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#Post#: 854--------------------------------------------------
Nyx Valenar
DIR By: Nyx
Date: November 28, 2019, 2:51 pm
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HTML https://i.pinimg.com/564x/f1/84/99/f18499576a2891ff3c4bb98345cdaae8.jpg
Name: Nyx Valenar (Self Given Last Name)
Epithet:
Race: Elf, Wood
Gender: Female
Age: 50
Height: 5'8"
Weight: 120lb
Eyes: Light Purple
Skin: Copper
Hair: White
Language: Elvish, Common,
Personality: Always looking out for the next score, if gold is
involve she is in. She tends to make a living stealing or duping
people on the streets. She's sometimes cheeky and likes to taunt
her opponents or people in general for fun. She's a sucker for
song and loves to hear traveling bards sing their songs.
Background: At Some point in the past she was taught the ways of
the assassin by the group of elves that she considered her
family. Later the group started to diverged from only accepting
jobs to kill evil men to any one if the pay was good enough, Nyx
refused to carry on with the jobs and she was exiled from those
she considered family. She turned to thieving and coning people
and rarely did she freelanced assassination jobs, only accepting
them if the job dint break her personal code.
Country: Swords Coast
Place of Birth: Baldurs Gate
Professional Info
Class: Rogue
Job: Thief, Adventurer, Conwoman
Background: Charlatan
Level: 1
XP: 0/300
Proficiency
Saving Throws: Dexterity, Intelligence
Light armor
Simple weapons
Hand crossbows
Longswords
Rapiers
Shortswords
Perception (Double)
Thieves’ tools (Double)
Stealth (Double)
Insight
Persuasion
Deception
Sleight of Hand
Disguise Kit
Forgery Kit
Inventory
Carrying Capacity: 32/165
Coin: 8G 3S 2C (70 Roll)
Items
Thieves’ tools 1 lb. (This set of tools includes a small file, a
set of lock picks, a small mirror mounted on a metal handle, a
set of narrow-bladed scissors, and a pair of pliers. Proficiency
with these tools lets you add your Proficiency Bonus to any
Ability Checks you make to disarm traps or open locks.)
Sling bullets (40) 3 lb.
Backpack 5 lb.
Pouch 1 lb.
Grappling Hook 2 lb.
Ball bearings (bag of 1,000) 2 lb.
Caltrops (bag of 20) 2 lb.
Equipped Gear (Leather 11 + Dex modifier 10 lb.)
Helm: Cloak
Torso:
Arms:
Legs:
Feet:
Right Hand: Shortsword 1d6 piercing 2 lb. Finesse, light
Left Hand: Shortsword 1d6 piercing 2 lb. Finesse, light
Back: Sling 1d4 bludgeoning Ammunition (range 30/120)
Elf Traits
Your elf character has a variety of natural abilities, the
result of thousands of years of elven refinement.
Ability Score Increase
Your Dexterity score increases by 2.
Age
Although elves reach physical maturity at about the same age as
humans, the elven understanding of adulthood goes beyond
physical growth to encompass worldly experience. An elf
typically claims adulthood and an adult name around the age of
100 and can live to be 750 years old.
Alignment
Elves love freedom, variety, and self-expression, so they lean
strongly toward the gentler aspects of chaos. They value and
protect others’ freedom as well as their own, and they are more
often good than not. The drow are an exception; their exile into
the Underdark has made them vicious and dangerous. Drow are more
often evil than not.
Size
Elves range from under 5 to over 6 feet tall and have slender
builds. Your size is Medium.
Speed
Your base walking speed is 30 feet.
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.
Keen Senses
You have proficiency in the Perception skill.
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 reflexive through years of practice. After resting
in this way, you gain the same benefit that a human does from 8
hours of sleep.
Languages
You can speak, read, and write Common and Elvish. Elvish is
fluid, with subtle intonations and intricate grammar. Elven
literature is rich and varied, and their songs and poems are
famous among other races. Many bards learn their language so
they can add Elvish ballads to their repertoires.
Sub Race (Aereni Wood Elf)
Ability Score Increase
Your Wisdom score increases by 1.
Aereni Elf
An Aereni elf can choose one skill or tool proficiency. Your
proficiency bonus is doubled for any ability check you make that
uses this chosen proficiency.
Fleet of Foot
Your base walking speed increases to 35 feet.
Mask of the Wild
You can attempt to hide even when you are only lightly obscured
by foliage, heavy rain, falling snow, mist, and other natural
phenomena.
Class Skills
Expertise
At 1st level, choose two of your skill proficiencies, or one of
your skill proficiencies and your proficiency with thieves’
tools. Your proficiency bonus is doubled for any ability check
you make that uses either of the chosen proficiencies.
At 6th level, you can choose two more of your proficiencies (in
skills or with thieves’ tools) to gain this benefit.
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
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.
Stat Bonuses
+2 Dexterity +1 Wisdom
Attributes (No Modifications)
HP: 8
Strength: 11
Dexterity: 17
Constitution: 17
Intelligence: 11
Wisdom: 15
Charisma: 14
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Speed: 35 (Walking)
AC: 15
Modifications
HP: 11
Strength: 11 (+0)
Dexterity: 19 (+4)
Constitution: 17 (+3)
Intelligence: 11 (+0)
Wisdom: 16 (+3)
Charisma: 14 (+2)
*() = Modifier
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