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#Post#: 3--------------------------------------------------
Character sheet template
DIR By: Lars
Date: July 3, 2016, 10:32 am
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Jean-Thomas Jacob
Human male
Rogue 1
XP 0/300
Inspiration : 0
Alignment: CN
Age: 21
Size: Medium
Speed: 30 feet
Languages: Common, Orc, Thieve's Cant
HP: 10 (1d8 HD)
AC: 17 (Studded leather + Shield + Dex) or 15 (Studded leather +
Dex)
STR 9 (-1)
DEX 17(+3)
CON 15(+2)
INT 13(+1)
WIS 15(+2)
CHA 16(+3)
Proficiency bonus: +2
Rapier +5 1d8+3 Finesse
Dagger +5 1d4+3 Finesse, Light, Thrown (20/60)
Shield -1 1d4-1 AC +2
Proficiencies:
-Weapons: Simple, hand crossbows, longswords, shortswords,
rapiers
-Armor: Light
-Tools: Thieve's tools, Navigation tools, Vehicles (water)
-Saves: Dexterity, Intelligence
-Skills: Sleight of Hand, Deception, Stealth, Intimidation,
Athletics, Perception
Features:
- Expertise (Intimidation, Deception): 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 o f
the chosen proficiencies.
- Bad reputation: No matter where you go, people are afraid of
you due to your reputation. When you are in a civilized
settlement, you can get away with minor criminal offenses, such
as refusing to pay for food at a tavern or breaking down doors
at a local shop, since most people will not report your activity
to the authorities..
- 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 w eapon. You don’t need advantage on the
attack roll if another enemy o f the target is within 5 feet o f
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 o f 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 o
f secret signs and symbols used to convey short, simple
messages, such as whether an area is dangerous or the territory
o f a thieves’ guild, whether loot is nearby, or whether the
people in an area are easy marks or w ill provide a safe house
for thieves on the run.
Origin:
- Sailor (pirate)
Personality traits:
- My friends know they can count on me, no matter what.
Ideals:
- The sea is freedom, and so am I.
Bond:
- I met the love of my life, Rohssan, and I will do anything to
go back to her.
Flaws:
- I Charge head on when the battle rages on, and I may be too
rash for our needs.
Items:
- 6 gp, 3 SP, 4 CP
- 1 Studded leather armour
- 1 Shield (buckler)
- 1 Rapier
- 3 Dagger
- 1 Backpack
- 1 Bedroll
- 1 Mess kit
- 1 Tinderbox
- 4 Torches
- 1 Whetstone
- 1 Fishing tackle
- 1 Tankard
- 10 days of rations
- 2 waterskin
- 50 feet of hempen rope
- 1 Grappling hook
- 2 bags of Ball Bearings
- 2 bags of caltrops
- 1 Healer's Kit
- 5 flasks of oil
- 1 Thieves' tools
- 1 Navigator's tools
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