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Deeja

Deeja is an Argonian rogue. Alongside her brother, Jaree-Ra, she leads a criminal gang known as the Blackblood Marauders. Her other brother Gulem-Ei is the fence for the gang who works for East Empire Company. While Jaree-Ra and Gulem-Ei prefer to work within Solitude, Deeja is shown to be very antisocial, and prefers to work outside the bounds of Solitude as an outlaw.   Quotes:
"You, talk to egg-brothers. Deeja has no words for you."
"You have no knowledge of who you speak to. Go away."   In conversation:
Jaree-Ra: "My contact, she says Hammerfell steel is much desired by certain parties."
Gulum-Ei: "I know of a ship coming in from Hammerfell. Some cargo might get "lost"..."
Deeja: "Why should we settle for half a fin when we could just take the whole whale?"
Jaree-Ra: "Patience, sister. Patience."
Deeja wears a set of hide armor and a pair of hide boots. She wields a steel dagger in combat, and carries lower-class loot and gold, as well as a spare belted tunic.
Children

Rogue

Medium Any race, Criminal, Any Non-lawful

Armor Class 14 (Leather Armour)
Hit Points 27 (5d8+5) 5d8+5
Speed: 30 ft

STR

10
( +0 )

DEX

15
( +2 )

CON

13
( +1 )

INT

12
( +1 )

WIS

10
( +0 )

CHA

14
( +2 )

Saving Throws Dexterity +4, Charisma +4
Skills Acrobatics +4, Perception +4, Sleight of Hand +4, Stealth +6
Senses passive Perception 14
Languages Common, shadowmarks
Challenge Rating 1
Proficiency Bonus +2

Sneak Attack. Once per turn, the rogue deals an extra 1d6 damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the rogue that isn’t incapacitated and the rogue doesn’t have disadvantage on the attack roll.   Sidestep. The rogue can move up to half its speed without incurring opportunity attacks.

Actions

Off-Hand Attack. The Rogue can make an (unmodified damage) attack with thier off-hand, as with two-weapon fighting.   Steel Shortsword. Melee Weapon Attack. +4 to hit, reach 5ft, one target. Hit: (1d6+3) piercing damage.   Steel Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft,, one target. Hit: (1d4 + 3) piercing damage.

Bonus Actions

Dust in the Eyes (1/short or long rest). The rogue tosses sand, dust, or some other irritant into the eyes of a creature within 10 ft. The target creature must make a DC 12 Constitution saving throw or be blinded for one minute. The target creature can use its action to clean its eyes, ending this condition.


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