Adventure Date: March ??, 2024
Last Updated: February 26, 2024
Campaign: The Lost Mine - Ian - Chapter 4 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 ==================================================================================== STR: 10 +0 HP: 17 Healing HD: 1d8+2 x2 inspiration = DEX: 17 +3 CON: 14 +2 AC: 15 AC other: 15 INT: 14 +2 = 12 + 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. ==================================================================================== 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 longbow +5 1d8+3 piercing 150/600 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 studded leather armor (45 gp) 1 pouch 1 - coins 0 deck of marked cards 2 First Strike (uncommon) - Magic Rapier, light weapon property, grants +2 to initiative (175 gp) 2 rapier (25 gp) 2 longbow (50 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) x2 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 = 19 gp = 6 sp = cp = 8 ============================================================================= In Storage: pp = gp = sp = cp = ============================================================================== SPECIAL NOTES: starting equipment = burglar pack + charlatan