Slar of Chumash

Revision as of 14:41, 2 January 2020 by Maintenance script (talk | contribs) (Imported from text file)
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)

Slar of Chumash

Class: __Rogue 1__ Race: __Kobold__ Background: __Criminal__ Gender: __Male__

Alignment: __Chaotic Neutral__

STR: __10 (+0)__ DEX: __17 (+3)__ CON: __13 (+1)__ INT: __12 (+1)__ WIS: __9 (-1)__ CHA: __12 (+1)__

ARMOR CLASS: __14 (Leather armor)__
Initiative: __+3__\\ Speed: __30ft.__\\ Proficiency Bonus: __+2__\\

Hit Points: __9__

Weapon and Unarmed Attacks

Basic Attack. One target per Attack action.

Rapier. Melee Weapon Attack: +5 to hit, reach 5 ft. Hit: 1d8+3 piercing damage.

Shortbow. Ranged Weapon Attack: +5 to hit. Hit: 1d6+3 piercing damage. (Normal range to 80 ft.; disadvantage long range 81 to 320 ft. Must be used two-handed.)

Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. 1d4+3 piercing damage. (If thrown, normal range to 20 ft.; disadvantage long range 21 to 60 ft.)\\

Special Attacks

Sneak Attack: Once per turn, you can deal an extra damage to one creature 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.

Saving Throws:\\

+0 Strength Saves
+5 Dexterity Saves *\\ +1 Constitution Saves
+3 Intelligence Saves *\\ -1 Wisdom Saves
+1 Charisma Saves\\

Skills:

+5 Acrobatics (Dex) *\\ -1 Animal Handling (Wis)\\ +1 Arcana (Int)\\ +2 Athletics (Str) *\\ +3 Deception (Cha) *\\ +1 History (Int)\\ -1 Insight (Wis)\\ +1 Intimidation (Cha)\\ +1 Investigation (Int)\\ -1 Medicine (Wis)\\ +1 Nature (Int)\\ +1 Perception (Wis) *\\ +1 Performance (Cha)\\ +1 Persuasion (Cha)\\ +1 Religion (Int)\\ +7 Sleight of Hand (Dex, expertise)
+7 Stealth (Dex, expertise)\\ -1 Survival (Wis)\\

Kobold Traits

Age: 16-years-old\\ Small Size: 3' 2", 39 lbs.\\ Darkvision: 60 feet\\ Grovel, Cower And Beg: Once betw. short rests, distract enemies to grant adv. on attacks to your allies within 10 feet of you\\ Pack Tactics: Gain adv. on attacks if one non-incapacitated ally is within 5 feet of target\\ Sunlight Sensitivity: Suffer disadvantage on Wisdom [Perception] checks if you or target of attack is in direct sunlight\\

Class Features

Expertise (double proficiency)\\ Sneak Attack (+1d6)\\ Thieves' Cant (slang speak in code)\\


Background Features

• Criminal Contact

Proficiencies and Languages:

Armor: light armor\\ Weapons: simple weapons, hand crossbow, longsword, rapier, shortsword\\ Tools: gambling dice, thieves tools\\ Saving Throws: Dexterity, Intelligence\\ Skills: Acrobatics, Athletics, Deception, Perception, Sleight of Hand, Stealth\\ Languages: Common Tongue, Thieves' Cant, Kobold\\

Equipment and Treasure:

Carried Gear: leather armor (AC 11), rapier, two (2) daggers, shortbow and 20 arrows, belt pouch, crowbar, set of dark common clothes including a hood, thieves tools \\ Lifting and Carrying: 90 lbs. max. carrying capacity; 180 lbs. pushing or dragging (speed -5 ft.); 180 lbs. max. lift.\\ Coins & Gems: 11 gold pieces (gp)\\

BACKSTORY: Slar's earliest memory is of waking up in a filthy basket with 10 squalling brothers and sisters, all fighting each other for the scraps of food his mother, an imperious beggar who took her anger about her harsh life out on her children, was dangling over them. Slar was one of the stronger fighters, and got a good share of the food, so he left his mother and siblings as soon as he was fast enough to escape into the narrow, dirty streets of Chumash, at the age of 6.

Slar spent the next 10 years scrabbling for a living on those mean streets, scavenging, stealing, fighting, and killing, learning something of the ways of the thief and the assassin in the process. Several recent close calls with death at the hands of his enemies and rivals have convinced Slar that he should finally get out of the city and find something better. Maybe stow away on a merchant ship heading north, where he's heard that the stealing is easy.

A savvy, street-smart survivor, puts himself first in all things, but lacks cruelty and works well in groups when that benefits him. His scales are dark red and his eyes green. He wears black leather armor and a black hooded cloak.

Quote: "Those who travel in dark places have a way of meeting pointy objects."