Post by hatguy on Mar 5, 2015 0:49:46 GMT -5
My character can be found here.
Lincoln, Halfling Rogue
Exp: 61
Speed: 25 feet
Alignment: Lawful Neutral (Member of a thieves guild. Follows guidelines of the guild seriously)
Max HP: 10
Armor Class: 14 (11 leather + 3 DEX)
Equipment:
Shortsword, shortbow, 20 arrows, leather armor, thieves’ tools, backpack, bell, 5 candles, crowbar, hammer, 10 pitons, 15 gp, 16 sp, 50 feet of hempen rope, hooded lantern, 2 flasks of oil, 5 days rations, tinderbox, waterskin, crowbar, set of dark common clothes including a hood, pouch
Proficiencies. Light armor, simple weapons, hand crossbows, longswords, rapiers, short swords, thieves’ tools, playing cards, carpenter’s tools
Languages. Common, Halfling, Thieves' Cant
Expertise. When you make a Dexterity (Stealth) check or a Dexterity (Acrobatics) check, your proficiency bonus is doubled. This benefit is included in your skill bonus.
Attacks:
Personality
Personality Traits : I always have a plan for what to do when things go wrong.
Ideal: Honor: I don't steal from others in the trade.
Bond: I'm trying to pay of an old debt to a benefactor.
Flaw: Someone is in prison for a crime I committed. I'm okay with that.
Background Feature: Lincoln was an orphan who was brought into a local thieves guild.
He holds the values of the guild very highly.
Abilities and descriptions:
Sneak Attack: Once per turn, when you hit a creature with a Dexterity-based attack and you have advantage on the attack roll, you can deal an extra 1d6 damage to your target. You don’t need advantage if another enemy of the target is within 5 feet of it and isn’t incapacitated. You can’t deal the extra damage, however, if you have disadvantage on the attack roll.
Thieves’ Cant: You know thieves’ cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. You also understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous, 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.
Lucky: When you roll a natural 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.
Brave: You have advantage on saving throws against being frightened.
Halfling Nimbleness: You can move through the space of any creature that is of a size larger than yours.
Naturally Stealthy. You can attempt to hide when you are obscured by a creature that is at least one size larger than you.
Criminal Contact. You have a 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; you know the local messengers, corrupt caravan masters, and seedy sailors who can carry messages for you. You can move secret information or stolen goods through your contact in exchange for money or other information you seek.
Fair Gamer: You have proficiency in Dice.
Lincoln, Halfling Rogue
Exp: 61
STR | 8 | (-1) |
DEX | 17 | (+3) |
CON | 14 | (+2) |
INT | 10 | (+0) |
WIS | 14 | (+2) |
CHA | 11 | (+0) |
Speed: 25 feet
Alignment: Lawful Neutral (Member of a thieves guild. Follows guidelines of the guild seriously)
Max HP: 10
Armor Class: 14 (11 leather + 3 DEX)
Equipment:
Shortsword, shortbow, 20 arrows, leather armor, thieves’ tools, backpack, bell, 5 candles, crowbar, hammer, 10 pitons, 15 gp, 16 sp, 50 feet of hempen rope, hooded lantern, 2 flasks of oil, 5 days rations, tinderbox, waterskin, crowbar, set of dark common clothes including a hood, pouch
Proficiencies. Light armor, simple weapons, hand crossbows, longswords, rapiers, short swords, thieves’ tools, playing cards, carpenter’s tools
Languages. Common, Halfling, Thieves' Cant
Expertise. When you make a Dexterity (Stealth) check or a Dexterity (Acrobatics) check, your proficiency bonus is doubled. This benefit is included in your skill bonus.
Attacks:
Shortsword | +5 (+2 proficiency, +3 Dex) | 1d6 + 3 piercing | 5 ft |
Shortbow | +5 (+2 proficiency, +3 Dex) | 1d6 + 3 piercing | 80/360 ft |
Dagger | +5 (+2 proficiency, +3 Dex) | 1d4 + 3 piercing | 5 ft or 20/60 ft |
Personality
Personality Traits : I always have a plan for what to do when things go wrong.
Ideal: Honor: I don't steal from others in the trade.
Bond: I'm trying to pay of an old debt to a benefactor.
Flaw: Someone is in prison for a crime I committed. I'm okay with that.
Background Feature: Lincoln was an orphan who was brought into a local thieves guild.
He holds the values of the guild very highly.
Abilities and descriptions:
Sneak Attack: Once per turn, when you hit a creature with a Dexterity-based attack and you have advantage on the attack roll, you can deal an extra 1d6 damage to your target. You don’t need advantage if another enemy of the target is within 5 feet of it and isn’t incapacitated. You can’t deal the extra damage, however, if you have disadvantage on the attack roll.
Thieves’ Cant: You know thieves’ cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. You also understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous, 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.
Lucky: When you roll a natural 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.
Brave: You have advantage on saving throws against being frightened.
Halfling Nimbleness: You can move through the space of any creature that is of a size larger than yours.
Naturally Stealthy. You can attempt to hide when you are obscured by a creature that is at least one size larger than you.
Criminal Contact. You have a 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; you know the local messengers, corrupt caravan masters, and seedy sailors who can carry messages for you. You can move secret information or stolen goods through your contact in exchange for money or other information you seek.
Fair Gamer: You have proficiency in Dice.