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Emil Teracio, Human Rogue


Landid

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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 by Landid (see edit history)
Name
Lv2 Health
5
1d8 [[5]]
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