Page 38 Creation Character RPG Dragons and Dungeons Daishains The Quiet Shadow says...
So what I have so fair, though I still need to generate hit points. Also equipment and magic items, any chance I might made a special request even it if means being a money sink? As she would have gotten it specially made, to avoid certain issues.
Name: Zarra Glannath
Age: 211 years
Weight: 116 lbs.
Class: Arcane Trickster (Rogue) 6
Race: Dark Elf (Drow)
Alignment: NG, TN, or CN
Strength: 10, Dexterity: 16, Constitution: 10, Intelligence: 14, Wisdom: 12, Charisma: 14
Saving Throws: Dexterity and Intelligence
Languages: Elvish, Common
Armour Proficiencies: Light armour
Weapon Proficiencies: Simple weapons, hand crossbow, longswords, rapier, and shortswords.
Skill Proficiencies: Insight (Expertise), Survival (Expertise), Acrobatics, Deception (Expertise), Perception, and Stealth (Expertise).
Tool Proficiencies: Navigator's tools, cartographer’s tools, and thieves' tools.
Equipment: A rapier, a hand crossbow and quiver of 20 bolts, an explorer's pack, leather armor, two daggers, a necklace she has had ever since she was a child, a walking stick (Quarterstaff), a compass, a winter blanket, a set of traveler's clothes, and a small pouch containing 5 gp.
Background, Exile Source 4t
Personality Trait: I am slow to trust others and keep to myself.
Ideals: Belonging, everyone has a place in the world, I just have to find mine.
Bond: The past is behind me, I will work towards a better future for myself.
Flaw: I am fearful of abandonment and hate to be alone
Prerequisite: Dexterity 13 or higher
You are expert at slinking through shadows. You gain the following benefits:
* You can try to hide when you are lightly obscured from the creature from which you are hiding.
* When you are hidden from a creature and miss it with a ranged weapon attack, making the attack doesn't reveal your position.
* Dim light doesn’t impose disadvantage on your Wisdom (Perception) checks relying on sight.
Fey Ancestry: You have advantage on saving throws against being charmed and magic can't put you to sleep
Trance: Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The common word for such meditation is 'trance.') While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become re exive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.
Darkvision: Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. 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 can't discern color in darkness, only shades of gray.
Sunlight Sensitivity: See the Players Handbook for details. Drow Magic. See the Players Handbook for details.
Drow Magic: See the Players Handbook for details.
Sneak Attack: 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: 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' cannot 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.
Mage Hand Legerdemain: See the Players Handbook for details.
Cunning Action: 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.
Uncanny Dodge: 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.
Spellcasting Ability: Int
Spell Save DC: 13
Spell Attack Bonus: +3
Cantrips: Eldritch Blast, Mage Hand, Minor Illusion
1st Level: Charm Person, Disguise Self, Sleep.
Edited: Thomaslee on 7th Aug, 2017 - 6:50am