Interest Check For A Possible 5E Game?
Feb 12, 2022 23:25:20 GMT -8
Post by HorizonsDream on Feb 12, 2022 23:25:20 GMT -8
Caelynn
Rogue Lvl 4
Half Elf
Age:30
Height: 5'2"
Weight: 125lbs
HP: 23
Hit Dice: 1d8 (or 5)+ Con Mon
AC: 15 (leather armor)
Initiative: +4
Speed: 30
Passive Wisdom (Perception): 11
Proficiency Bonus: +2
STR: 11 (0)
DEX: 19 (+4)
CON: 10 (0)
INT: 18 (+4)
WIS: 12 (+1)
Acrobatics +6 (Dex)
Animal Handling +1 (Wis)
Arcana +4 (Int)
Athletics 0 (Str)
Deception +6 (Cha)
History +4 Int)
Insight +1 (Wis)
Intimidation +4 (Cha)
Investigation +6 (Int)
Medicine +1 (Wis)
Nature +4 (Int)
Perception +1 (Wis)
Performance +4 (Cha)
Persuasion +6 (Cha)
Religion +4 (Int)
Sleight of Hand +6 (Dex)
Stealth +6 (Dex)
Survival +1 (Wis)
Saving Throws
Strength: 0
Dexterity: +4
Constitution: 0
Intelligence: +4
Wisdom: +1
Rogue Lvl 4
Half Elf
Background: Charlatan
Alignment: NGAge:30
Height: 5'2"
Weight: 125lbs
HP: 23
Hit Dice: 1d8 (or 5)+ Con Mon
AC: 15 (leather armor)
Initiative: +4
Speed: 30
Passive Wisdom (Perception): 11
Money:
Sneak Attack DMG: 2d6
Proficiency Bonus: +2
STR: 11 (0)
DEX: 19 (+4)
CON: 10 (0)
INT: 18 (+4)
WIS: 12 (+1)
CHA: 18 (+4)
Armor: Light
Weapons: Simple Weapons, Hand Crossbows, Long Swords, Rapiers, Short Swords
Acrobatics +6 (Dex)
Animal Handling +1 (Wis)
Arcana +4 (Int)
Athletics 0 (Str)
Deception +6 (Cha)
History +4 Int)
Insight +1 (Wis)
Intimidation +4 (Cha)
Investigation +6 (Int)
Medicine +1 (Wis)
Nature +4 (Int)
Perception +1 (Wis)
Performance +4 (Cha)
Persuasion +6 (Cha)
Religion +4 (Int)
Sleight of Hand +6 (Dex)
Stealth +6 (Dex)
Survival +1 (Wis)
Saving Throws
Strength: 0
Dexterity: +4
Constitution: 0
Intelligence: +4
Wisdom: +1
Charisma: +4
Languages: Common, Elvish, Draconic
Equipment
Shortsword, Short bow w/quiver (20 arrows), Explorer's Pack, Leather Armor, Two Daggers, Thieves' Tools, Fine Clothes, Disguise Kit, Signet Ring (fake of some random Duke), Pouch (15gp)
Background Feature (False Identity): You have created a second identity that includes documentation, established acquaintances, and disguises that allow you to assume that persona. Additionally, you can forge documents including official papers and personal letters, as long as you have seen an example of the kind of documents or the handwriting you are trying to copy
Expertise: At 1st level, choose two of your skill proficiencies or one of your skill proficiency and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. At 6th lvl, you can choose two more of your proficiencies (in skills or with thieves' tools) to gain this benefit. (Thieves' Tools and Persuasion (+8))
Sneak Attack: Beginning at 1st lvl, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 dmg 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: During your rogue raining 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: Starting at lvl 2, 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.
Roguish Archetype: Mastermind
Master of Intrigue: When you choose this archetype, at 3rd lvl, you gain proficiency with the disguise kit, the forgery kit, and one gaming set of your choice. You also learn two languages of your choice. Additionally, you can unerringly mimic the speech patterns and accent of a creature that you hear speak for at least 1 minute, enabling you to pass yourself off as a native speaker of a particular land, provided that you know the language.
Master of Tactics: Starting at 3rd lvl, you can use the Help action as a bonus action. Additionally, when you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of you, rather than within 5 feet of you if the target can see and hear you.
Personality Trait: Flattery is my preferred trick for getting what I want.
Scam: I insinuate myself into people's lives to prey on their weaknesses and secure their fortunes.
Ideal: I never target people who can't afford to lose a few coins.
Bond: Somewhere out there, I have a child who doesn't know me. I'm making the world better for her.
Flaw: I can't resist swindling people who are more powerful than me.
Appearance
While Caelynn has the ability to disguise herself as anyone, when she isn't doing that, she has shoulder length dark brown hair and light blue eyes with soft facial features. She is kind of a tiny woman, standing at 5'2" and maybe 125 pounds. Most believe she is much younger than she actually is.
Caelynn's clothing changes depending on what she is trying to do. She has to remain in fashion most of the time, but she prefers to wear dark red clothing (sometimes dresses when the occasion calls for it), like a nice v-neck shirt with black pants and matching boots. More often than not, she wears a black cloak with red lining.
History
Caelynn grew up as an orphan. She was told that her mother left her at an orphanage's doorstep, but that is all Caelynn knows about her mother. She doesn't even know what the woman looks like. Thankfully, the orphanage was owned by a kindly old woman that everyone called Granny Alice, that took good care of abandoned children. If asked, Caelynn would say that she still remembers Granny Alice smelling like freshly baked cookies (as baking was something that the old woman loved to do).
When Caelynn was about five years old, Granny Alice passed away and the orphanage was passed on to her son, Symon. When Symon would visit his mother when she was still alive, the children would scramble away from him because he was known to be on the cruel side. He also wanted to make a profit from the orphanage, but he was able to hide his intentions from his aging mother. He was around 40 years old when the orphanage was passed on to him, and he was determined to make the orphanage a profitable business rather than an orphanage where he was stuck taking care of abandoned brats. He turned most of the children into thieves of some kind, and ran the orphanage as if he was some sort of mob boss. Some of the children that didn't make the cut were secretly sold to rich families as slaves. Caelynn, fortunately or unfortunately, seemed to make the cut because she was a cute and innocent little girl that people easily took pity upon when she was on the street begging for money. The children had to bring back some money, or they were punished (or later on sold if they couldn't meet their quotas).
Living as a street rat wasn't something Caelynn wanted to do for the rest of her life. She felt that she could do more with her life (and if Granny Alice was still alive, Caelynn was sure that she would have helped her down the right path). She couldn't keep working for greedy ol' Symon, so when she was sixteen years old, with the help of some of the older children, she managed to escape his clutches. Afterwards, she tried to live an honest life, but it was harder than it looked. She was fired from multiple jobs for various reasons, and there was more than once that she found herself sleeping in alleyways because she couldn't pay for a place to stay. As a result, she had to return to her old lifestyle of robbing people or swindling people out of their money just so she could survive. Thankfully, one such day, she tried to steal from a woman that appeared to be noble. She could use to lose some money, but she was caught. Her name was Selene, and instead of turning Caelynn into the authorities, she decided to take the girl in. For whatever reason, Selene seemed to see some potential in Caelynn.
Life with Selene was stable and comfortable for the most part. She spent years and years learning as much as she could from Selene. It was a difficult living, and there were many times that she failed at whatever mission that Selene would give her, but Caelynn always managed to keep employed under Selene. It was through Selene that she met Marcus Gibson. Caelynn was around 24 years old at this point, and a veteran when it came to working for Selene. Marcus was new, and she was assigned to show him the ropes. Their relationship progressed from there. They were together for a little over a year until one day Caelynn woke up and Marcus was gone. Selene was oddly silent about where Marcus disappeared to, and she knew that if he was sent on a mission, then there was absolutely no way that Caelynn would be able to find him. She just had to deal with the fact that he was gone. Unfortunately, it was shortly after his disappearance that Caelynn learned that she was pregnant with his child. With her lifestyle, she knew that she wouldn't be able to keep the baby, so with the help of Selene, they found a couple that owned a fairly profitable jewelry store that would take the baby. Caelynn made sure before even approaching them that they were good people because she didn't want her child to end up growing up like she did. A few months later, Caelynn gave birth to a little girl.
That was five years ago. Caelynn is now 30 years old. Marcus never returned, and Selene refuses to tell Caelyn anything about him (but Caelynn assumes he either fled or is dead). Countess Cryfold was just captured, and Selene has decided to send Caelynn with the group transporting the prisoner to the capital. Caelynn doesn't understand why she is being sent with the group because they seemed capable enough without her, but she learned a long time ago not to question Selene.