Kaija Rintaala: Difference between revisions
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HP: 10/10<br/> | HP: 10/10<br/> | ||
AC: 14 | AC: 14<br/> | ||
Attacks: | Attacks: | ||
:Shortsword(+5,1d6+0) | :Shortsword(+5,1d6+0) | ||
:Dagger(+5,1d4+0) | :Dagger(+5,1d4+0) | ||
:Shortbow(+5,1d6+0) | :Shortbow(+5,1d6+0) | ||
=== Background === | === Background === |
Revision as of 08:24, 4 January 2015
TODO: Get physical description, possibly picture.
Character Info
Backstory
Trait: I am incredibly slow to trust. Those who seem the fairest have the most to hide.
Bond: I was trained as a spy and bodyguard. I failed, and most of the people I was charged to protect are dead - save one.
Ideal: I'm loyal to my friends, not to any ideals, and everyone else can rot in the dark for all I care.
Flaw: I let my need to win arguments overshadow friendships and harmony.
Character Connections
{Exhack Character}:
{Uncle Character}:
{Contact Character}:
{Spymaster Character}:
Game Statistics
All directly usable in-game statistics, background, inventory, experience, and game constructs.
Quick Reference
HP: 10/10
AC: 14
Attacks:
- Shortsword(+5,1d6+0)
- Dagger(+5,1d4+0)
- Shortbow(+5,1d6+0)
Background
Spy (Modification of Criminal)
Skill Proficiencies: Deception, Insight
Tool Proficiencies: Forgery Kit, Thieves' Tools
Equipment: A set of traveler's cloths, a forgery kit, a set of false documents, a belt pouch containing 15 gp.
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.
Vital Stats
Hit Points: 10
Proficiency Bonus: +2
Bonus applies to:
- Saves: Dex, Int
- Tools: Thieves' Tools, Forgery Kit, Disguise Kit
- Skills: Deception, Insight, Investigation, Perception*, Sleight of Hand*, Stealth
- Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords
Ability | Base | Modifier |
Strength | 10 | +0 |
Dexterity | 16 | +3 |
Constitution | 14 | +2 |
Intelligence | 14 | +2 |
Wisdom | 14 | +2 |
Charisma | 11 | +1 |
Race: Human
Alignment: Neutral Good.
Languages: Common?, Other Language?
Experience: 0/300
Abilities
Sneak Attack: One per turn, deal an extra 1d6 damage on any target you have advantage on (or there is is another active enemy of the target within 5 feet of the target, and you don't have disadvantage), provided the weapon is a finesse or ranged weapon.
Expertise: Double proficiency bonus on - Perception, Sleight of Hand (marked with * in proficiency list above).
Thieves' Cant: You understand Thieves' Cant, a secret language worked into regular conversations and set of symbols used by criminals to convey short messages without being detected (ie, such as marking territory, or advertising illegal services).
Current Inventory
A set of traveler's cloths, a forgery kit, a set of false documents, a belt pouch containing 15 gp, shortsword, shortbow + 20 arrows, burgler's pack (backpack, a bag of 1,000 ball bearings, 10 feet of string, a bell, 5 candles, a crowbar, a hammer, 10 pitons, a hooded lantern, 2 flasks of oil, 5 days rations, a tinderbox, and a waterskin, 50 feet of hempen rope), leather armor, two daggers, thieves' tools
TODO: Explode kit contents and organize; possibly trade out or dispose of some bp items.