Quynh Thi Luong (character sheet): Difference between revisions

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* Character Name: Quynh "Quinn" Thi Luong
* Character Name: Quynh "Quinn" Thi Luong
* Race: Human
* Race: Human
* Class: Rogue [aiming for the thief archetype]
* Class: Rogue [Thief archetype]
* Level: 3
* Alignment: Chaotic Neutral
* Alignment: Chaotic Neutral
* Background: Criminal [burglar]
* Background: Criminal [burglar]
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* Str: 8 (-1)
* Str: 8 (-1)
* Dex: 16 (+3) [15 + 1 from variant human traits]
* Dex: 16 (+3)
* Con: 10 (0)
* Con: 10 (0)
* Int: 12 (+1)
* Int: 12 (+1)
* Wis: 14 (+2) [13 + 1 from variant human traits]
* Wis: 14 (+2)
* Cha: 14 (+2)
* Cha: 15 (+2)


== Derived Statistics ==
== Derived Statistics ==


* Max HP: 8
* Max HP: 19
* Hit Dice: 1d8
* Hit Dice: 4d8


* AC: 14
* AC: 14
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* Carrying capacity: 120 lbs
* Carrying capacity: 120 lbs


* Passive Wisdom (Perception) score: 13
* Passive Wisdom (Perception) score: 14


== Proficiencies ==
== Proficiencies ==
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* Armor: Light Armor
* Armor: Light Armor
* Weapons: Simple Weapons, Hand Crossbows, Longswords, Rapiers, Shortswords
* Weapons: Simple Weapons, Hand Crossbows, Longswords, Rapiers, Shortswords
* Tools: Thieves' Tools [doubled by Expertise], Cook's Utensils [since I got proficiency in Thieves' Tools twice, I can choose proficiency in a different set of tools]
* Tools: Thieves' Tools [doubled by Expertise], Cook's Utensils
* Saving Throws: Dexterity, Intelligence
* Saving Throws: Dexterity, Intelligence
* Skills: Acrobatics, Athletics, Deception, Investigation, Perception, Sleight of Hand, Stealth [doubled by Expertise]
* Skills: Acrobatics, Athletics, Deception, Investigation, Perception, Sleight of Hand, Stealth [doubled by Expertise]
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== Feats ==
== Feats ==


* Skulker [you can try to hide when you are lightly obscured from the creature from which you are hiding; when you are hidden from a creature and miss it with a ranged weapon attack, making the attack doesn't reveal your position; dim light doesn't impose disadvantage on Wisdom (Perception) checks relying on sight]
- Actor (You have advantage on Charisma (Deception) and Charisma (Performance) checks when trying to pass yourself off as a different person. You can mimic the speech of another person or the sounds made by other creatures. You must have heard the person speaking, or heard the creature make the sound, for at least 1 minute. A successful Wisdom (Insight) check contested by your Charisma (Deception) check allows a listener to determine that the effect is faked.)
- Skulker [You can try to hide when you are lightly obscured from the creature from which you are hiding; when you are hidden from a creature and miss it with a ranged weapon attack, making the attack doesn't reveal your position; dim light doesn't impose disadvantage on Wisdom (Perception) checks relying on sight.]
- Cunning Action [Your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.]
- Fast Hands [You can use the bonus action granted by your Cunning Action to make a Dexterity (Sleight of Hand) check, use your thieves' tools to disarm a trap or open a lock, or take the Use an Object action.]
- Second-Story Work [You gain the ability to climb faster than normal; climbing no longer costs you extra movement. In addition, when you make a running jump, the distance you cover increases by a number of feet equal to your Dexterity modifier.]


== Languages ==
== Languages ==


* Common
* Common ([http://wiki.memphisgamers.com/index.php?title=List_of_Languages Ubrekti]?)
* Dwarven
* Dwarven


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* Expertise (proficiencies doubled) in Stealth and Thieves' Tools
* Expertise (proficiencies doubled) in Stealth and Thieves' Tools
* Sneak Attack: 1d6
* Sneak Attack: 2d6
* Thieves' Cant
* Thieves' Cant
* Criminal Contact: [[Zahra Amal]]
* Criminal Contact: [[Zahra Amal]]
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* a shortsword [1d6 piercing, finesse, light]
* a shortsword [1d6 piercing, finesse, light]
* 2x dagger [1d4 piercing, finesse, light, thrown (range 20/60)]
* 2x dagger [1d4 piercing, finesse, light, thrown (range 20/60)]
* a shortbow and quiver of 20 arrows [1d6 piercing, ammunition (range 80/320), two-handed]
* a burglar's pack (a backpack, a bag of 1000 ball bearings, 10 ft 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 ft of hempen rope)
* a burglar's pack (a backpack, a bag of 1000 ball bearings, 10 ft 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 ft of hempen rope)
* a set of dark common clothes including a hood
* a set of dark common clothes including a hood
* a belt pouch containing 15gp
* 2x thieves' tools (a small file, a set of lock picks, a small mirror mounted on a metal handle, a set of narrow-bladed scissors, a pair of pliers)
* 2x thieves' tools (a small file, a set of lock picks, a small mirror mounted on a metal handle, a set of narrow-bladed scissors, a pair of pliers) [I might sell one set of these, since I probably won't need two?]
* cook's utensils
* a crowbar [yup, another one]
* a light crossbow, and a case of 20 crossbow bolts [1d8 piercing, ammunition (range 80/320), loading, two-handed]
* cook's utensils [if the DM allows it, I'd like to take these instead of a gaming set, for flavor]
* a hunting trap
* 2x net
 
== Treasure ==
* a belt pouch containing 6gp and 10sp

Latest revision as of 19:17, 30 March 2019

Basic Information

  • Character Name: Quynh "Quinn" Thi Luong
  • Race: Human
  • Class: Rogue [Thief archetype]
  • Level: 3
  • Alignment: Chaotic Neutral
  • Background: Criminal [burglar]

Ability Scores

  • Str: 8 (-1)
  • Dex: 16 (+3)
  • Con: 10 (0)
  • Int: 12 (+1)
  • Wis: 14 (+2)
  • Cha: 15 (+2)

Derived Statistics

  • Max HP: 19
  • Hit Dice: 4d8
  • AC: 14
  • Speed: 30 ft
  • Carrying capacity: 120 lbs
  • Passive Wisdom (Perception) score: 14

Proficiencies

Proficiency bonus: +2

  • Armor: Light Armor
  • Weapons: Simple Weapons, Hand Crossbows, Longswords, Rapiers, Shortswords
  • Tools: Thieves' Tools [doubled by Expertise], Cook's Utensils
  • Saving Throws: Dexterity, Intelligence
  • Skills: Acrobatics, Athletics, Deception, Investigation, Perception, Sleight of Hand, Stealth [doubled by Expertise]

Feats

- Actor (You have advantage on Charisma (Deception) and Charisma (Performance) checks when trying to pass yourself off as a different person. You can mimic the speech of another person or the sounds made by other creatures. You must have heard the person speaking, or heard the creature make the sound, for at least 1 minute. A successful Wisdom (Insight) check contested by your Charisma (Deception) check allows a listener to determine that the effect is faked.) - Skulker [You can try to hide when you are lightly obscured from the creature from which you are hiding; when you are hidden from a creature and miss it with a ranged weapon attack, making the attack doesn't reveal your position; dim light doesn't impose disadvantage on Wisdom (Perception) checks relying on sight.] - Cunning Action [Your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.] - Fast Hands [You can use the bonus action granted by your Cunning Action to make a Dexterity (Sleight of Hand) check, use your thieves' tools to disarm a trap or open a lock, or take the Use an Object action.] - Second-Story Work [You gain the ability to climb faster than normal; climbing no longer costs you extra movement. In addition, when you make a running jump, the distance you cover increases by a number of feet equal to your Dexterity modifier.]

Languages

Other Features and Traits

  • Expertise (proficiencies doubled) in Stealth and Thieves' Tools
  • Sneak Attack: 2d6
  • Thieves' Cant
  • Criminal Contact: Zahra Amal

Equipment

  • leather armor [11 AC + Dex modifier]
  • a shortsword [1d6 piercing, finesse, light]
  • 2x dagger [1d4 piercing, finesse, light, thrown (range 20/60)]
  • a burglar's pack (a backpack, a bag of 1000 ball bearings, 10 ft 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 ft of hempen rope)
  • a set of dark common clothes including a hood
  • 2x thieves' tools (a small file, a set of lock picks, a small mirror mounted on a metal handle, a set of narrow-bladed scissors, a pair of pliers)
  • cook's utensils
  • a light crossbow, and a case of 20 crossbow bolts [1d8 piercing, ammunition (range 80/320), loading, two-handed]
  • a hunting trap
  • 2x net

Treasure

  • a belt pouch containing 6gp and 10sp