Forest

Adventure Date: February 15, 2024
Last Updated: February 24, 2024

Campaign: 	The Lost Mine - Ian - Chapter 3
class:		Rogue				species:	high elf		
level:		2				alignment:	chaotic good
xp:		0				deity:		Corellon Larethian
Background: 	charlatan			Home Region: 	

size: medium	age:	108		gender:	male	height:	5'2"	
eyes: green	hair:	blond	skin:	bronze	weight:	110 lbs
				
Languages:	common, elvish, orc, thieves' cant

			hp =	17		HD: 1d8+2  x2
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STR:	10	+0	HP: 	17	Healing HD: 1d8+2  x2 	inspiration = 
DEX:	17	+3					
CON:	14	+2	AC:	14	AC other: 14
INT:	14	+2	= 11    + 0      + 3   + 0    	+ 0 
WIS:	12	+1	  armor + shield + dex + magic 	+ misc
CHA:	 8	-1					
			Speed:	30 ft				Initiative:	+5.17
			passive perception = 15			Proficiency:	+2

====================================================================================
SAVES		Total	= base	+prof	+magic	+misc
STR:		+0	= +0	+0	
DEX:		+5	= +3	+2	
CON:		+2	= +2	+0	
INT:		+4	= +2	+2	
WIS:		+1	= +1	+0	
CHA:		-1	= -1	+0	

- You have advantage on saving throws against being charmed, and magic can't put you to sleep.

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Attack			Attack	Damage		Type		Range	Notes
------------		------	------		----		-----	-----
"first Strike" rapier	+5	1d8+3		piercing		finesse, light, magic, +2 init
rapier			+5	1d8+3		piercing		finesse
dagger			+5	1d4+3		piercing	20/60	finesse, light, thrown	
shortbow		+5	1d6+3		piercing	80/320	ammunition, two-handed		

Sneak Attack: +1d6
Cunning Action: bonus action = dash, disengage or hide action


Spellcasting		Attack	Damage		Type		Range	Notes
------------		------	------		----		-----	-----
mage hand


====================================================================================
TOTAL	SKILLS: 		Ability	Mod	Prof	Misc	
+7	acrobatics		DEX	+3	+2	+2 expertise	
+1	animal handling		WIS	+1			
+2	arcana			INT	+2			
+0	athletics		STR	+0			
+1	*deception		CHA	-1	+2		
+2	history			INT	+2			
+3	*insight		WIS	+1	+2		
-1	intimidation		CHA	-1			
+4	investigation		*INT	+2	+2		
+1	medicine		WIS	+1			
+2	nature			INT	+2				
+5	*perception		WIS	+1	+2	+2 expertise			
-1	performance		CHA	-1			
-1	persuasion		CHA	-1				
+2	religion		INT	+2				
+5	*sleight of hand	DEX	+3	+2		
+7	*stealth		DEX	+3	+2			
+1	survival		WIS	+1			
	*tool - disguise kit
	*tool - forgery kit
	*tool - thieves'tools

=============================================================================
SPECIAL ABILITIES / FEATS
Armor: 		light armor
Weapons:	simple weapons, hand crossbows, rapiers, shortswords, 
		longswords, shortbows and longbows
Tools:		disguise kit, forgery kit, thieves' tools

SPECIES: HIGH ELF (DEX+2, INT+1)
Darkvision. 
- 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.
Fey Ancestry. 
- You have advantage on saving throws against being charmed, and magic can't put you to sleep.
Keen Senses. 
- You have proficiency in the Perception skill.
Trance. 
- Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day.
Languages. 
- You can speak, read, and write Common and Elvish.
Elf Weapon Training. 
- You have proficiency with the longsword, shortsword, shortbow, and longbow.
Cantrip. 
- You know one cantrip of your choice from the wizard spell list (mage hand). 
  Intelligence is your spellcasting ability for it.
Extra Language. 
- You can speak, read, and write one extra language of your choice (orc)


BACKGROUND: CHARLATAN
Skill Proficiencies: deception, sleight of hand
Tool Proficiencies: disguise kit, forgery kit


CLASS: ROGUE
Skills: Choose four from Acrobatics, Athletics, Deception, Insight, Intimidation, 
	Investigation, Perception, Performance, Persuasion, Sleight of Hand, 
	and Stealth (Acrobatics, insight, investigation Stealth)
Expertise: double proficiecy bonus for acrobatics and perception
Sneak Attack: +1d6
Cunning Action: bonus action = dash, disengage or hide action


=============================================================================
SPELLS  spell casting ability	= INT
	spell save DC		= 8 + INT+ Prof = 8 + 2 + 2 	= 12
	spell attack bonus	= INT + Prof =  2 + 2		= +4
	

0: cantrips = 1
- mage hand


==============================================================================
GEAR	Total WT= 33 + 48.5 = 81.5 lbs
	load: STR x 15 = 150 lbs	push/drag/lift: STR x 30 = 300 lbs

DM HOUSE RULE: Potions can be drunk as a bonus action
DM HOUSE RULE: characters can attune to number of magic items = 1 + prof = 1 + 2 = 3 (0)

WT	Item
---	---------------------
6 	fine clothes (15 gp)
10	leather armor (10 gp)
1	pouch 
1	- coins 
0	deck of marked cards

2	First Strike (uncommon) - Magic Rapier, light weapon property, grants +2 to initiative 
2	rapier (25 gp)
2	shortbow (25 gp)
2	quiver (1 gp) x2
2	arrows = x20 (1 gp) x2
2	dagger = x2 (2 gp each = 4 gp)
2	bag of 1000 Ball Bearings (1 gp)

1	thieves' tools (25 gp)

0	Potions of Healing (50 gp) x1

5	backpack (2 gp)
10	- rations (days) = x5 (0.5 gp/day = 2.5 gp)
5	- waterskin (0.2 gp)
1	- tinderbox (0.5 gp)
0	- candles = x5 (0.01 gp/candle = 0.05 gp)
2	- hooded lantern (5 gp)
2	- oil flasks = x2 (0.1 gp/day = 0.2 gp)
5	- crowbar (2 gp)
3	- Hammer (1 gp)
2.5	- Pitons = x10 (0.05 gp/piton = 0.5 gp)
10	- 50 ft hempen rope (1 gp)
0	- 10' String
0	- bell (1 gp)
3	- disguise kit (25 gp)


==============================================================================
TREASURE		store credit = 0 gp
pp = 	35 	
gp = 	2		
sp = 	 	
cp = 	5 			


=============================================================================
In Storage:
pp = 		
gp = 	
sp = 		
cp = 		



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SPECIAL NOTES:
starting equipment = burglar pack + charlatan