Post by Maddt Spladdt on Sept 17, 2018 1:21:40 GMT -5
Kizthe Haldirheim ("KEEZ-ta")
Hill Dwarf (Criminal)
Scout Rogue 4 / Gloom Stalker Ranger 5
4'4", 132 lbs; Black hair, black eyes, reddish skin
Paranoid and cautious by nature, but easily driven to desperate actions, Kizthe could have been a very successful criminal in a different life. The Red Lords gave her a reason to care about more than that. In the presence of her subjugators she's obsequious and unassuming, but she'll do just about anything to bring them to ruin and free her people.
+0 Str 10
+4 Dex 18
+3 Con 16
+3 Int 16
+3 Wis 16
+2 Cha 14
HP 89 (HD 4d8 + 5d10)
AC 15
Initiative +7 (Dread Ambusher)
Speed 25
Passive Perception 26 (Expertise, Observant)
Passive Investigation 18 (Observant)
Darkvision 90' (Umbral Sight)
Proficiency +4
Skills:
Acrobatics +4
Animal Handling +3
Arcana +3
Athletics +4 (P; +9 Climbing/Swimming with Gloves)
Deception +6 (P)
History +3 (+11 with Stonecunning)
Insight +11 (P + Expertise)
Intimidation +2
Investigation +3
Medicine +3
Nature +11 (P + Survivalist)
Perception +11 (P + Expertise)
Performance +2
Persuasion +6 (P)
Religion +3
Sleight of Hand +8 (P)
Stealth +8 (P)
Survival +11 (P + Survivalist)
Saving Throws:
Str +0
Dex +8 (P)
Con +3
Int +7 (P)
Wis +3
Cha +2
Other Proficiencies:
Simple & Martial Weapons
Light & Medium Armor, Shields
Thieves' Tools, Mason's Tools, Dice
Common, Dwarven, Draconic
Race & Background Features:
Dwarven Resilience
Stonecunning
Dwarven Toughness
Specialty: Smuggling
Criminal Contact
Class Features:
Expertise (Insight, Perception)
Sneak Attack +2d6
Thieves' Cant
Cunning Action
Skirmisher
Survivalist
Favored Enemy (Beasts)
Natural Explorer (Underdark)
Fighting Style: Archery
Spellcasting (Wis)
Gloom Stalker Magic
Dread Ambusher
Umbral Sight
Extra Attack
Feats:
Athlete (+1 Dex)
Observant (+1 Int)
Equipment:
Leather Armor, Dark Hooded Clothing
Sling (+10/1d4+4; 30/120)
Dagger x2 (+8/1d4+4; 20/60)
Pickaxe (+4/1d6)
Gloves of Swimming & Climbing
Immovable Rod
Thieves' Tools & Crowbar
Grapple & 50' Hempen Rope
Hammer & Pitons
Tinderbox & Torches
Rations & Waterskin
Spells Known (4/2; Save DC 15)
1st Level:
Disguise Self (Gloom Stalker)
Goodberry
Hunter's Mark
2nd Level:
Locate Object
Pass Without Trace
Rope Trick (Gloom Stalker)
Hill Dwarf (Criminal)
Scout Rogue 4 / Gloom Stalker Ranger 5
4'4", 132 lbs; Black hair, black eyes, reddish skin
Paranoid and cautious by nature, but easily driven to desperate actions, Kizthe could have been a very successful criminal in a different life. The Red Lords gave her a reason to care about more than that. In the presence of her subjugators she's obsequious and unassuming, but she'll do just about anything to bring them to ruin and free her people.
+0 Str 10
+4 Dex 18
+3 Con 16
+3 Int 16
+3 Wis 16
+2 Cha 14
HP 89 (HD 4d8 + 5d10)
AC 15
Initiative +7 (Dread Ambusher)
Speed 25
Passive Perception 26 (Expertise, Observant)
Passive Investigation 18 (Observant)
Darkvision 90' (Umbral Sight)
Proficiency +4
Skills:
Acrobatics +4
Animal Handling +3
Arcana +3
Athletics +4 (P; +9 Climbing/Swimming with Gloves)
Deception +6 (P)
History +3 (+11 with Stonecunning)
Insight +11 (P + Expertise)
Intimidation +2
Investigation +3
Medicine +3
Nature +11 (P + Survivalist)
Perception +11 (P + Expertise)
Performance +2
Persuasion +6 (P)
Religion +3
Sleight of Hand +8 (P)
Stealth +8 (P)
Survival +11 (P + Survivalist)
Saving Throws:
Str +0
Dex +8 (P)
Con +3
Int +7 (P)
Wis +3
Cha +2
Other Proficiencies:
Simple & Martial Weapons
Light & Medium Armor, Shields
Thieves' Tools, Mason's Tools, Dice
Common, Dwarven, Draconic
Race & Background Features:
Dwarven Resilience
Stonecunning
Dwarven Toughness
Specialty: Smuggling
Criminal Contact
Class Features:
Expertise (Insight, Perception)
Sneak Attack +2d6
Thieves' Cant
Cunning Action
Skirmisher
Survivalist
Favored Enemy (Beasts)
Natural Explorer (Underdark)
Fighting Style: Archery
Spellcasting (Wis)
Gloom Stalker Magic
Dread Ambusher
Umbral Sight
Extra Attack
Feats:
Athlete (+1 Dex)
Observant (+1 Int)
Equipment:
Leather Armor, Dark Hooded Clothing
Sling (+10/1d4+4; 30/120)
Dagger x2 (+8/1d4+4; 20/60)
Pickaxe (+4/1d6)
Gloves of Swimming & Climbing
Immovable Rod
Thieves' Tools & Crowbar
Grapple & 50' Hempen Rope
Hammer & Pitons
Tinderbox & Torches
Rations & Waterskin
Spells Known (4/2; Save DC 15)
1st Level:
Disguise Self (Gloom Stalker)
Goodberry
Hunter's Mark
2nd Level:
Locate Object
Pass Without Trace
Rope Trick (Gloom Stalker)