade'' OR ''light'')
** '''Spells:''' ''mage hand'', two other cantrips (''minor illusion'', ''booming blade''), two illusion/enchantment (''silent image'', ''sleep''), one any school (''find familiar'')
*** Two illusion/enchantment (''silent image'', ''sleep'')
** '''Slots:''' Two first-level
*** One any school (''find familiar'')
** '''Mage hand legerdemain'''
*** Slots: 2 first level
** '''Mage hand legerdemain:''' ''Mage hand'' is more flexible for you, and also only costs a bonus action to manipulate.
* '''Level 4'''
* '''Level 4'''
** '''HP/Level:''' 5 + Con
** '''HP/Level:''' 5 + Con
** '''ASI: Squat nimbleness:''' Gain +1 Dexterity (to 18) and 5 feet of movement speed (to 30). Become proficient in either athletics or acrobatics, and you have advantage on any Strength(athletics) or Dexterity(acrobatics) check to escape a grapple.
** '''ASI: Squat nimbleness'''
** '''Spells'''
** '''Spells:''' One illusion/enchantment (''disguise self'')
*** One illusion/enchantment (''disguise self'')
** '''Slots:''' One first level
*** Slots: +1 first level (total of 3)
** (special) '''[[Riddles|Riddles's]] Mark of Cunning'''
** '''[[Riddles|Riddles's]] Mark of Cunning:''' +4 Init


{{col-break}}
{{col-break}}

Revision as of 21:52, 14 August 2019

Bobwhite Rindherder, Herald of the Lance of the Wolfen-Khan and Road Halfling Rogue

BobwhitePortrait.jpg

Ability Scores

  • Str: 8
  • Dex: 18 (15 base, +2 halfling, +1 level 4 feat)
  • Con: 12
  • Int: 15
  • Wis: 12
  • Cha: 10 (9 base, +1 halfling)
  • Proficiency Bonus: +2
  • Save Proficiencies: Int, Dex
  • Skill Proficiencies: Acrobatics, Athletics, Arcana, Investigation, Perception, Sleight of Hand (x2), Stealth (x2)
  • Tool Proficiencies: Disguise Kit, Thieves' Tools, Forgery Kit

Features

Road Halfling

  • Size: Small (35 lbs, 2'10")
  • Speed: 25 + 5 (squat nimbleness)
  • Lucky (halfling trait): When rolling a 1 on attack roll, ability check, or saving throw, the halfling can choose to reroll before results are revealed.
  • Brave: Advantage on all saving throws against being frightened
  • Nimbleness: Can move through the space of any creature that is only a single size larger
  • Languages: Ubrekti, Fresian, Thieves' Cant
  • Ability Score Increases: Dex + 2, Cha + 1
  • Naturally Stealthy: Can attempt to hide even when only obscured by a creature at least one size larger

Class Progression

  • Expertise: Get 2x proficiency bonus on two skills already proficient in, or one skill and thieves' tools.
  • Sneak Attack: When you attack a target with advantage, or who is within 5 feet of another hostile creature, you gain extra damage dice depending on Rogue level
  • Thieves' Cant: Speak with other rogues without letting others in on the secret, takes 4x as long to convey a message.
  • Cunning Action: Bonus action to dash, disengage or hide
  • Rogueish Archetype: Arcane Trickster
  • Spellcasting: You can cast spells! You have limited spells known and can change out one non-cantrip per level. All but the spells chosen at level 3, 8, 14 and 20 must be of the Illusion or Enchantment schools, but those spells can be swapped out for other non-Illusion, non-Enchantment spells when swapping out a spell on level change.
    • Spells
      • Cantrips: minor illusion, mage hand, booming blade
      • 1st-level: silent image, sleep, disguise self, find familiar (any school choice)
    • Slots
      • 3 1st-level
  • Mage Hand Legerdemain: Mage hand is more flexible for you (can be invisible, more available actions), and also only costs a bonus action to manipulate.
  • Evasion: If you make a Dexterity save, you take no damage from the effect. If you fail the save, you take half damage.

ASIs

  • Rogue 4: Squat nimbleness: Gain +1 Dexterity (to 18) and 5 feet of movement speed (to 30). Become proficient in either athletics or acrobatics, and you have advantage on any Strength(athletics) or Dexterity(acrobatics) check to escape a grapple.

Other

  • Riddles's Mark of Cunning: +4 to all initiative rolls

Buddies

  • 'Possum, a familiar. Currently a weasel.

Background: Urchin

  • Proficiencies: Arcana (in lieu of sleight of hand), Investigation (in lieu of stealth), disguise kit, forgery kit (in lieu of thieves' tools)
  • City Secrets: When you are not in combat, you (and companions you lead) can travel between any two locations in the city twice as fast as your speed would normally allow.

Gear

  • Studded leather, scimitar, light crossbow. Dagger (one silvered) and sling in backup. Carries and is attuned to "Good Luck".