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Hurin Suna

Variant Human Race
The Rift (Divini) Origin
Fighter (Dancing Blade) 7, Rogue 2 = 9 Class & Level
True Neutral Alignment
Sekelcuse Deity
Iitanas Imperium Faction
Ambassador Rank/Position
0 Loyalty
Company

Strength 10
+0
Dexterity 22
+6
constitution 10
+0
intelligence 12
+1
wisdom 12
+1
charisma 14
+2
Total Hit Dice 8+1
Hit Die
1d10+1d8+0
+4 proficiency bonus
+4 Strength
+6 Dexterity
+4 Constitution
+1 Intelligence
+1 Wisdom
+2 Charisma
saving throws
+10 Acrobatics
+1 Animal Handling
+2 Arcana
+4 Athletics
+6 Deception
+5 History
+9 Insight
+2 Intimidation
+5 Investigation
+1 Martial
+1 Medicine
+1 Nature
+5 Perception
+2 Performance
+6 Persuasion
+1 Religion
+14 Sleight of Hands
+14 Stealth
+1 Survival
skills

 
42
MV
0
Prestige
1
Attunement Slots
19
Armor Class
59
Hit Points
+6
Initiative
30 feet
Speed
Throwing Knife 1d20+10 1d4+6+1
Attacks

Skills


Human: History
Divini: Stealth
Divini: Persuasion
Divini: Sleight of Hand
Factionless: Investigation
Fighter: Athletics
Fighter: Perception
Rogue: Insight (expertise)
Rogue: Deception
Rogue: Sleight of Hand (expertise)
Sekelcuse: Deception
Prodigy: Acrobatics
Prodigy: Stealth (expertise)

Tools


Rogue: Thieves' Tools
Factionless: Brewer's Supplies
Prodigy Feat: Glassblower's Tools
Iitanas Imperium: Painter's Supplies
Iitanas Imperium: Alchemist's Supplies

Weapons


Fighter: All simple and martial weapons
Rogue: All simple weapons, hand crossbows, longswords, rapiers, and shortswords
Weapon Master Feat: Throwing Knife

Armor


Fighter: Light, medium, heavy armor, and shields
Rogue: Light armor
Academy: Creeping Silk Armor

Saving Throws


Fighter: Strength
Fighter: Constitution

Languages


Human: Common (Grass), Elven (Nomad)
Rogue: Thieves' Cant
Prodigy Feat: Draconic (Scale)
Proficiences

Worn


Set of Common Clothes (5 sp, 3 lbs)

Carried


Pouch (5 sp, 1 lb): 1 / 6 lbs
Pouch 2 (5 sp, 1 lb): 3.5 / 6 lbs
  • Steel Mirror (5 gp, 0.5 lbs)
  • Hourglass (25 gp, 1 lb)
  • Tinderbox (5 sp, 1 lb)

Majitalian Fail (60 gp, 4 lbs)
Dagger (2 gp, 1 lb)
Whip (2 gp, 3 lb)
Imperial Robes
Citizen Badge ( - , - )
Stone of Compassion (sevenic artifact)
Playing Card Set (5 sp, - )
Waterskin (2 sp, 5 lbs)

Backpack (2 gp, 5 lbs): 34 / 30 lbs
  • Silk Rope, 150 feet (1 gp, 15 lbs)
  • Crowbar (2 gp, 5 lbs)
  • Poisoner's Kit (50 gp, 2 lbs)
  • Grappling Hook
  • Bag of 20 Caltrops x 20
  • Pet Equipment (Raven)
  • Crafting Token x 0
  • Cursed Blade of Crowley (Special Method item)
  • Extra Currency (50 pp, 6.6 lbs)


Special Methods
Cursed Blades of Crowley (1 use)

Relationships


Pets
Prinveli (Three-Eyed Crow) (shapechanger raven, trained, tier 3 commands)

NPCs
Anya Suna (Wife):
  • Anya's Pendant (200 gp, - )


Special Crafters
Ringmaster Raphael
  • Superior (0/2 uses)
  • Any item
  • Constitution, Charisma
  • Alchemy, Charm, Emotion, Energy, Health, Honor, Hope
  • Special Attunements, Masterwork
  • No faction forges, no +bonus

  • Alfie
  • Superior (2 uses)
  • Weapons (light blades only), Wondrous
  • Constitution, Charisma
  • Culture, Salt, Skill
  • No faction forges, special attunement, or +bonus
  • Equipment
    Iitanas Imperium
    Faction
    Specialist
    Stat Array

    Ability Scores


    Ability Score Details

    Specialist Array: 10 Str, 17 Dex, 10 Con, 12 Int, 12 Wis, 11 Cha
    Human: +1 Dexterity, +1 Strength
    The Rift: +1 Dexterity
    Divini: -1 Charisma, -1 Strength
    Weapon Master Feat: +1 Dexterity
    Level 6 ASI: +2 Dexterity

    Linnorm Lords: +4 Dexterity maximum score cap
    Iitanas Imperium:: +2 Dexterity and +2 Intelligence maximum score cap

     

    Racial Traits


    Human: Extra skill proficiency
    Human: Extra language
    Human: Bonus feat

    Other


    Imperial Dance: While wielding at least one 1-handed weapon in one hand, and no shield, you receive a +1 bonus to AC and a +1 bonus to weapon damage for each additional enemy that is within 5 feet of you beyond the first, to a maximum of +3.
    Fadesteel Ring (Elven): This ring provides +3 maximum hit points.
    Aladine's Glory: Users of this fighting style deal +1 additional damage with melee weapons for each creature that has been killed in the same combat encounter. This must be a legitimate enemy that is threatening to the character (level check).

    Feats


    Weapon Master


    Weapon Master Details
    • +1 bonus to Dexterity
    • Gain proficiency with the Dagger, Longbow, Sickle, and Whip
    • Gain proficiency with the Throwing Knife
    • Add proficiency bonus to AC against attacks made with longbows


     

    Prodigy


    Prodigy Details
    • Gain proficiency in Acrobatics and with Glassblower's Tools, and fluency in Draconic (Scale)
    • Gain expertise in Stealth


     

    Class Features


    Fighting Style (Fighter 1)


    Fighting Style Details
    Two-Weapon Fighting: When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

     

    Second Wind (Fighter 1)


    Second Wind Details
    You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10+5 .

    Once you use this feature, you must finish a short or long rest before you can use it again.

     

    Action Surge (Fighter 2)


    Action Surge Details

    Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus action.

    Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.

     

    Flashing Blades (Fighter 3)


    Flashing Blades Details
    At 3rd level, you are able to more acutely strike with lighter weapons to cause more damage. Light or twined melee weapons that deal slashing or piercing damage are considered Flashing Blade weapons. Attacks with a Flashing Blade weapon deal 1 additional damage of the weapon’s type.

     

    Improved Dual Weapon Fighting (Fighter 3)


    Improved Dual Weapon Fighting Details
    At 3rd level, the fighting style that you gained at first level is changed to Two-Weapon Fighting.

    Additionally, once per turn, you deal an extra 1d10 slashing damage to one creature you hit with an attack if that creature was also hit with a weapon wielded in your other hand on that same turn. Both attacks must use a Flashing Blade weapon.

     

    Extra Attack (Fighter 5)


    Extra Attack Details
    Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

     

    Flying Blades (Fighter 7)


    Flying Blades Details
    Starting at 7th level, you can draw Flashing Blade weapons as part of the attack to use them, and being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls with Flashing Blade weapons that have the thrown property.

     

    Deadly Pirouette (Fighter 7)


    Deadly Pirouette Details
    Starting at 7th level, Once on your turn when you score a critical hit with a Flashing Blade weapon, you can make another ranged weapon attack with Flashing Blade weapon that has the thrown property.

     

    Expertise (Rogue 1)


    Expertise Details
    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.

     

    Sneak Attack (Rogue 1)


    Show spoiler
    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.

    Thieves' Cant (Rogue 1)


    Thieves' Cant Details
    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.

     

    Cunning Action (Rogue 2)


    Cunning Action Details
    Starting at 2nd level, 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.

    Class/Racial Features & Traits

    The statblocks of your Weapons, armor and other important/magical equipment

    Statblocks for your familiars, mounts etc.

    Statblocks for companions, followers and other allies.

    Statblocks for your spells.

    Statblocks for your Trinkets, businesses, building, castles, empires.


    Created by

    Blossora.

    Statblock Type

    Verum Character Sheet

    Link/Embed