Underleaf Posted September 11, 2022 Clone Share Posted September 11, 2022 Bonny Finbrae Proud Pirate Gender: Female Race: Human Alignment: Chaotic Neutral Class: Rogue 3/Fighter 1 Background: Pirate (Sailor alternate) Passive Perception: 16 Passive Investigation: 10 Passive Insight: 14 Hit Points: 28 Hit Dice: 3d8/1d10 AC: 14 Initiative: +5 Size: Medium Speed: 30 feet "Being a pirate is amazing! Of course you want to be one, who wouldn't want to be?!" ABILITIES & SKILLS Proficiency Bonus: +2 STR DEX CON INT WIS CHA 10 (+0) 14 (+2) 12 (+1) 8 (-1) 14 (+2) 16 (+3) Save +0 Save +4 Save +1 Save +1 Save +2 Save +3 Athletics +2 Acrobatics +4 Sleight of Hand +2 Stealth +6 Arcana +0 History +0 Investigation +0 Nature +0 Religion +0 Animal Handling +2 Insight +4 Medicine +2 Perception +6* Survival +2 Deception +3 Intimidation +5 Performance +3 Persuasion +5 Bold denotes proficiency / * denotes expertise PROFICIENCIES & ABILITIES PROFICIENCIES LANGUAGES CLASS ABILITIES RACIAL TRAITS FEATS Navigator's Tools Thieves' Tools* Vehicles (water) Light Armor Medium Armor Shields Simple Weapons Martial Weapons Common Dwarven Fighter Class Abilities Fighting StyleYou adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again. Two-Weapon Fighting When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. Second WindYou have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again. Rogue Class Abilities ExpertiseAt 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. (Thieves' Tools & Perception) At 6th level, you can choose two more of your proficiencies (in skills or with thieves’ tools) to gain this benefit. Sneak Attack (2d6)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' CantDuring 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. Cunning ActionStarting 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. Roguish Archetype: SwashbucklerYou focus your training on the art of the blade, relying on speed, elegance, and charm in equal parts. While some warriors are brutes clad in heavy armor, your method of fighting looks almost like a performance. Duelists and pirates typically belong to this archetype. A Swashbuckler excels in single combat, and can fight with two weapons while safely darting away from an opponent. Fancy FootworkWhen you choose this archetype at 3rd level, you learn how to land a strike and then slip away without reprisal. During your turn, if you make a melee attack against a creature, that creature can’t make opportunity attacks against you for the rest of your turn. Rakish AudacityStarting at 3rd level, your confidence propels you into battle. You can give yourself a bonus to your initiative rolls equal to your Charisma modifier. You also gain an additional way to use your Sneak Attack; you don’t need advantage on the attack roll to use your Sneak Attack against a creature if you are within 5 feet of it, no other creatures are within 5 feet of you, and you don’t have disadvantage on the attack roll. All the other rules for Sneak Attack still apply to you. Ability Score IncreaseTwo different ability scores of your choice increase by 1. (Charisma & Dexterity) SkillsYou gain proficiency in one skill of your choice. (Acrobatics) FeatYou gain one feat of your choice. (TBD) Dual WielderYou master fighting with two weapons, gaining the following benefits: •You gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand. •You can use two-weapon fighting even when the one-handed melee weapons you are wielding aren't light. •You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one. ATTACKS WEAPON TO HIT DAMAGE PROPERTIES / (RANGE) Rapier +4 1d8+2 Piercing Finesse Dagger (2) +4 1d4+2 Piercing Finesse, Light, Thrown (20/60) Shortbow +4 1d6+2 Piercing Ammunition, Heavy, Two-Handed (80/320) EVERYTHING BELOW IS STILL IN WIP MONEY Copper: 0 Silver: 1 Gold: 203 Obsidian: 100 Platinum: 0 (304 Coins * .02 lbs. = 6.08 lbs. Total Weight) ENCUMBRANCE Weight: 54.08 lbs. / 150 lbs. max. (15 x STR Score) Status: Unencumbered Penalty: None EQUIPMENT READIED Equipped Items: (18 lbs.) Equipped items can be retrieved with a manipulate item interaction. ARMOR (4 lbs.) WEAPONS (5 lbs.) READIED ITEMS (9 lbs.) Traveler's Clothes (2gp) - 4 lbs. +1 Elven Warblade [rapier] (uncommon) - 2 lbs. Dagger - 1 lb. Longbow (50gp) - 2 lbs. Spell Component Pouch - 2 lbs. +1 Arcane Grimoire [Elven Spell Cube] (uncommon) - 3 lbs. Quiver of arrows (1gp) 1 lb. Healer's Kit (5gp) - 3 lbs. Find Familiar Spell Components (50gp) Pearl (100gp) Slither Spell Component (50gp) Black Opal with crest (125gp) EQUIPMENT STORED Stored Items: (27 lbs.) Stored items can be retrieved with an action. IN BACKPACK (11 lbs.) STRAPPED TO BACKPACK (16 lbs.) AT HOME (-- lbs.) Backpack - 5 lbs. Mess Kit - 1 lbs. Spellbook - 3 lbs (10) Sheets of Parchment (2) Scroll Cases - 2 lbs. Bottle of Ink Ink Pen Vial of Perfume Waterskin - 5 lbs. Silk Rope & Grappling Hook - 9 lbs. Bedroll & Blanket - 10 lbs. Lute - 2 lbs. Viol - 1 lbs. Bagpipes - 6 lbs. Find Familiar Spell Components (50gp) Chest - 25 lbs. A Set of Fine Clothes - 6 lbs. Lamp - 1 lbs. (2) Flask of Oil - 2 lbs. (5) Sheets of Paper Sealing Wax Soap MAGIC ITEMS Magic Items: (3 lbs.) NON-ATTUNED (0.0 lbs) ATTUNED 2/3 (3 lbs.) Stone of Good Luck (Luckstone)Wondrous Item, uncommon (requires attunement) While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws. Rhythm Maker's Drum +1Wondrous item, uncommon (requires attunement by a bard) While holding this drum, you gain a bonus to spell attack rolls and to the saving throw DCs of your bard spells. The bonus is determined by the drum's rarity. As an action, you can play the drum to regain one use of your Bardic Inspiration feature. This property of the drum can't be used again until the next dawn. - 3lbs. CHARACTER OVERVIEW Appearance Age: 22 Height: 5' 7" Weight: 126 lbs. Hair: Blonde Eyes: Sea Green Complexion: Sun-kissed ... BACKGROUND Pirate (Sailor alternate) Personality Traits: something Ideals: something Bonds: something Flaws: something Background Feature: something Backstory ... 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