Rustle

Children

Rustle

Kenku Race
Krazax Origin
Rogue:Scout 4 Class & Level
Chaotic Neutral Alignment
Deity
World Wanderers Faction
Member Rank/Position
10 Loyalty
Company

Strength 11
+0
Dexterity 17
+3
constitution 12
+1
intelligence 14
+2
wisdom 16
+3
charisma 10
+0
Total Hit Dice 1
Hit Die
1dd8+1
+2 proficiency bonus
+0 Strength
+5 Dexterity
+1 Constitution
+4 Intelligence
+3 Wisdom
+0 Charisma
saving throws
+5 Acrobatics
+3 Animal Handling
+2 Arcana
+2 Athletics
+0 Deception
+2 History
+5 Insight
+0 Intimidation
+6 Investigation
+3 Martial
+3 Medicine
+6 Nature
+7 Perception
+0 Performance
+0 Persuasion
+2 Religion
+5 Sleight of Hands
+5 Stealth
+7 Survival
skills

 
6
MV

Prestige

Attunement Slots
15
Armor Class
36
Hit Points
+3
Initiative
30 ft
Speed
WeaponAttackDamageQualities
Rapier 1d20+3+2 1d8+3 Piercing Martial Melee Finesse
Shortbow 1d20+3+2 1d6+3 Piercing Simple Ranged Ammunition(80/320), Two-handed
Dagger 1d20+3+2 1d4+3 Piercing Simple Melee Finesse, Light, Thrown(20/60)
Attacks
Rogue: Armor Light Armor
Rogue: Weapons Simple weapons, hand crossbows, longswords, rapiers, shortswords
World Wanderers: Tools Ranger stones, cartographer's tools
Kenku: Kenku Training Stealth, Acrobatics skills
Rogue: Skills Investigation, Perception, Sleight of Hand, Insight skills
Lowlanders: Skills Athletic skill
Krazax: Skills Survival skill
Rogue: Expertise Investigation, Perception, Scout: Nature, Survival
Proficiences
Armor: Studded Leather Armor(Base 12)

Scroll of Mage Armor(Mage): An invisible but tangible field of force surrounds the subject of a mage armor spell, providing a +4 armor bonus
to AC.

Scroll of Shield of Faith A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC
for the duration.

Phase Glass Major Rare (attunement) / 2,000 gp / This glass trinket has been enchanted with the eye of a Phase Spider.
Once per long rest as an action, you receive the ability to see things as they actually are for 5 rounds. You gain
truesight, can notice secret doors hidden by magic, and can see into the Ethereal Plane, all out to a range of 30
feet.

Guiding Stone While attuned, this item allows the wielder to: always know the direction of north, produce the light of a torch on
the stone as an action, heats and cools respectively to make the temperature more comfortable, and be
protected from the negative effects of temperature except in the most extreme cases.

Ranger Stones (Diameter: 3/40 ft) (Capacity: 6) Wandering creatures have disadvantage on perception and investigation
checks to find the campsite or detect the party within. Provides the temperature benefits of the guiding stone to
all those resting within. Any healing that occurs from spending hit dice during a rest, heals that creature an
additional 4 hit points.
Equipment
World Wanderers
Faction
Madman
Stat Array
World Wanderers: Stat Benefits +2 Constitution cap, +3 HP
Kenku: Stat Benefits +2 Dex, +1 Wis
Krazax: Stat Benefits +1 Con, Lowlander: +5 HP

Kenku: Expert Forgery You can duplicate other creatures' handwriting and craftwork. You have advantage on all checks made to produce
forgeries or duplicates of existing objects.

Kenku: Mimicry You can mimic sounds you have heard, including voices. A creature that hears the sounds you make can tell they
are imitations with a successful Wisdom (Insight) check opposed by your Charisma (Deception) check.

Martial Adept 1d6 superiority die, regained from short or long rests. Saving throw DC equals 8 + your proficiency bonus +
Str/Dex mod. Maneuvers: Pushing Attack. When you hit a creature with a weapon attack, you can expend one
superiority die to attempt to drive the target back. You add the superiority die to the attack's damage roll, and if
the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to
15 feet away from you. Riposte. When a creature misses you with a melee attack, you can use your reaction
and expend one superiority die to make a melee weapon attack against the creature. If you hit, you add the
superiority die to the attack's damage roll.

Sneak Attack Once per turn, you can deal an extra nd6(Scales with level) 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.

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.

Cunning Action 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
.
Skirmisher You can move up to half your speed as a reaction when an enemy ends its turn within 5 feet of you. This
movement doesn't provoke opportunity attacks.

Survivalist You gain proficiency in the Nature and Survival skills if you don't already have it. Your proficiency bonus is
doubled for any ability check you make that uses either of those proficiencies.
Class/Racial Features & Traits

Comments

Please Login in order to comment!