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Rose Starlight

Varient Human Race
Dolten Skittering Origin
Rogue Theif 9 Class & Level
CN Alignment
Sekelcuse Deity
Factionless Faction
Rank/Position
Loyalty
Company

Strength 15
+2
Dexterity 18
+4
constitution 14
+2
intelligence 11
+0
wisdom 18
+4
charisma 12
+1
Total Hit Dice 9
Hit Die
1d8+2
+4 proficiency bonus
+2 Strength
+7 Dexterity
+2 Constitution
+3 Intelligence
+4 Wisdom
+1 Charisma
saving throws
+8 Acrobatics
+5 Animal Handling
+0 Arcana
+2 Athletics
+5 Deception
+0 History
+4 Insight
+1 Intimidation
+4 Investigation
+4 Martial
+7 Medicine
+0 Nature
+12 Perception
+1 Performance
+1 Persuasion
+0 Religion
+15 Sleight of Hands
+13 Stealth
+8 Survival
skills

 
42
MV
1
Prestige
2
Attunement Slots
16
Armor Class
64
Hit Points
+4
Initiative
40ft
Speed
Attacks
Acrobatics, Deception, Investigation, Medicine, Perception(Expert), Sleight of Hand(Expert), Stealth(Expert), Survival, Thieves tools(Expert). Waterborne Vehicles
Proficiences
WORK IN PROGRESS!
|-------------------------------Burglar's Pack--------------------|
| Theives' Tools |
| Cartographer's Tools |
Navigator's Tools |
Forgery Kit |
Mess Kit |
Healer's Kit |
Climbers Kit |
Cooking Utensils
Disguise Kit
Dragon/Dice/Card Playing Set |
Rations 35
Bag of 1,000 ball bearings
10 feet of string
Bell
5 candles
Crowbar
Hammer
10 pitons
Hooded lantern
2 flasks of oil
Tinderbox
Waterskin
50 feet of hempen rope |
50 feet of silk rope |
Caltrops 80 |
|
|



|---------------------Wearing-------------------|
| Mask: Nachtzicht
| Armour: Studded Leather
| Belt: Trap-o'-Matic
| Ring: Elemental Devotion
| Gauntlets: Diminished Gauntlets of Ogre Power
| Gloves: Gloves of Guile
| Cloak: Freemen Cloak|
Bandolier





Nachtzicht: While worn, the wearer gains darkvision out to 60 feet. [insert darkvision description] If the wearer already has Darkvision from another source, its range extends by 30 feet

Diminished Gauntlets of Ogre Power: These gauntlets provide the wearer with the power of a Ogre, increasing their strength to a total of 15. However the strength of the gauntlets
Wondrous Item, Major, Uncommon seems to be diminished, it might be possible to restore them. Wondrous Item, Major, Uncommon



Elemental Devotion: bin consciousness. This item regains these abilities each dawn. Additionally, this ring contains a mote of elemental
energy. As an action you can choose to use the magic in one of the two elemental emeralds, summoning a water elemental as if you had cast the Conjure
Elemental spell. This can only be done twice (once per gem) as the emeralds will lose their magic and become mundane gems afterwards.
Ring, Wondrous Item.

Duerdar Compass Blade: Able to display how far underground it is by an indicator on the hilt, down to one thousand metres. Gains 1+ to rolls made underground.

Glove of guile - Major Rare (3,500 gp) - Attunement
You gain proficiency with Dexterity (Sleight of Hand) ability checks. If you are already proficient, you gain a +1 bonus with such checks instead.
You gain proficiency with Dexterity (Stealth) ability checks. If you are already proficient, you gain a +1 bonus with such checks instead.
You can roll initiative with advantage.
These gloves can function as a set of Thieves' Tools.

Trap-o'-Matic, wondrous, minor rare (1950gp)
This white dragonscale belt has been enchanted with a myriad of spells involving finding and removing that which would seek to harm the wearer.

-The wearer can cast the find traps spell as a 2nd-level spell using this item. If done so, the location of the traps are revealed as well. Once the spell is cast in this way, it cannot be cast again until 1d4 dawns have passed.
-Additionally, the wearer can cast dispel magic as a 3rd-level spell, but only to dispel a trap. The spellcasting ability modifier for the spell is +2. Once the spell is cast in this way, it cannot be cast again until the next dawn.

Poisoner's Puff
Shortbow - Rare (1,575 gp) - Attunement

While attuned to this shortbow, you gain access to the following abilities:

Puff Spore: Once per long rest, as an action, you can draw forth a special arrow that explodes out in a 20ft radius burst centered on a creature or object struck by this arrow. All in the area must make a DC 14 Constitution saving throw or suffer 2d6 points of poison damage, with an additional 3 poison damage at the start of the creatures turn for the next 1d4 rounds. A successful save halves the damage, and negates the damage over time from poison.

Venom Shot: When the string is drawn back on this bow, a deathly green arrow is formed. The bow creates its own ammunition which deals poison damage, with an additional 1d4 poison damage on every shot. Ammunition not formed by this bow can be used, but deals the damage type tied to that ammunition.

[Base Material, Adornment, Enchantment]

|------------------Sack----------------|
Grappling Hook 1
30 Antitoxin
Holy Water 1
Potion of Supreme Healing 1 (Bandolier)
Potion of Superior Healing 1 (Bandolier)
Water Song Potion of Superior Healing
Potion of Fire giants strength 1
Scroll of Detect Thoughts 1
Freemen Cloak clothing 1
Hand Crossbow weapon 1
Crossbow Bolts weapon 16
Silver daggers weapon 2
Silver Shortsword weapon 2
Duerdar Compass Blade weapon 1
Grappling Hook tool 1
15 Healing Potion ( 1 Bandolier)
Red Cloak clothing 1
Crafting Tokens misc 39
Sack misc 1

Crossbow Bolts with Vial Sized sockets weapon 20
50 feet of silk rope misc 1

|----------Banked-----------|
Longbow
Quiver
44 Arrows
Silvered Arrows 12
Rosepetal Pinwheel.
Unidentified Ornate Dagger
Fine Clothes
Set of Common Clothes
2 Dresses
Hide of Eyes
Fists of Highwind
|----------Trophies----------|
Wooden Armour
Skeleton Minotaur Skull
Wyvern Head
Warlock Robes
Masquerade Mask.




Gold 20538 (16501 banked)
Equipment
Factionless
Faction
Dalton - Background - Skittering. The Skittering | You always keep a look out for spiders. Skill Prof – Perception

Dalton - Background - Skittering Corruption effect. Bonus - +1 Dexterity | Effect - You must consume 8 times the normal amount that your race requires. You, however have no problem eating sentient races.

Homeland - Dalton - Almost not a Pussy Having lived in fear, Doltenians are much harder to scare. You gain a +3 bonus to saving throws vs. Fear effects.

Homeland - Dalton - Kinda smarter A Doltenian has a strong mind. +1 Wisdom

Sekelcuse - Lip Service Skill Proficiency – Deception

Shackled Legion - Caught Stealing from Mummy Tomb. (Grave Robbery) Benefit: You receive proficiency with the sleight of hand skill, if you already have proficiency you gain a +2 to rolls in that skill.

Tool Prof Freemen Perk - Cartographer's Tools, Navigator's Tools and Waterborne Vehicles.

Lv 1 Thief perk - Thieves Tools. Lv 1 Factionless perk - Disguise Kit.

+2 Dex Cap Freemen

Lv 1 Human Varient Feat - Mobile You are exceptionally speedy and agile. You gain the following benefits: Your speed increases by 10 feet. When you use the Dash action, difficult terrain doesn't cost you extra movement on that turn. When you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.

Lv 4 ASI Athlete +1 Dex. Increase your Strength or Dexterity by 1, to a maximum of 20. When you are prone, standing up uses only 5 feet of your movement. Climbing doesn't cost you extra movement. You can make a running long jump or a running high jump after moving only 5 feet on foot, rather than 10 feet.

Lv 8 ASI Observant Quick to notice details of your environment, you gain the following benefits: Increase your Intelligence or Wisdom by 1, to a maximum of 20. If you can see a creature's mouth while it is speaking a language you understand, you can interpret what it's saying by reading its lips. You have a +5 bonus to your passive Wisdom (Perception) and passive Intelligence (Investigation) scores.

Expertise Lv 1 Rogue expertise - Stealth, Sleight of Hand, Lv 6 Rogue Expertise - Perception, Thieves Tools.

Lv 1 Rogue Skill -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.

Lv 1 Rogue Skill - 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.

Lv 2 Rogue Skill - Cunning Action Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.

Lv 3 Rogue Archetype - Theif You hone your skills in the larcenous arts. Burglars, bandits, cutpurses, and other criminals typically follow this archetype, but so do rogues who prefer to think of themselves as professional treasure seekers, explorers, delvers, and investigators. In addition to improving your agility and stealth, you learn skills useful for delving into ancient ruins, reading unfamiliar languages, and using magic items you normally couldn't employ.

Lv 3 Rogue Archetype Skill - Fast Hands Starting at 3rd level, you can use the bonus action granted by your Cunning Action to make a Dexterity (Sleight of Hand) check, use your thieves' tools to disarm a trap or open a lock, or take the Use an Object action.

Lv 3 Rogue Archetype Skill - Second-Story Work When you choose this archetype at 3rd level, you gain the ability to climb faster than normal; climbing no longer costs you extra movement. In addition, when you make a running jump, the distance you cover increases by a number of feet equal to your Dexterity modifier.

Lv 5 Rogue Skill - Uncanny Dodge Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.

Lv 7 Rogue Skill - Evasion Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

lv9 Rogue Thief Skill - Supreme Sneak
Starting at 9th level, you have advantage on a Dexterity (Stealth) check if you move no more than half your speed on the same turn.

Class/Racial Features & Traits

The statblocks of your Weapons, armor and other important/magical equipment

Statblocks for your familiars, mounts etc.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Statblocks for your Trinkets, businesses, building, castles, empires.


Created by

RoseStarlight.

Statblock Type

Verum Character Sheet

Link/Embed