Str- 8 |
Dex- 16 |
Con- 14 |
Wis- 11 |
Int- 14 |
Cha- 11 |
-1 |
+3 |
+2 |
0 |
+2 |
0 |
Prof Bonus |
Armor Class |
Health Points |
Speed |
Initiative |
+3 |
14 |
31 |
25ft |
+3 |
Str Save |
Dex Save |
Con Save |
Wis Save |
Int Save |
Cha Save |
-1 |
*+6 |
+2 |
0 |
*+5 |
0 |
Physical description
History and agenda
Comes from a big family, in which she was the baby sister. Raised to be tough and tumble, but her dwarven mother was always disappointed in her. A representative of the Mages of Cintras who was visiting the city took note of her magical potential, and her mother was all too happy to send her away. At the Citadel, she established herself as a talented, but rebellious student, while also sneakily sending letters to her 6 brothers back home. Her disobedience reached a head while out with a mage hunter party, when she allowed a young girl accused of sorcery to escape. She herself was then severely punished for her act of defiance, her punishment leaving scars that last until this day. Soon after, her brother Baldhr came to rescue her, and broke her out of the Citadel. Since then the two have been on the run, living hand to mouth while avoiding the Mage Hunters sent after her.
Personal beliefs
- Independence and strength, do not depend on others for help because they will inevitably let you fall.
- I am not afraid to kill, but a life is not something that should be taken lightly, and never kill someone who cant defend themselves.
Fighting Strategy
- Use clever tactics, disarm and disable, don't stick around longer than needed and don't get cornered.
- Fighting with honor doesn't mean not fighting dirty.
Equipment
- Thieves Tools
- Rapier
- Hand Crossbow, 20 bolts
- 2 daggers
- Leather Armor (11 AC)
- a bag of 1,000 Ball bearings
- 10 feet of string
- a bell
- 5 Candle
- a Crowbar
- a Hammer
- 10 pitons
- a Hooded lantern
- 2 flasks of oil
- 5 days Rations
- a Tinderbox
- a Waterskin
- 50 feet of Hempen rope
Feats
Abilities
- Sneak Attack- 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.
- Thieves Cant- Can convey messages hidden in seemingly normal conversation to someone else who also speaks thieves cant. Also know a complex system of symbols that can deliver messages and warnings.
- Cunning Action- 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.
- Uncanny Dodge- when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.
Magic Touch- when you cast Mage Hand, you can make the spectral hand invisible, and you can perform the following additional tasks with it:
- -You can stow one object the hand is holding in a container worn or carried by another creature.
- -You can retrieve an object in a container worn or carried by another creature.
- -You can use thieves' tools to pick locks and disarm traps at range.
- -You can perform one of these tasks without being noticed by a creature if you succeed on a Dexterity (Sleight of Hand) check contested by the creature's Wisdom (Perception) check.
In addition, you can use the bonus action granted by your Cunning Action to control the hand.
Actions
- Rapier- +7 to hit, 1d8+4 piercing damage.
- Hand Crossbow- +7 to hit, 1d6 piercing, Range 30/120, loading
- dagger- +7 to hit, 1d4+4 slashing damage. Throwing Range 20/60
Skills
Acrobats (Dex)* |
|
Animal Handling (Wis) |
|
Arcana (Int) |
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Athletics (Str)* |
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Deception (Cha)** |
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History (Int) |
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Insight (Wis) |
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Intimidation (Cha/Str) |
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Investigation (Int) |
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Medicine (Wis) |
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Nature (Wis) |
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Perception (Wis) |
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Performance (Cha) |
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Persuasion (Cha)* |
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Religion (Int) |
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Slight of Hand (Dex)* |
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Stealth (Dex)** |
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Survival (Wis) |
|
Proficient *
Expertise **