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Mrgiggles

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  1.   Alice 'Finch' Murphy View Character Sheet Basic Information Race: Half-Elf  Sex: Female   Age: 38 Height: 5'3" Weight: 165 Alignment: NG Background: Sage Class: Rogue 1 Personality Personality There’s nothing I like more than a good mystery. Ideals Knowledge. The path to power and self-improvement is through knowledge. (Neutral) Bonds My life’s work is a series of tomes related to a specific field of lore.   Flaws I am easily distracted by the promise of information. Proficiency Bonus +2 | AC: 15 |  Max HP: 11 |  Speed: 30 ft | Init: +4 STRENGTH DEXTERITY CONSTITUTION INTELLIGENCE WISDOM CHARISMA 8 (-1) 17+1 [18] (+4) 16+1 [17] (+3) 14 (+2) 14 (+2) 6+2 [8] (-1) -1 Str Save +6 Dex Save +3 Con Save +4 Int Save +2 Wis Save -1 Cha Save -1 Athletics +6 Acrobatics +6 Sleight of Hand +8 Stealth [E]   +4 Arcana +4 History +4 Investigation +2 Nature +2 Religion +2 A. Handling +4 Insight +2 Medicine +4 Perception +2 Survival -1 Deception -1 Intimidation -1 Performance -1 Persuasion Features  Class Features Expertise At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves’ tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. At 6th level, you can choose two more of your proficiencies (in skills or with thieves’ tools) to gain this benefit. Stealth Thieves' Tools Sneak Attack Beginning at 1st level, you know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll. The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table. Thieves' Cant During your rogue training you learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves’ cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly. In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.    Tools Thieves' Tools  Feats & Other None  Racial & Background Features Dark Vision Thanks to your elf blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. Fey Ancestry You have advantage on saving throws against being charmed, and magic can’t put you to sleep. Skill Versatility You gain proficiency in two skills of your choice. Stealth Sleight of Hand  Languages Abyssal Celestial Common Draconic Elvish Thieves’ Cant Background Features Skill Proficiencies: Arcana, History Languages: Two of your choice Equipment: A bottle of black ink, a quill, a small knife, a letter from a dead colleague posing a question you have not yet been able to answer, a set of common clothes, and a pouch containing 10 gp Specialty: Scribe Feature: Researcher When you attempt to learn or recall a piece of lore, if you do not know that information, you often know where and from whom you can obtain it. Usually, this information comes from a library, scriptorium, university, or a sage or other learned person or creature. Your DM might rule that the knowledge you seek is secreted away in an almost inaccessible place, or that it simply cannot be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign.     Equipment Leather Armor Rapier Shortbow Small Knife Daggerx2 Clothes, Common Ink (1 ounce bottle) Short Bow thieves' tools Arrows x20    Magic Items None     Backpack Ball Bearings (bag of 1k) Bell Candle Crowbar Hammer Lantern Hooded Oil (Flask) Piton Ration (1day) x5 Rope, Hempen(50 ft) String Tinderbox Waterskin Appearance Standing a little over 5 feet Finch is a freckle faced half-elf with the trademark ears.  She carries a tomboyish smile with the accompaniment of dirt and grim of being a seasoned accountant and accountability agent out in the field.  She has a tattoo on the back of her left hand of an eclipsing star in beautiful detail for recognition purposes.  She is fidgety and can be constantly seen playing with keys or touching babbles to keep her quick fingers occupied.  Personality Finch is friendly, anxious and a chatterbox.  She likes to chat while she works and she likes learning new languages and cultures , their dances, their accents and their different dialects.  She is not a big fan of the fuddy duddy elves who think they're better than others and don't need to learn about younger lived races.  She is an incredibly trusting person if you start talking about where you're from.  She just wants to do something her folks can be proud of that she enjoys.   Backstory In the pristine academic halls of Neverwinter, your boss studied the region's historical alliance between Phandalin and its neighbors. The fate of the lost mine of Phandelver has always fascinated him. So naturally, being a fairly older man as a master wizard and professor of the school... he sent 'Finch', his accountant, scribe, handyman on the matter so she set off to traveling to Phandalin to discover whether any locals know rumors about its fate. Now Finch doesn't mind as she gets to escape the stuffiness of the college and use her vast amount of acquired skills through her job of having to unlock magical doors that apprentices locked themselves in to losing themselves to their own spells into the various planes of the 9 Hells where their only salvation was written in a demonic language, then Finch was your girl for the job. Her vast amount of languages, skillset and quick fingers came from years of work with the college of Neverwinter. She was following a lead her boss gave her, a notice and letter of introduction from apparently 'an old friend' by the name of Sildar Hallwinter. She'd heard of him but not known him personally, so traveling, following directions, getting lost... getting lost again... asking and chatting people's ears off, and finally meeting the man led her in the right direction.  
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