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Char Generation
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Date Played
2023-04-20 16:28:00 UTC
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0
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15
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# Variant Human Racial Traits: Feat (Observant) Origin Languages (Replaces Languages): Common, Elvish Ability Score Increase (Two different ability scores of your choice increase by 1.): Dexterity Score, Wisdom Score Origin Proficiencies (Replaces Skills): You can replace all the proficiencies granted by the Skills trait to another proficiency of your choice. Chosen: Perception # Character Level: 1 Milestone Advancement Max Hit Points:9 + 2 (tough) Hit Dice:1d8 # Starting Class: Rogue Rogue Proficiencies Armor: Light armor Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords Tools: Thieves’ tools Saving Throws: Dexterity, Intelligence Skills: Acrobatics, Investigation, Stealth, Sleight of Hand Expertise: Perception, Thieves' Tools Sneak Attack: Beginning at 1st level, you know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 1d6 damage to one creature you 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. The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table. Thieves’ Cant (1st level): 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. # Ability Scores Ability Scores (Point Buy POINTS REMAINING: 0/27) STRENGTH: 8 | TOTAL: 8 DEXTERITY: 15 | TOTAL: 16 CONSTITUTION: 10 | TOTAL: 10 INTELLIGENCE: 10 | TOTAL: 10 WISDOM: 14 | TOTAL: 16 (Origin Race +1; Observant +1) CHARISMA; 14 | TOTAL: 14 Ability Score Increase (Variant Human) 2 Choices: Dexterity Score, Wisdom Score Origin Languages (Variant Human) 2 Choices: Common, Elvish # Background: Spy You are an experienced criminal with a history of breaking the law. You have spent a lot of time among other criminals and still have contacts within the criminal underworld. You’re far closer than most people to the world of murder, theft, and violence that pervades the underbelly of civilization, and you have survived up to this point by flouting the rules and regulations of society. Skill Proficiencies:Deception, Persuasion Tool Proficiencies: Dragonchess Set, Forgery Kit Criminal Contact (Background Feature): 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. # Characteristics Alignment: Chaotic Good Faith Lifestyle: Aristocratic (10GP minimum) # Physical Characteristics Hair: Black Skin: fair Eyes: Dark Emerald Height: 1,70 Weight (lbs): 65 Age (Years): 20 Gender: Female # Personal Characteristics Traits: I always have a plan for what to do when things go wrong. | I am always calm, no matter what the situation. I never raise my voice or let my emotions control me. IDEALS: Charity. I steal from the wealthy so that I can help people in need. (Good) BONDS: Something important was taken from me, and I aim to steal it back. FLAWS: I have a “tell” that reveals when I’m lying.