Landid Posted July 26, 2022 Clone Share Posted July 26, 2022 (edited) Emil Teracio Theme Music Class Rogue Background Charlatan Race Human Alignment Neutral Good Ability Scores Str 9 Dex 16 Con 14 Int 10 Wis 12 Cha 16 Saving Throws Str -1 Dex 5 Con 2 Int 2 Wis 1 Cha 3 Other Stats Hit Die 1d8 Max HP 17 Armor 14 Initiative 3 Speed 30 Proficiency 2 Skills Acrobatics 5 Animal Handling 1 Arcana 0 Athletics -1 Deception 5 History 0 Skills Insight 1 Intimidation 3 Investigation 0 Medicine 1 Nature 0 Perception 5 Skills Performance 3 Persuasion 5 Religion 0 Sleight of Hand 5 Stealth 5 Survival 1 Favorite Schemes I run sleight-of-hand cons on street corners. Personality Traits Sarcasm and insults are my weapon of choice. Ideals Material goods come and go. Bonds of friendship last forever. Bonds I'm making the world better for my child who doesn't know me. Flaws I can't resist a pretty face. Attacks Weapons Rapier Shortbow To-Hit +5 +5 Damage 1d6+5 1d8+5 Equipment Platinum: 0 Gold: 15 Silver: 0 Copper: 0 Rapier Shortbow Arrows x 20 Leather Armor Dagger x 2 Thieves' Tools Set of Fine Clothes Disguise Kit Deck of marked cards Belt pouch with 15GP Burglar's Pack Other Proficiencies and Languages Thieves' Tools Disguise Kit Forgery Kit Thieves' Cant Common Features and Traits False Identity You have created a second Identity that includes documentation, established acquaintances and disguises that allow you to assume that persona. Additionally, you can forge documents including official papers and personal letters, as long as you have seen an example of the kind of document or the handwriting you are trying to copy. Expertise Your proficiency bonus is doubled in the use of perception and thieve's tools Sneak Attack Once per turn you can do an extra 1d6 damage to one creature you hit if you have advantage on the attack roll. The attack must use a finesse or ranged weapon. You do not need advantage if another enemy of the target is within 5ft of it, the enemy isn't incapacitated and you don't have disadvantage. Thieves' Cant You know how to hide messages in seemingly normal conversation. It takes 4 times longer to convey a message than speaking plainly. You also know a set of secret signs to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby or people in the area are easy marks or will provide a safe house for thieves on the run Cunning Action You can take a bonus action on each of your turns in combat to either Dash, Disengage, or Hide. Background Emil grew up in the household of an expert craftsman. He made friends with a sellsword where he learned his combat skills. The sellsword's stories of adventure and derring-do gave Emil a wanderlust that started him on his travels. Due to his childhood, Emil finds it easy to manipulate fine objects which has lead to a skill in picking locks. During his travels he has to rely on his wit, charm and sometimes his rapier to survive. Since Emil is always on the move, he took a job protecting a caravan to Greenest to make a little money. Emil is just a simple man trying to make his way in the world. Edited September 1, 2022 by Landid (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Lv2 Health 5 1d8 [[5]] Link to comment Share on other sites More sharing options...
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