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Adel Oxley the oh so dashing and charming human rogue

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Civil_Union

Tiny Kitten

PostPosted: Wed Aug 03, 2016 3:50 pm


User Image - Blocked by "Display Image" Settings. Click to show.
General Statistics

Player Name: Civil_Union
Character Name: Adel Oxley
Character Level: 1
Proficiency Bonus: +2
Class Level(s) Rouge (1)
Experience Total: 0
Hit Dice: d8
Maximum Hit Points: 9
Armor Class: 14
Initiative: +4
Speed: 30 ft
Passive Perception: 11

Melee Attack Bonus: +1 STR , +6 DEX
Ranged Attack Bonus: +6
Spell Attack Bonus: ????

Physical Description
Race: Human (Variant)
Gender: Male
Age: Twenty Five
Height: Five Eleven
Weight: One Fifty Four

Strength: 9 (-1)
Dexterity: 18 (+4)
Constitution: 12 (+1)
Intelligence: 16 (+3)
Wisdom: 14 (+2)
Charisma: 14 (+2)

Appearance: Growing up in Lothering's capital city of Anders harsh environment, the human looks a tad bit older than he is. While this has taken its toll, his body is fit for harsher climates, more so than your average Joe. His hair is more of a chestnut color. (Thought of chespins horrible final evo tbh) ((sorry this probably isn't the place for Pokemon references)) he is built, but the framing of his body is thinner.

Skill Proficiency:
Tools: Thieves’ Tools.(proficient) Gaming Set.
Armor: Light Armor
Weaponry: Simple weapons, hand crossbows, longswords, rapiers, shortswords
Proficiency list:
    Acrobatics (Dex)
    Insight (Wis)
    Investigation (Int)
    Knowledge of History (Int)
    Perception (Wis)
    Persuasion (Cha)
    Stealth (Dex) ((proficient))

Saving Throw Proficiency:
    Dexterity (Dex)
    Intelligence (Int)


Personal Information:
Alignment: Chaotic Good
Deity: Not really his thing
Background: Noble. Of a royal lineage, was second in line for the Lothering kingdom. Until his family's untimely murder and his exile.
Personality Traits: Genius. Billionaire. Playboy. Philanthropist. Eloquent flattery makes everyone he talks to feel like the most wonderful and important person in the world. Despite a noble birth, he does not place himself above other folk. We all have the same blood. Haunting memories of the night his family was killed. His favor, once lost, is lost forever.
Ideals: Three can keep a secret if two of them are dead.
Bonds: The three b's. Babes. Bars. And booze. The three single most important keys to a lasting relationship.
Flaws: There comes a time in every man's life when he stops thinking with his head and starts thinking with his other one. This happens often. Too. Often. Over confident men might find themselves on the sharp end of another man's sword.
Languages: Common, Dwarvish, Elvish, Theives Cant

Campaign Specific Information:
Preferred Weapon: Hand Crossbow
Arrival: Undisclosed
Burden: Undisclosed
Compulsion: Undisclosed
Heirloom: Undisclosed
Calling: Undisclosed
PostPosted: Wed Aug 03, 2016 11:55 pm


Spellcasting Basics:
Spellcasting Class: What class does your character have levels in which allows them to cast spells? This determines which stat you use to cast, what spells you can learn, and how many spell slots per day your character gets, and other such important factors. If your character has more than one spell casting class, fill out this form once for each.
Spellcasting Stat: (For example, Wizards use Intelligence, Clerics use Wisdom and Sorcerers use Charisma)
Spell Save DC The number required by enemies in order for them to succeed against saving throws your force upon them. This number is calculated as 8 + Proficiency Bonus + the modifier of your spell casting stat

Spell Slots:
List them out. For example, a 10th level Druid might have
    4 1st level slots
    3 2nd level slots
    3 3rd level slots
    3 4th level slots
    2 5th level slots


Prepared Spells:
At the start of each day, some spell casters have to announce which of the spells they know they want to be able to cast for that particular day. Much like above please list out which spells you want to have prepared, and include this list in your Post Format for your character for ease of access.
Some spellcasters don't have to worry about doing this, and it's all based on class. If you can cast spells spontaneously, there's no need to worry about it. Lucky you!

Known Spells:
Every class has a number of spells they can know determined by their levels in their spellcasting class, as well as certain feats and class features that they pick up as they gain experience. List them below in the following format, and if you gain spells from special sources, such as a wizard studying a spell and learning it, taking a feature which grants you a spell like Spell Sniper, earn spells from a Cleric Domain, through the Warlock's Pact of the Tome, or any other means, put said spells in italics.

    Cantrips:

    1st Level Spells:

    2nd Level Spells:

    3rd Level Spells:

    4th Level Spells:

    5th Level Spells:

    6th Level Spells:

    7th Level Spells:

    8th Level Spells:

    9th Level Spells:

Civil_Union

Tiny Kitten


Civil_Union

Tiny Kitten

PostPosted: Wed Aug 03, 2016 11:56 pm


Inventory:


Currency:
    Copper:
    Silver:
    Gold: 25
    Platinum:


Potions:
    N/A


Weaponry:
    N/A


Armor and Apparel:
    Fine Clothing {EQUIPPED}
    Signet Ring {EQUIPPED}
    War Torn Cape with Crest {EQUIPPED}


Tools:


    Spellcasting Components:
      N/A


    Miscellaneous:
      Scroll of Pedigree
    PostPosted: Wed Aug 03, 2016 11:57 pm


    Feats and Features:


    Crossbow Expert:
    Thanks to extensive practice with the crossbow, you gain the following benefits:

    *You ignore the loading quality of crossbows with which you are proficient.
    *Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls.
    *When you use the Attack action and attack with a onehanded weapon, you can use a bonus action to attack with a loaded hand crossbow you are holding.

    Position of Privilege:
    Thanks to your noble birth, people are inclined to think the best of you.
    You are welcome in high society, and people assume you have the right to be wherever you are.
    The common folk make every effort to accommodate you and avoid your displeasure, and other people of high birth treat you as a member of the same social sphere.
    You can secure an audience with a local noble if you need to.

    Expertise:
    You can choose any combination (2) of skills and/or thieves tools to double your proficiency bonus in.

    Sneak Attack:
    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.

    Thieves Cant:
    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.

    Civil_Union

    Tiny Kitten

    Reply
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