Veshra Sirdev

Season:
Race:
Duergar
Class:
Rogue 1
Background:
Wildspacer
Lifestyle:
None
Current Level:
1
Total GP:
1
Total Downtime:
0
Tag:
Faction:
None
Faction Rank:
Novice (rank 1)
Magic Item Count:
0
Magic Item Limit:
1

Log Entries

Date Played ▼ Adventure Title Session Levels GP Downtime Magic Items
2022-12-23 17:05 Character Creation 1 Show

Race: Duergar
Class: Rogue
Background: Wildspacer
Saving Throws: Dex, Int
Skill Profs: Perception, Sleight of Hand, Stealth, Athletics, Acrobatics, Survival

Ability Scores:
Str: 12
Dex: 16(+1)
Con: 16 (+1)
Int: 8
Wis: 14 (+1)
Cha: 8


Features:
Tough: Your hit point maximum increases by an amount equal to twice your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit points.

Wildspace Adaptation: You gain the Tough feat from the Player’s Handbook. In addition, you learned how to adapt to zero gravity. Being weightless doesn’t give you disadvantage on any of your melee attack rolls (see “Weightlessness”

Close Encounter: You had a harrowing encounter with one of Wildspace’s many terrors. You escaped with your life, but the encounter left you with a scar or two, or perhaps a recurring nightmare. Roll on the Close Encounter table to determine which creature nearly got the best of you. Creatures marked with an asterisk appear in Boo’s Astral Menagerie; the others are described in the Monster Manual.

Darkvision: You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.

Thieves' Cant: During 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.

Dwarven Resilience: You have advantage on saving throws you make to avoid or end the poisoned condition on yourself. You also have resistance to poison damage.


Proficiencies:
Tools: Thieves' Tools, Navigator's tools, Vehicles (space)
Languages: Common, Undercommon, Thieves Cant

Armor: Light Armor
Weapons: Simple weapons, Hand Crossbow, Shortsword, Longsword, Rapier


Starting Gear:
2x Shortsword (zweites Shortsword für 10gp gekauft)
Shortbow, Quill 20 Arrows
Leather armor
Thieves Tools
2x Dagger


Wildspacer:
A belaying pin (club),
a set of traveler's clothes,
a grappling hook,
and a pouch
(verkauft 50 feet of hempen rope 1gp = 5sp)


Burglar's Pack
a 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
a waterskin
50 feet of hempen rope
(Bell verkauft 1gp = 5sp)

Date Played ▼ Adventure Title Tier Session ACP TCP Downtime Renown
2022-12-23 17:05 Character Creation Show

Race: Duergar
Class: Rogue
Background: Wildspacer
Saving Throws: Dex, Int
Skill Profs: Perception, Sleight of Hand, Stealth, Athletics, Acrobatics, Survival

Ability Scores:
Str: 12
Dex: 16(+1)
Con: 16 (+1)
Int: 8
Wis: 14 (+1)
Cha: 8


Features:
Tough: Your hit point maximum increases by an amount equal to twice your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit points.

Wildspace Adaptation: You gain the Tough feat from the Player’s Handbook. In addition, you learned how to adapt to zero gravity. Being weightless doesn’t give you disadvantage on any of your melee attack rolls (see “Weightlessness”

Close Encounter: You had a harrowing encounter with one of Wildspace’s many terrors. You escaped with your life, but the encounter left you with a scar or two, or perhaps a recurring nightmare. Roll on the Close Encounter table to determine which creature nearly got the best of you. Creatures marked with an asterisk appear in Boo’s Astral Menagerie; the others are described in the Monster Manual.

Darkvision: You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.

Thieves' Cant: During 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.

Dwarven Resilience: You have advantage on saving throws you make to avoid or end the poisoned condition on yourself. You also have resistance to poison damage.


Proficiencies:
Tools: Thieves' Tools, Navigator's tools, Vehicles (space)
Languages: Common, Undercommon, Thieves Cant

Armor: Light Armor
Weapons: Simple weapons, Hand Crossbow, Shortsword, Longsword, Rapier


Starting Gear:
2x Shortsword (zweites Shortsword für 10gp gekauft)
Shortbow, Quill 20 Arrows
Leather armor
Thieves Tools
2x Dagger


Wildspacer:
A belaying pin (club),
a set of traveler's clothes,
a grappling hook,
and a pouch
(verkauft 50 feet of hempen rope 1gp = 5sp)


Burglar's Pack
a 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
a waterskin
50 feet of hempen rope
(Bell verkauft 1gp = 5sp)

Date Played ▼ Adventure Title Session XP GP Downtime Renown Magic Items
2022-12-23 17:05 Character Creation 1 Show

Race: Duergar
Class: Rogue
Background: Wildspacer
Saving Throws: Dex, Int
Skill Profs: Perception, Sleight of Hand, Stealth, Athletics, Acrobatics, Survival

Ability Scores:
Str: 12
Dex: 16(+1)
Con: 16 (+1)
Int: 8
Wis: 14 (+1)
Cha: 8


Features:
Tough: Your hit point maximum increases by an amount equal to twice your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit points.

Wildspace Adaptation: You gain the Tough feat from the Player’s Handbook. In addition, you learned how to adapt to zero gravity. Being weightless doesn’t give you disadvantage on any of your melee attack rolls (see “Weightlessness”

Close Encounter: You had a harrowing encounter with one of Wildspace’s many terrors. You escaped with your life, but the encounter left you with a scar or two, or perhaps a recurring nightmare. Roll on the Close Encounter table to determine which creature nearly got the best of you. Creatures marked with an asterisk appear in Boo’s Astral Menagerie; the others are described in the Monster Manual.

Darkvision: You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.

Thieves' Cant: During 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.

Dwarven Resilience: You have advantage on saving throws you make to avoid or end the poisoned condition on yourself. You also have resistance to poison damage.


Proficiencies:
Tools: Thieves' Tools, Navigator's tools, Vehicles (space)
Languages: Common, Undercommon, Thieves Cant

Armor: Light Armor
Weapons: Simple weapons, Hand Crossbow, Shortsword, Longsword, Rapier


Starting Gear:
2x Shortsword (zweites Shortsword für 10gp gekauft)
Shortbow, Quill 20 Arrows
Leather armor
Thieves Tools
2x Dagger


Wildspacer:
A belaying pin (club),
a set of traveler's clothes,
a grappling hook,
and a pouch
(verkauft 50 feet of hempen rope 1gp = 5sp)


Burglar's Pack
a 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
a waterskin
50 feet of hempen rope
(Bell verkauft 1gp = 5sp)