Drow Rogue 10 (64,000XP) – Criminal– chaotic good
Height – 4’11″ Weight – 85lb Age – 99
Eyes – very pale Lilac Skin – Jet Black Hair – Snow White
Armour Class 17 Hit Points 48 ( ) – Speed 30′ – Initiative +7
STR 7 (-2) – DEX 20 (+5) – CON 11 (+0)
INT 18 (+4) WIS 11 (+0) CHA 15 (+2)
STR -2 – DEX +8 – CON +0 – INT +7 – WIS +0 – CHA +2
Proficiency Bonus +4
Acrobatics (dex) +13, Animal Handling (wis) +0, Arcana (int) +4, Athletics (str) -2, Deception (cha) +6, History (int) +4, Insight (wis) +0, Intimidation (cha) +2, Investigation (int) +13, Medicine (wis) +0, Nature (int) +4, Perception (wis) +4, Performance (cha) +2, Persuasion (cha) +10, Religion (int) +4, Slight of Hand (dex) +18, Stealth (dex) +13, Survival (wis) +0
Passive Wisdom (perception) 19
Tool & Combat proficiencies and Languages. Gaming Set (Dragon Chess), Theives Tools, Light Armour, Simple Weapons, Hand Crossbow, Longsword, Rapier, Shortsword. Common, Elvish, Underdark, Drow Silent Language, Thieves’ Cant
Attacks and Spellcasting
Rapier. Melee Weapon Attack +9 to hit, reach 5′, one target. Hit: 1d8+5 ? damage.
Shortbow. Ranged Weapon Attack +9 to hit, range 80/320′, one target. Hit: 1d6+5 piercing damage.
Dagger. Ranged and Melee Weapon Attack +9 to hit, reach 5′, range 20’/60′; one target. Hit: 1d4 + 5 ? damage.
I would rather make a new friend than an enemy. I like pleasure and am always looking for fun.
Honour. I don’t steal from others, I trade.
All I care about it Dog. I also care about those who have saved my life or showed that they care about me.
An innocent person is in prison for a crime that I committed. I paid them to take the blame.
Features and Traits
Athlete. Increases DEX by +1. When prone, standing only take 5′ of movement. Climbing doesn’t cost extra movement. Aklime can make a running long jump or a running high jump after moving only 5′ on foot instead of 10′.
Observant. Aklime is quick to notice details of her environment. If she can see a creature’s mouth while it is speaking a language she understands, she can interpret what it’s saying by reading its lips. She has a +5 bonus to Passive WIS (Perception) and passive INT (Investigation) scores. The feat also increases her INT score by +1.
Superior Darkvision. Aklime can see in dim light within 120′ as if it were bright light, and in darkness as if it were dim light. She can’t discern colour in darkness, only shades of grey.
Sunlight Sensitivity. Aklime has disadvantage on attack rolls and on Wisdom (perception) checks that rely on sight when she, the target of her attack, or whatever she is trying to perceive are in direct sunlight.
Fey Ancestry. Aklime has advantage on saving throws against being charmed, and magic can’t put her to sleep.
Trance. Elves don’t need to sleep. Instead they meditate deeply, remaining semiconscious, for 4 hours a day (the Common word for such meditation is “trance”). While meditating, Aklime can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, she gains the same benefit that a human does from 8 hours of sleep.
Drow Magic. Aklime knows the Dancing Lights cantrip. She can also cast Faerie Fire and Darkness once per day. Charisma is her spell casting ability for these spells.
Expertise. Aklime has 4 skill proficiencies and her proficiency bonus is doubled for any ability checks she makes that use any of her chosen proficiencies (acrobatics, Persuasion, Sleight of Hand, and Stealth).
Thieves’ Cant. Aklime has learnt thieves’ cant. She understands a set of secret signs and symbols which are used by fellow criminals to convey short, simple messages.
Sneak Attack. Aklime knows how to strike subtly and exploit a foe’s distraction. Once per turn, she can deal an extra 5d6 damage to one creature she hits with an attack if she has advantage on the attack roll. The attack must use a finesse or a ranged weapon. She doesn’t need advantage on the attack if another enemy of the target is within 5′ of it, that enemy isn’t incapacitated, and she doesn’t have disadvantage on the attack roll.
Cunning Action. Aklime’ quick thinking and agility allows her to move and act quickly. She can take a bonus action on each of her turns in combat. This action can only be used to take the Dash, Disengage or Hide action.
Uncanny Dodge. When an attacker aklime can see hits her with an attack, she can use her reaction to halve the attack’s damage against her.
Evasion. Aklime can nimbly dodge out of the way of certain area effects, such as a red dragon’s fiery breath or an ice storm spell. When she is subjected to an effect that allows her to make a DEX saving throw to take only half damage, she instead can take no damage if she succeeds on the saving throw, and only half damage if she fails.
Roguish archetype – Swashbuckler:
Fancy footwork. Aklime is a continuous blur of motion in battle as she darts in attacks, and slips away to safety. During her turn, if she makes a melee attack against a creature, that creature cannot make opportunity attacks against her for the rest of her turn.
Toujours l’Audace. Aklime’s unmistakable confidence propels her into battle. She adds her CHA modifier to her initiative rolls. In addition, she can use Sneak Attack with any melee attack made against a target that has none of her allies adjacent to it.
Panache. As an action, Aklime can make a CHA (Persuasion) check to contested by a creature’s WIS (Insight) check. The creature must be able to hear her, and the two of them must share a language. If she succeeds and the creature is hostile, it has disadvantage on attack rolls against targets other than her and can’t make opportunity attacks against targets other than her. The effect lasts for 1 minute, until one of her companions attacks her the target or affects it with a spell, or until Aklime and the target are more than 60′ apart. If she succeeds and the creature isn’t hostile, it is charmed by her for 1 minute. While charmed, it regards Aklime as a friendly acquaintance. This effect ends immediately if she or any of her companions do anything harmful to it.
Criminal, Specialty: Smuggler
Criminal Contact. Aklime has a reliable and trustworthy contact, Cocoran the Blue, who acts as her liaison to a network of other criminals. She knows how to get messages to and from Cocoran, even over great distances; specifically, she knows local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for her.
CP – 00 SP – 00 EP – 00 GP – 00 PP – 00
Crowbar, dark common clothes with hood, belt pouch, Rapier, Shortbow, studded leather armour, Dagger x2, thieves’ tools, backpack, bag of 1000 ball bearings, 10 feet of string, a bell, 5 candles, hammer, 10 pitons, a hooded lantern, 2 flasks of oil, 3 days ration, tinderbox, waterskin, 50′ hemp rope Gloves of Thievery, boots of the Elvenkind.