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morgan_

morgan_

sherrin_token.png.8dadd7f6618e1c30fef0dc268b79ae9b.pngSherrin — Human Rogue 2 

AC:
HP:
Speed:

15
17/17
40 ft.

Strength:
Dexterity:
Constitution:

12
16
14

(+1)
(+3)
(+2)

Intelligence:
Wisdom:
Charisma:

8
14
10

(-1)
(+2)
(+0)

Languages
Combat Proficiencies
Tool Proficiencies

Stepping out of the barn, Sherrin sees two Ghasts run screaming out of the shadows toward her and the others. In a panic, she draws her shortsword and rushes towards the closest one. When she gets close, an incredibly bad odor washes over her. 'Was this what Sarah was yelling about?' she wonders. But she'd smelled worse things. She stabs at the monster with her shortsword; she feels it make contact. Without waiting to let the creature strike back, she hastily retreats(Mobile Feat prevents attack of opportunity), running up the side of the barn using her magic slippers. She doesn't stop until she reaches the roof.

OOC

Action: Shortsword attack on Gala the Ghast
Bonus Action: Dash
Movement: 15 ft. towards Gala the Ghast; 10 ft. towards the barn; 25 ft. (or whatever it takes) to the roof

Con Save 19

Shortsword Attack 21

Shortsword Damage: 4 piercing damage to Gala the Ghast


Actions

 

Action:

 

Bonus Action:

 

Movement:

 

Item Interaction:

 

Stat Block

[b][url=/sheets/?id=2876702]Sherrin[/url][/b] [i]Human (Variant) Rogue 2 CN[/i] [b]AC[/b] 15 [b]HP[/b] 17 [b]Speed[/b] 40ft [b]Str[/b] 12 (1) [b]Dex[/b] 16 (3) [b]Con[/b] 14 (2) [b]Wis[/b] 14 (2) [b]Int[/b] 8 (-1) [b]Cha[/b] 10 (0) [b]Attacks[/b] [b]Shortsword (Pierce/5 ft.)[/b] +5 1d6+3 [b]Dagger (Pierce/5 ft./20 ft.(60 ft.))[/b] +5 1d4+3 [b]Dart (Pierce/20 ft.(60ft.))[/b] +5 1d4+3 [b][/b] [b][/b] Rogue Features: Sneak Attack: 1d6 -- PHB, pg. 96 Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack with a finesse or ranged weapon if you have advantage on the attack roll. You don’t need advantage on the attack roll if another enemy of the target is within 5 ft. of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll. Cunning Action: Starting at 2nd level, 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. Expertise -- Sleight of Hand, Perception Racial Traits: Feat: Mobile PHB, pg. 168 Your speed increases by 10 feet. When you use the Dash action, difficult terrain doesn't cost you extra movement on that turn. When you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not. Background: Criminal / Spy Feature: Criminal Contact You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you.
Sherrin
Human (Variant) Rogue 2 CN

AC 15 HP 17 Speed 40ft

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

Attacks
Shortsword (Pierce/5 ft.) +5 1d6+3
Dagger (Pierce/5 ft./20 ft.(60 ft.)) +5 1d4+3
Dart (Pierce/20 ft.(60ft.)) +5 1d4+3



Rogue Features:
Sneak Attack: 1d6 -- PHB, pg. 96
Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack with a finesse or ranged weapon if you have advantage on the attack roll. You don’t need advantage on the attack roll if another enemy of the target is within 5 ft. of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.
Cunning Action: Starting at 2nd level, 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.
Expertise -- Sleight of Hand, Perception

Racial Traits:
Feat: Mobile PHB, pg. 168
Your speed increases by 10 feet. When you use the Dash action, difficult terrain doesn't cost you extra movement on that turn. When you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.

Background:
Criminal / Spy
Feature: Criminal Contact
You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you.

Inventory

Gp: 14 Sp: 7 Cp: 9

Equipped:

Slippers of Spider Climbing
Traveler's Clothes
Crowbar
Dagger (2)
Dart (20)
Shortsword
Signal Whistle
Studded Leather Armor
Thieves' Tools

Backpack:

Acid (1 vial)
Ball Bearings (bag of 1000)
Bedroll
Bell
Caltrops (10 bags of 20)
Candle (5)
Chalk (10 pieces)
Grappling Hook
Hammer
Hooded Lantern
Mess Kit
Oil (7 flasks)
Piton (10)
Rations (10 days)
Sack
Scroll/Map Case
Silk Rope (50 ft.)
String (10 ft.)
Tinderbox
Waterskin

Mule:

Bit and Bridle
Feed* (20 days)
Pack Saddle
Portable Ram

Saddlebags:

Blanket
Common Clothes (dark with hood)
Forgery Kit
Hempen Rope (50 ft.)
Manacles
Perfume (1 vial)
Playing Card Set
Soap
Shovel
Whetstone

morgan_

morgan_

sherrin_token.png.8dadd7f6618e1c30fef0dc268b79ae9b.pngSherrin — Human Rogue 2 

AC:
HP:
Speed:

15
17/17
40 ft.

Strength:
Dexterity:
Constitution:

12
16
14

(+1)
(+3)
(+2)

Intelligence:
Wisdom:
Charisma:

8
14
10

(-1)
(+2)
(+0)

Languages
Combat Proficiencies
Tool Proficiencies

Stepping out of the barn, Sherrin sees two Ghasts run screaming out of the shadows toward her and the others. In a panic, she draws her shortsword and rushes towards the closest one. When she gets close, an incredibly bad odor washes over her. 'Was this what Sarah was yelling about?' she wonders. But she'd smelled worse things. She stabs at the monster with her shortsword; she feels it make contact. Without waiting to let the creature strike back(Mobile Feat prevents attack of opportunity), she hastily retreats, running up the side of the barn using her magic slippers. She doesn't stop until she reaches the roof.

OOC

Action: Shortsword attack on Gala the Ghast
Bonus Action: Dash
Movement: 15 ft. towards Gala the Ghast; 10 ft. towards the barn; 25 ft. (or whatever it takes) to the roof

Con Save 19

Shortsword Attack 21

Shortsword Damage: 4 piercing damage to Gala the Ghast


Actions

 

Action:

 

Bonus Action:

 

Movement:

 

Item Interaction:

 

Stat Block

[b][url=/sheets/?id=2876702]Sherrin[/url][/b] [i]Human (Variant) Rogue 2 CN[/i] [b]AC[/b] 15 [b]HP[/b] 17 [b]Speed[/b] 40ft [b]Str[/b] 12 (1) [b]Dex[/b] 16 (3) [b]Con[/b] 14 (2) [b]Wis[/b] 14 (2) [b]Int[/b] 8 (-1) [b]Cha[/b] 10 (0) [b]Attacks[/b] [b]Shortsword (Pierce/5 ft.)[/b] +5 1d6+3 [b]Dagger (Pierce/5 ft./20 ft.(60 ft.))[/b] +5 1d4+3 [b]Dart (Pierce/20 ft.(60ft.))[/b] +5 1d4+3 [b][/b] [b][/b] Rogue Features: Sneak Attack: 1d6 -- PHB, pg. 96 Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack with a finesse or ranged weapon if you have advantage on the attack roll. You don’t need advantage on the attack roll if another enemy of the target is within 5 ft. of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll. Cunning Action: Starting at 2nd level, 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. Expertise -- Sleight of Hand, Perception Racial Traits: Feat: Mobile PHB, pg. 168 Your speed increases by 10 feet. When you use the Dash action, difficult terrain doesn't cost you extra movement on that turn. When you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not. Background: Criminal / Spy Feature: Criminal Contact You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you.
Sherrin
Human (Variant) Rogue 2 CN

AC 15 HP 17 Speed 40ft

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

Attacks
Shortsword (Pierce/5 ft.) +5 1d6+3
Dagger (Pierce/5 ft./20 ft.(60 ft.)) +5 1d4+3
Dart (Pierce/20 ft.(60ft.)) +5 1d4+3



Rogue Features:
Sneak Attack: 1d6 -- PHB, pg. 96
Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack with a finesse or ranged weapon if you have advantage on the attack roll. You don’t need advantage on the attack roll if another enemy of the target is within 5 ft. of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.
Cunning Action: Starting at 2nd level, 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.
Expertise -- Sleight of Hand, Perception

Racial Traits:
Feat: Mobile PHB, pg. 168
Your speed increases by 10 feet. When you use the Dash action, difficult terrain doesn't cost you extra movement on that turn. When you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.

Background:
Criminal / Spy
Feature: Criminal Contact
You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you.

Inventory

Gp: 14 Sp: 7 Cp: 9

Equipped:

Slippers of Spider Climbing
Traveler's Clothes
Crowbar
Dagger (2)
Dart (20)
Shortsword
Signal Whistle
Studded Leather Armor
Thieves' Tools

Backpack:

Acid (1 vial)
Ball Bearings (bag of 1000)
Bedroll
Bell
Caltrops (10 bags of 20)
Candle (5)
Chalk (10 pieces)
Grappling Hook
Hammer
Hooded Lantern
Mess Kit
Oil (7 flasks)
Piton (10)
Rations (10 days)
Sack
Scroll/Map Case
Silk Rope (50 ft.)
String (10 ft.)
Tinderbox
Waterskin

Mule:

Bit and Bridle
Feed* (20 days)
Pack Saddle
Portable Ram

Saddlebags:

Blanket
Common Clothes (dark with hood)
Forgery Kit
Hempen Rope (50 ft.)
Manacles
Perfume (1 vial)
Playing Card Set
Soap
Shovel
Whetstone

morgan_

morgan_

sherrin_token.png.8dadd7f6618e1c30fef0dc268b79ae9b.pngSherrin — Human Rogue 2 

AC:
HP:
Speed:

15
17/17
40 ft.

Strength:
Dexterity:
Constitution:

12
16
14

(+1)
(+3)
(+2)

Intelligence:
Wisdom:
Charisma:

8
14
10

(-1)
(+2)
(+0)

Languages
Combat Proficiencies
Tool Proficiencies

Stepping out of the barn, Sherrin sees two Ghasts run screaming out of the shadows toward her and the others. In a panic, she draws her shortsword and rushes towards the closest one. When she gets close, an incredibly bad odor washes over her. 'Was this what Sarah was yelling about?' she wonders. But she'd smelled worse things. She stabs at the monster with her shortsword; she feels it make contact. Without waiting to let the creature strike back, she hastily retreats, running up the side of the barn using her magic slippers. She doesn't stop until she reaches the roof.

OOC

Action: Shortsword attack on Gala the Ghast
Bonus Action: Dash
Movement: 15 ft. towards Gala the Ghast; 10 ft. towards the barn; 25 ft. (or whatever it takes) to the roof

Con Save 19

Shortsword Attack 21

Shortsword Damage: 4 piercing damage to Gala the Ghast


Actions

 

Action:

 

Bonus Action:

 

Movement:

 

Item Interaction:

 

Stat Block

[b][url=/sheets/?id=2876702]Sherrin[/url][/b] [i]Human (Variant) Rogue 2 CN[/i] [b]AC[/b] 15 [b]HP[/b] 17 [b]Speed[/b] 40ft [b]Str[/b] 12 (1) [b]Dex[/b] 16 (3) [b]Con[/b] 14 (2) [b]Wis[/b] 14 (2) [b]Int[/b] 8 (-1) [b]Cha[/b] 10 (0) [b]Attacks[/b] [b]Shortsword (Pierce/5 ft.)[/b] +5 1d6+3 [b]Dagger (Pierce/5 ft./20 ft.(60 ft.))[/b] +5 1d4+3 [b]Dart (Pierce/20 ft.(60ft.))[/b] +5 1d4+3 [b][/b] [b][/b] Rogue Features: Sneak Attack: 1d6 -- PHB, pg. 96 Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack with a finesse or ranged weapon if you have advantage on the attack roll. You don’t need advantage on the attack roll if another enemy of the target is within 5 ft. of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll. Cunning Action: Starting at 2nd level, 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. Expertise -- Sleight of Hand, Perception Racial Traits: Feat: Mobile PHB, pg. 168 Your speed increases by 10 feet. When you use the Dash action, difficult terrain doesn't cost you extra movement on that turn. When you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not. Background: Criminal / Spy Feature: Criminal Contact You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you.
Sherrin
Human (Variant) Rogue 2 CN

AC 15 HP 17 Speed 40ft

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

Attacks
Shortsword (Pierce/5 ft.) +5 1d6+3
Dagger (Pierce/5 ft./20 ft.(60 ft.)) +5 1d4+3
Dart (Pierce/20 ft.(60ft.)) +5 1d4+3



Rogue Features:
Sneak Attack: 1d6 -- PHB, pg. 96
Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack with a finesse or ranged weapon if you have advantage on the attack roll. You don’t need advantage on the attack roll if another enemy of the target is within 5 ft. of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.
Cunning Action: Starting at 2nd level, 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.
Expertise -- Sleight of Hand, Perception

Racial Traits:
Feat: Mobile PHB, pg. 168
Your speed increases by 10 feet. When you use the Dash action, difficult terrain doesn't cost you extra movement on that turn. When you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.

Background:
Criminal / Spy
Feature: Criminal Contact
You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you.

Inventory

Gp: 14 Sp: 7 Cp: 9

Equipped:

Slippers of Spider Climbing
Traveler's Clothes
Crowbar
Dagger (2)
Dart (20)
Shortsword
Signal Whistle
Studded Leather Armor
Thieves' Tools

Backpack:

Acid (1 vial)
Ball Bearings (bag of 1000)
Bedroll
Bell
Caltrops (10 bags of 20)
Candle (5)
Chalk (10 pieces)
Grappling Hook
Hammer
Hooded Lantern
Mess Kit
Oil (7 flasks)
Piton (10)
Rations (10 days)
Sack
Scroll/Map Case
Silk Rope (50 ft.)
String (10 ft.)
Tinderbox
Waterskin

Mule:

Bit and Bridle
Feed* (20 days)
Pack Saddle
Portable Ram

Saddlebags:

Blanket
Common Clothes (dark with hood)
Forgery Kit
Hempen Rope (50 ft.)
Manacles
Perfume (1 vial)
Playing Card Set
Soap
Shovel
Whetstone

morgan_

morgan_

sherrin_token.png.8dadd7f6618e1c30fef0dc268b79ae9b.pngSherrin — Human Rogue 2 

AC:
HP:
Speed:

15
17/17
40 ft.

Strength:
Dexterity:
Constitution:

12
16
14

(+1)
(+3)
(+2)

Intelligence:
Wisdom:
Charisma:

8
14
10

(-1)
(+2)
(+0)

Languages
Combat Proficiencies
Tool Proficiencies

Stepping out of the barn, Sherrin sees two Ghasts run screaming out of the shadows toward her and the others. In a panic, she draws her shortsword and rushes towards the closest one. When she gets close, an incredibly bad odor washes over her. 'Was this what Sarah was yelling about?' she wonders. But she'd smelled worse things. She stabs at the monster with her shortsword; she feels it make contact. Without waiting to let the creature strike back, she hastily retreats, running up the side of the barn using her magic slippers. She doesn't stop until she reaches the roof.

OOC

Action: Shortsword attack on Gala the Ghast
Bonus Action: Dash
Movement: 15 ft. towards Gala the Ghast; 10 ft. towards the barn; 30 ft. to the roof

Con Save 19

Shortsword Attack 21

Shortsword Damage: 4 piercing damage to Gala the Ghast


Actions

 

Action:

 

Bonus Action:

 

Movement:

 

Item Interaction:

 

Stat Block

[b][url=/sheets/?id=2876702]Sherrin[/url][/b] [i]Human (Variant) Rogue 2 CN[/i] [b]AC[/b] 15 [b]HP[/b] 17 [b]Speed[/b] 40ft [b]Str[/b] 12 (1) [b]Dex[/b] 16 (3) [b]Con[/b] 14 (2) [b]Wis[/b] 14 (2) [b]Int[/b] 8 (-1) [b]Cha[/b] 10 (0) [b]Attacks[/b] [b]Shortsword (Pierce/5 ft.)[/b] +5 1d6+3 [b]Dagger (Pierce/5 ft./20 ft.(60 ft.))[/b] +5 1d4+3 [b]Dart (Pierce/20 ft.(60ft.))[/b] +5 1d4+3 [b][/b] [b][/b] Rogue Features: Sneak Attack: 1d6 -- PHB, pg. 96 Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack with a finesse or ranged weapon if you have advantage on the attack roll. You don’t need advantage on the attack roll if another enemy of the target is within 5 ft. of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll. Cunning Action: Starting at 2nd level, 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. Expertise -- Sleight of Hand, Perception Racial Traits: Feat: Mobile PHB, pg. 168 Your speed increases by 10 feet. When you use the Dash action, difficult terrain doesn't cost you extra movement on that turn. When you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not. Background: Criminal / Spy Feature: Criminal Contact You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you.
Sherrin
Human (Variant) Rogue 2 CN

AC 15 HP 17 Speed 40ft

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

Attacks
Shortsword (Pierce/5 ft.) +5 1d6+3
Dagger (Pierce/5 ft./20 ft.(60 ft.)) +5 1d4+3
Dart (Pierce/20 ft.(60ft.)) +5 1d4+3



Rogue Features:
Sneak Attack: 1d6 -- PHB, pg. 96
Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack with a finesse or ranged weapon if you have advantage on the attack roll. You don’t need advantage on the attack roll if another enemy of the target is within 5 ft. of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.
Cunning Action: Starting at 2nd level, 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.
Expertise -- Sleight of Hand, Perception

Racial Traits:
Feat: Mobile PHB, pg. 168
Your speed increases by 10 feet. When you use the Dash action, difficult terrain doesn't cost you extra movement on that turn. When you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.

Background:
Criminal / Spy
Feature: Criminal Contact
You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you.

Inventory

Gp: 14 Sp: 7 Cp: 9

Equipped:

Slippers of Spider Climbing
Traveler's Clothes
Crowbar
Dagger (2)
Dart (20)
Shortsword
Signal Whistle
Studded Leather Armor
Thieves' Tools

Backpack:

Acid (1 vial)
Ball Bearings (bag of 1000)
Bedroll
Bell
Caltrops (10 bags of 20)
Candle (5)
Chalk (10 pieces)
Grappling Hook
Hammer
Hooded Lantern
Mess Kit
Oil (7 flasks)
Piton (10)
Rations (10 days)
Sack
Scroll/Map Case
Silk Rope (50 ft.)
String (10 ft.)
Tinderbox
Waterskin

Mule:

Bit and Bridle
Feed* (20 days)
Pack Saddle
Portable Ram

Saddlebags:

Blanket
Common Clothes (dark with hood)
Forgery Kit
Hempen Rope (50 ft.)
Manacles
Perfume (1 vial)
Playing Card Set
Soap
Shovel
Whetstone

morgan_

morgan_

sherrin_token.png.8dadd7f6618e1c30fef0dc268b79ae9b.pngSherrin — Human Rogue 2 

AC:
HP:
Speed:

15
17/17
40 ft.

Strength:
Dexterity:
Constitution:

12
16
14

(+1)
(+3)
(+2)

Intelligence:
Wisdom:
Charisma:

8
14
10

(-1)
(+2)
(+0)

Languages
Combat Proficiencies
Tool Proficiencies

Stepping out of the barn, Sherrin sees two Ghasts run screaming out of the shadows toward her and the others. In a panic, she draws her shortsword and rushes towards the closest one. When she gets close, an incredibly bad odor washes over her. 'Was this what Sarah was yelling about?' she wonders. But she'd smelled worse things. She stabs at the monster with her shortsword; she feels it make contact. Without waiting to let the creature strike back, she hastily retreats, running up the side of the barn using her magic slippers. She doesn't stop until she reaches the roof.

OOC

Action: Shortsword attack on Gala the Ghast
Bonus Action: Dash
Movement: 15 ft. towards Gala the Ghast; 10 ft. towards the barn; 30 ft. to the roof

Con Save 19

Shortsword Attack 21

Shortsword Damage: 1 piercing damage


Actions

 

Action:

 

Bonus Action:

 

Movement:

 

Item Interaction:

 

Stat Block

[b][url=/sheets/?id=2876702]Sherrin[/url][/b] [i]Human (Variant) Rogue 2 CN[/i] [b]AC[/b] 15 [b]HP[/b] 17 [b]Speed[/b] 40ft [b]Str[/b] 12 (1) [b]Dex[/b] 16 (3) [b]Con[/b] 14 (2) [b]Wis[/b] 14 (2) [b]Int[/b] 8 (-1) [b]Cha[/b] 10 (0) [b]Attacks[/b] [b]Shortsword (Pierce/5 ft.)[/b] +5 1d6+3 [b]Dagger (Pierce/5 ft./20 ft.(60 ft.))[/b] +5 1d4+3 [b]Dart (Pierce/20 ft.(60ft.))[/b] +5 1d4+3 [b][/b] [b][/b] Rogue Features: Sneak Attack: 1d6 -- PHB, pg. 96 Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack with a finesse or ranged weapon if you have advantage on the attack roll. You don’t need advantage on the attack roll if another enemy of the target is within 5 ft. of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll. Cunning Action: Starting at 2nd level, 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. Expertise -- Sleight of Hand, Perception Racial Traits: Feat: Mobile PHB, pg. 168 Your speed increases by 10 feet. When you use the Dash action, difficult terrain doesn't cost you extra movement on that turn. When you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not. Background: Criminal / Spy Feature: Criminal Contact You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you.
Sherrin
Human (Variant) Rogue 2 CN

AC 15 HP 17 Speed 40ft

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

Attacks
Shortsword (Pierce/5 ft.) +5 1d6+3
Dagger (Pierce/5 ft./20 ft.(60 ft.)) +5 1d4+3
Dart (Pierce/20 ft.(60ft.)) +5 1d4+3



Rogue Features:
Sneak Attack: 1d6 -- PHB, pg. 96
Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack with a finesse or ranged weapon if you have advantage on the attack roll. You don’t need advantage on the attack roll if another enemy of the target is within 5 ft. of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.
Cunning Action: Starting at 2nd level, 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.
Expertise -- Sleight of Hand, Perception

Racial Traits:
Feat: Mobile PHB, pg. 168
Your speed increases by 10 feet. When you use the Dash action, difficult terrain doesn't cost you extra movement on that turn. When you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.

Background:
Criminal / Spy
Feature: Criminal Contact
You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you.

Inventory

Gp: 14 Sp: 7 Cp: 9

Equipped:

Slippers of Spider Climbing
Traveler's Clothes
Crowbar
Dagger (2)
Dart (20)
Shortsword
Signal Whistle
Studded Leather Armor
Thieves' Tools

Backpack:

Acid (1 vial)
Ball Bearings (bag of 1000)
Bedroll
Bell
Caltrops (10 bags of 20)
Candle (5)
Chalk (10 pieces)
Grappling Hook
Hammer
Hooded Lantern
Mess Kit
Oil (7 flasks)
Piton (10)
Rations (10 days)
Sack
Scroll/Map Case
Silk Rope (50 ft.)
String (10 ft.)
Tinderbox
Waterskin

Mule:

Bit and Bridle
Feed* (20 days)
Pack Saddle
Portable Ram

Saddlebags:

Blanket
Common Clothes (dark with hood)
Forgery Kit
Hempen Rope (50 ft.)
Manacles
Perfume (1 vial)
Playing Card Set
Soap
Shovel
Whetstone

morgan_

morgan_

sherrin_token.png.8dadd7f6618e1c30fef0dc268b79ae9b.pngSherrin — Human Rogue 2 

AC:
HP:
Speed:

15
17/17
40 ft.

Strength:
Dexterity:
Constitution:

12
16
14

(+1)
(+3)
(+2)

Intelligence:
Wisdom:
Charisma:

8
14
10

(-1)
(+2)
(+0)

Languages
Combat Proficiencies
Tool Proficiencies

Stepping out of the barn, Sherrin sees two Ghasts run screaming out of the shadows toward her and the others. In a panic, she draws her shortsword and rushes towards the closest one. When she gets close, an incredibly bad odor washes over her. 'Was this what Sarah was yelling about?' she wonders. But she'd smelled worse things. She stabs at the monster with her shortsword; she feels it make contact. Without waiting to let the creature strike back, she hastily retreats, running up the side of the barn using her magic slippers. She doesn't stop until she reaches the roof.

OOC

Action: Shortsword attack on Gala the Ghast
Bonus Action: Dash
Movement: 15 ft. towards Gala the Ghast; 10 ft. towards the barn; 30 ft. to the roof

Con Save 19

Shortsword Attack 21

Shortsword Damage: 1 piercing damage


Actions

 

Action:

 

Bonus Action:

 

Movement:

 

Item Interaction:

 

Stat Block

[b][url=/sheets/?id=2876702]Sherrin[/url][/b] [i]Human (Variant) Rogue 2 CN[/i] [b]AC[/b] 15 [b]HP[/b] 17 [b]Speed[/b] 40ft [b]Str[/b] 12 (1) [b]Dex[/b] 16 (3) [b]Con[/b] 14 (2) [b]Wis[/b] 14 (2) [b]Int[/b] 8 (-1) [b]Cha[/b] 10 (0) [b]Attacks[/b] [b]Shortsword (Pierce/5 ft.)[/b] +5 1d6+3 [b]Dagger (Pierce/5 ft./20 ft.(60 ft.))[/b] +5 1d4+3 [b]Dart (Pierce/20 ft.(60ft.))[/b] +5 1d4+3 [b][/b] [b][/b] Rogue Features: Sneak Attack: 1d6 -- PHB, pg. 96 Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack with a finesse or ranged weapon if you have advantage on the attack roll. You don’t need advantage on the attack roll if another enemy of the target is within 5 ft. of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll. Cunning Action: Starting at 2nd level, 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. Expertise -- Sleight of Hand, Perception Racial Traits: Feat: Mobile PHB, pg. 168 Your speed increases by 10 feet. When you use the Dash action, difficult terrain doesn't cost you extra movement on that turn. When you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not. Background: Criminal / Spy Feature: Criminal Contact You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you.
Sherrin
Human (Variant) Rogue 2 CN

AC 15 HP 17 Speed 40ft

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

Attacks
Shortsword (Pierce/5 ft.) +5 1d6+3
Dagger (Pierce/5 ft./20 ft.(60 ft.)) +5 1d4+3
Dart (Pierce/20 ft.(60ft.)) +5 1d4+3



Rogue Features:
Sneak Attack: 1d6 -- PHB, pg. 96
Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack with a finesse or ranged weapon if you have advantage on the attack roll. You don’t need advantage on the attack roll if another enemy of the target is within 5 ft. of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.
Cunning Action: Starting at 2nd level, 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.
Expertise -- Sleight of Hand, Perception

Racial Traits:
Feat: Mobile PHB, pg. 168
Your speed increases by 10 feet. When you use the Dash action, difficult terrain doesn't cost you extra movement on that turn. When you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.

Background:
Criminal / Spy
Feature: Criminal Contact
You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you.

Inventory

Gp: 14 Sp: 7 Cp: 9

Equipped:

Slippers of Spider Climbing
Traveler's Clothes
Crowbar
Dagger (2)
Dart (20)
Shortsword
Signal Whistle
Studded Leather Armor
Thieves' Tools

Backpack:

Acid (1 vial)
Ball Bearings (bag of 1000)
Bedroll
Bell
Caltrops (10 bags of 20)
Candle (5)
Chalk (10 pieces)
Grappling Hook
Hammer
Hooded Lantern
Mess Kit
Oil (7 flasks)
Piton (10)
Rations (10 days)
Sack
Scroll/Map Case
Silk Rope (50 ft.)
String (10 ft.)
Tinderbox
Waterskin

Mule:

Bit and Bridle
Feed* (20 days)
Pack Saddle
Portable Ram

Saddlebags:

Blanket
Common Clothes (dark with hood)
Forgery Kit
Hempen Rope (50 ft.)
Manacles
Perfume (1 vial)
Playing Card Set
Soap
Shovel
Whetstone

morgan_

morgan_

Sherrin — Human Rogue 2 

AC:
HP:
Speed:

15
17/17
40 ft.

Strength:
Dexterity:
Constitution:

12
16
14

(+1)
(+3)
(+2)

Intelligence:
Wisdom:
Charisma:

8
14
10

(-1)
(+2)
(+0)

Languages
Combat Proficiencies
Tool Proficiencies

Stepping out of the barn, Sherrin sees two Ghasts run screaming out of the shadows toward her and the others. In a panic, she draws her shortsword and rushes towards the closest one. When she gets close, an incredibly bad odor washes over her. 'Was this what Sarah was yelling about?' she wonders. But she'd smelled worse things. She stabs at the monster with her shortsword; she feels it make contact. Without waiting to let the creature strike back, she hastily retreats, running up the side of the barn using her magic slippers. She doesn't stop until she reaches the roof.

OOC

Action: Shortsword attack on Gala the Ghast
Bonus Action: Dash
Movement: 15 ft. towards Gala the Ghast; 10 ft. towards the barn; 30 ft. to the roof

Con Save 19

Shortsword Attack 21

Shortsword Damage: 1 piercing damage


Actions

 

Action:

 

Bonus Action:

 

Movement:

 

Item Interaction:

 

Stat Block

[b][url=/sheets/?id=2876702]Sherrin[/url][/b] [i]Human (Variant) Rogue 2 CN[/i] [b]AC[/b] 15 [b]HP[/b] 17 [b]Speed[/b] 40ft [b]Str[/b] 12 (1) [b]Dex[/b] 16 (3) [b]Con[/b] 14 (2) [b]Wis[/b] 14 (2) [b]Int[/b] 8 (-1) [b]Cha[/b] 10 (0) [b]Attacks[/b] [b]Shortsword (Pierce/5 ft.)[/b] +5 1d6+3 [b]Dagger (Pierce/5 ft./20 ft.(60 ft.))[/b] +5 1d4+3 [b]Dart (Pierce/20 ft.(60ft.))[/b] +5 1d4+3 [b][/b] [b][/b] Rogue Features: Sneak Attack: 1d6 -- PHB, pg. 96 Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack with a finesse or ranged weapon if you have advantage on the attack roll. You don’t need advantage on the attack roll if another enemy of the target is within 5 ft. of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll. Cunning Action: Starting at 2nd level, 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. Expertise -- Sleight of Hand, Perception Racial Traits: Feat: Mobile PHB, pg. 168 Your speed increases by 10 feet. When you use the Dash action, difficult terrain doesn't cost you extra movement on that turn. When you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not. Background: Criminal / Spy Feature: Criminal Contact You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you.
Sherrin
Human (Variant) Rogue 2 CN

AC 15 HP 17 Speed 40ft

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

Attacks
Shortsword (Pierce/5 ft.) +5 1d6+3
Dagger (Pierce/5 ft./20 ft.(60 ft.)) +5 1d4+3
Dart (Pierce/20 ft.(60ft.)) +5 1d4+3



Rogue Features:
Sneak Attack: 1d6 -- PHB, pg. 96
Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack with a finesse or ranged weapon if you have advantage on the attack roll. You don’t need advantage on the attack roll if another enemy of the target is within 5 ft. of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.
Cunning Action: Starting at 2nd level, 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.
Expertise -- Sleight of Hand, Perception

Racial Traits:
Feat: Mobile PHB, pg. 168
Your speed increases by 10 feet. When you use the Dash action, difficult terrain doesn't cost you extra movement on that turn. When you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.

Background:
Criminal / Spy
Feature: Criminal Contact
You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you.

Inventory

Gp: 14 Sp: 7 Cp: 9

Equipped:

Slippers of Spider Climbing
Traveler's Clothes
Crowbar
Dagger (2)
Dart (20)
Shortsword
Signal Whistle
Studded Leather Armor
Thieves' Tools

Backpack:

Acid (1 vial)
Ball Bearings (bag of 1000)
Bedroll
Bell
Caltrops (10 bags of 20)
Candle (5)
Chalk (10 pieces)
Grappling Hook
Hammer
Hooded Lantern
Mess Kit
Oil (7 flasks)
Piton (10)
Rations (10 days)
Sack
Scroll/Map Case
Silk Rope (50 ft.)
String (10 ft.)
Tinderbox
Waterskin

Mule:

Bit and Bridle
Feed* (20 days)
Pack Saddle
Portable Ram

Saddlebags:

Blanket
Common Clothes (dark with hood)
Forgery Kit
Hempen Rope (50 ft.)
Manacles
Perfume (1 vial)
Playing Card Set
Soap
Shovel
Whetstone

morgan_

morgan_

sherrin_token.png.8dadd7f6618e1c30fef0dc268b79ae9b.pngSherrin — Human Rogue 2 

AC:
HP:
Speed:

15
17/17
40 ft.

Strength:
Dexterity:
Constitution:

12
16
14

(+1)
(+3)
(+2)

Intelligence:
Wisdom:
Charisma:

8
14
10

(-1)
(+2)
(+0)

Languages
Combat Proficiencies
Tool Proficiencies

Stepping out of the barn, Sherrin sees two Ghasts run screaming out of the shadows toward her and the others. In a panic, she draws her shortsword and rushes towards the closest one. When she gets close, an incredibly bad odor washes over her. 'Was this what Sarah was yelling about?' she wonders. But she'd smelled worse things. She stabs at the monster with her shortsword; she feels it make contact. Without waiting to let the creature strike back, she hastily retreats, running up the side of the barn using her magic slippers. She doesn't stop until she reaches the roof.

OOC

Action: Shortsword attack on Gala the Ghast
Bonus Action: Dash
Movement: 15 ft. towards Gala the Ghast; 10 ft. towards the barn; 30 ft. to the roof

Con Save 19

Shortsword Attack 21

Shortsword Damage:1d6+3


Actions

 

Action:

 

Bonus Action:

 

Movement:

 

Item Interaction:

 

Stat Block

[b][url=/sheets/?id=2876702]Sherrin[/url][/b] [i]Human (Variant) Rogue 2 CN[/i] [b]AC[/b] 15 [b]HP[/b] 17 [b]Speed[/b] 40ft [b]Str[/b] 12 (1) [b]Dex[/b] 16 (3) [b]Con[/b] 14 (2) [b]Wis[/b] 14 (2) [b]Int[/b] 8 (-1) [b]Cha[/b] 10 (0) [b]Attacks[/b] [b]Shortsword (Pierce/5 ft.)[/b] +5 1d6+3 [b]Dagger (Pierce/5 ft./20 ft.(60 ft.))[/b] +5 1d4+3 [b]Dart (Pierce/20 ft.(60ft.))[/b] +5 1d4+3 [b][/b] [b][/b] Rogue Features: Sneak Attack: 1d6 -- PHB, pg. 96 Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack with a finesse or ranged weapon if you have advantage on the attack roll. You don’t need advantage on the attack roll if another enemy of the target is within 5 ft. of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll. Cunning Action: Starting at 2nd level, 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. Expertise -- Sleight of Hand, Perception Racial Traits: Feat: Mobile PHB, pg. 168 Your speed increases by 10 feet. When you use the Dash action, difficult terrain doesn't cost you extra movement on that turn. When you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not. Background: Criminal / Spy Feature: Criminal Contact You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you.
Sherrin
Human (Variant) Rogue 2 CN

AC 15 HP 17 Speed 40ft

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

Attacks
Shortsword (Pierce/5 ft.) +5 1d6+3
Dagger (Pierce/5 ft./20 ft.(60 ft.)) +5 1d4+3
Dart (Pierce/20 ft.(60ft.)) +5 1d4+3



Rogue Features:
Sneak Attack: 1d6 -- PHB, pg. 96
Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack with a finesse or ranged weapon if you have advantage on the attack roll. You don’t need advantage on the attack roll if another enemy of the target is within 5 ft. of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.
Cunning Action: Starting at 2nd level, 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.
Expertise -- Sleight of Hand, Perception

Racial Traits:
Feat: Mobile PHB, pg. 168
Your speed increases by 10 feet. When you use the Dash action, difficult terrain doesn't cost you extra movement on that turn. When you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.

Background:
Criminal / Spy
Feature: Criminal Contact
You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you.

Inventory

Gp: 14 Sp: 7 Cp: 9

Equipped:

Slippers of Spider Climbing
Traveler's Clothes
Crowbar
Dagger (2)
Dart (20)
Shortsword
Signal Whistle
Studded Leather Armor
Thieves' Tools

Backpack:

Acid (1 vial)
Ball Bearings (bag of 1000)
Bedroll
Bell
Caltrops (10 bags of 20)
Candle (5)
Chalk (10 pieces)
Grappling Hook
Hammer
Hooded Lantern
Mess Kit
Oil (7 flasks)
Piton (10)
Rations (10 days)
Sack
Scroll/Map Case
Silk Rope (50 ft.)
String (10 ft.)
Tinderbox
Waterskin

Mule:

Bit and Bridle
Feed* (20 days)
Pack Saddle
Portable Ram

Saddlebags:

Blanket
Common Clothes (dark with hood)
Forgery Kit
Hempen Rope (50 ft.)
Manacles
Perfume (1 vial)
Playing Card Set
Soap
Shovel
Whetstone

morgan_

morgan_

sherrin_token.png.6e2c433d1ef85e747c8483af0cfbd733.pngSherrin — Human Rogue 2 

AC:
HP:
Speed:

15
17/17
40 ft.

Strength:
Dexterity:
Constitution:

12
16
14

(+1)
(+3)
(+2)

Intelligence:
Wisdom:
Charisma:

8
14
10

(-1)
(+2)
(+0)

Languages
Combat Proficiencies
Tool Proficiencies

Stepping out of the barn, Sherrin sees two Ghasts run screaming out of the shadows toward her and the others. In a panic, she draws her shortsword and rushes towards the closest one. When she gets close, an incredibly bad odor washes over her. 'Was this what Sarah was yelling about?' she wonders. But she'd smelled worse things. She stabs at the monster with her shortsword...

OOC

Action: Shortsword attack on Gala the Ghast
Bonus Action: Dash
Movement: 10 ft. towards Gala the Ghast; [rest tbd]

Con Save

Shortsword Attack:1d20+5


Actions

 

Action:

 

Bonus Action:

 

Movement:

 

Item Interaction:

 

Stat Block

[b][url=/sheets/?id=2876702]Sherrin[/url][/b] [i]Human (Variant) Rogue 2 CN[/i] [b]AC[/b] 15 [b]HP[/b] 17 [b]Speed[/b] 40ft [b]Str[/b] 12 (1) [b]Dex[/b] 16 (3) [b]Con[/b] 14 (2) [b]Wis[/b] 14 (2) [b]Int[/b] 8 (-1) [b]Cha[/b] 10 (0) [b]Attacks[/b] [b]Shortsword (Pierce/5 ft.)[/b] +5 1d6+3 [b]Dagger (Pierce/5 ft./20 ft.(60 ft.))[/b] +5 1d4+3 [b]Dart (Pierce/20 ft.(60ft.))[/b] +5 1d4+3 [b][/b] [b][/b] Rogue Features: Sneak Attack: 1d6 -- PHB, pg. 96 Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack with a finesse or ranged weapon if you have advantage on the attack roll. You don’t need advantage on the attack roll if another enemy of the target is within 5 ft. of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll. Cunning Action: Starting at 2nd level, 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. Expertise -- Sleight of Hand, Perception Racial Traits: Feat: Mobile PHB, pg. 168 Your speed increases by 10 feet. When you use the Dash action, difficult terrain doesn't cost you extra movement on that turn. When you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not. Background: Criminal / Spy Feature: Criminal Contact You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you.
Sherrin
Human (Variant) Rogue 2 CN

AC 15 HP 17 Speed 40ft

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

Attacks
Shortsword (Pierce/5 ft.) +5 1d6+3
Dagger (Pierce/5 ft./20 ft.(60 ft.)) +5 1d4+3
Dart (Pierce/20 ft.(60ft.)) +5 1d4+3



Rogue Features:
Sneak Attack: 1d6 -- PHB, pg. 96
Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack with a finesse or ranged weapon if you have advantage on the attack roll. You don’t need advantage on the attack roll if another enemy of the target is within 5 ft. of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.
Cunning Action: Starting at 2nd level, 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.
Expertise -- Sleight of Hand, Perception

Racial Traits:
Feat: Mobile PHB, pg. 168
Your speed increases by 10 feet. When you use the Dash action, difficult terrain doesn't cost you extra movement on that turn. When you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.

Background:
Criminal / Spy
Feature: Criminal Contact
You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you.

Inventory

Gp: 14 Sp: 7 Cp: 9

Equipped:

Slippers of Spider Climbing
Traveler's Clothes
Crowbar
Dagger (2)
Dart (20)
Shortsword
Signal Whistle
Studded Leather Armor
Thieves' Tools

Backpack:

Acid (1 vial)
Ball Bearings (bag of 1000)
Bedroll
Bell
Caltrops (10 bags of 20)
Candle (5)
Chalk (10 pieces)
Grappling Hook
Hammer
Hooded Lantern
Mess Kit
Oil (7 flasks)
Piton (10)
Rations (10 days)
Sack
Scroll/Map Case
Silk Rope (50 ft.)
String (10 ft.)
Tinderbox
Waterskin

Mule:

Bit and Bridle
Feed* (20 days)
Pack Saddle
Portable Ram

Saddlebags:

Blanket
Common Clothes (dark with hood)
Forgery Kit
Hempen Rope (50 ft.)
Manacles
Perfume (1 vial)
Playing Card Set
Soap
Shovel
Whetstone

morgan_

morgan_

sherrin_token.png.6e2c433d1ef85e747c8483af0cfbd733.pngSherrin — Human Rogue 2 

AC:
HP:
Speed:

15
17/17
40 ft.

Strength:
Dexterity:
Constitution:

12
16
14

(+1)
(+3)
(+2)

Intelligence:
Wisdom:
Charisma:

8
14
10

(-1)
(+2)
(+0)

Languages
Combat Proficiencies
Tool Proficiencies

Stepping out of the barn, Sherrin sees two Ghasts run screaming out of the shadows toward her and the others. In a panic, she draws her shortsword and rushes towards the closest one. When she gets close... [rolling CON save]

OOC

Action: Shortsword attack on Gala the Ghast
Bonus Action: Dash
Movement: 10 ft. towards Gala the Ghast; [rest tbd]

Con Save

[attack roll here]


Actions

 

Action:

 

Bonus Action:

 

Movement:

 

Item Interaction:

 

Stat Block

[b][url=/sheets/?id=2876702]Sherrin[/url][/b] [i]Human (Variant) Rogue 2 CN[/i] [b]AC[/b] 15 [b]HP[/b] 17 [b]Speed[/b] 40ft [b]Str[/b] 12 (1) [b]Dex[/b] 16 (3) [b]Con[/b] 14 (2) [b]Wis[/b] 14 (2) [b]Int[/b] 8 (-1) [b]Cha[/b] 10 (0) [b]Attacks[/b] [b]Shortsword (Pierce/5 ft.)[/b] +5 1d6+3 [b]Dagger (Pierce/5 ft./20 ft.(60 ft.))[/b] +5 1d4+3 [b]Dart (Pierce/20 ft.(60ft.))[/b] +5 1d4+3 [b][/b] [b][/b] Rogue Features: Sneak Attack: 1d6 -- PHB, pg. 96 Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack with a finesse or ranged weapon if you have advantage on the attack roll. You don’t need advantage on the attack roll if another enemy of the target is within 5 ft. of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll. Cunning Action: Starting at 2nd level, 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. Expertise -- Sleight of Hand, Perception Racial Traits: Feat: Mobile PHB, pg. 168 Your speed increases by 10 feet. When you use the Dash action, difficult terrain doesn't cost you extra movement on that turn. When you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not. Background: Criminal / Spy Feature: Criminal Contact You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you.
Sherrin
Human (Variant) Rogue 2 CN

AC 15 HP 17 Speed 40ft

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

Attacks
Shortsword (Pierce/5 ft.) +5 1d6+3
Dagger (Pierce/5 ft./20 ft.(60 ft.)) +5 1d4+3
Dart (Pierce/20 ft.(60ft.)) +5 1d4+3



Rogue Features:
Sneak Attack: 1d6 -- PHB, pg. 96
Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack with a finesse or ranged weapon if you have advantage on the attack roll. You don’t need advantage on the attack roll if another enemy of the target is within 5 ft. of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.
Cunning Action: Starting at 2nd level, 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.
Expertise -- Sleight of Hand, Perception

Racial Traits:
Feat: Mobile PHB, pg. 168
Your speed increases by 10 feet. When you use the Dash action, difficult terrain doesn't cost you extra movement on that turn. When you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.

Background:
Criminal / Spy
Feature: Criminal Contact
You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you.

Inventory

Gp: 14 Sp: 7 Cp: 9

Equipped:

Slippers of Spider Climbing
Traveler's Clothes
Crowbar
Dagger (2)
Dart (20)
Shortsword
Signal Whistle
Studded Leather Armor
Thieves' Tools

Backpack:

Acid (1 vial)
Ball Bearings (bag of 1000)
Bedroll
Bell
Caltrops (10 bags of 20)
Candle (5)
Chalk (10 pieces)
Grappling Hook
Hammer
Hooded Lantern
Mess Kit
Oil (7 flasks)
Piton (10)
Rations (10 days)
Sack
Scroll/Map Case
Silk Rope (50 ft.)
String (10 ft.)
Tinderbox
Waterskin

Mule:

Bit and Bridle
Feed* (20 days)
Pack Saddle
Portable Ram

Saddlebags:

Blanket
Common Clothes (dark with hood)
Forgery Kit
Hempen Rope (50 ft.)
Manacles
Perfume (1 vial)
Playing Card Set
Soap
Shovel
Whetstone

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