Post by moralhazard on Mar 9, 2019 16:12:48 GMT
Character Name: Miri Blackstone
Character Level: 1
Race: Human (Variant)
Gender: Female
Alignment: Chaotic Good
Age: 24 years old
History: Miri was born in the Slums of Athkatla, with a disinterested mother and a rarely-present father. She spent most of her childhood running wild on the streets of the city, occasionally returning home to sleep and eat (on the rare occasions when there was food). Her mother died before she was ten years old, followed shortly by her brother. Miri left Athkatla after two years living in the temple of Selûne, striking out on her own at a very young age. She met a bounty hunter in Murann and became his apprentice, of sorts, traveling up and down the sword coast with him for several years. After he passed away, Miri made her way back up north to Athkatla, but didn’t stay in the city long, traveling for some time through the continent of Faerun before catching a ship to head to Waterdeep.
Personality: Miri shows the world a confident, upbeat and extroverted face; she is always up for another round of drinks or something stronger. She loves to have fun, whether it’s games or chance or the company of a new 'friend.' She loves banter and friendly teasing, and rarely hesitates to quip. Bounty hunting is just a job for her, lucrative enough to help her never be poor again, and exciting enough that she doesn't have to sit still. She is usually up for any adventure, as long as there's something for Miri in it. She would rather charm her way into something than work hard for it, always. Between the life she’s lived and the stimulants she ingests, Miri often has trouble sleeping. Rightly or wrongly, years of bounty hunting have left her paranoid; she prefers to know her room well and have an easy escape route at hand.
Abilities:
Class: Rogue
Character Level: 1
Race: Human (Variant)
Gender: Female
Alignment: Chaotic Good
Size: Medium
Hair: Black
Eyes: Brown
Weight: 125 lbs
Height: 5'7"
Age: 24 years old
Appearance: Miri is above average height for a human woman, with disproportionately long legs and dark skin. She has short, curly, thick black hair, and brown eyes. She has a healthy collection of scars, most small; the largest is a long, faded scar which wraps around her right forearm, which she generally keeps covered with a bracer. Her left wrist sports a small crescent moon tattoo. Miri's leather armor is almost always a staple of her outfit. On the job, Miri dresses to blend in: dull colors, heavy cloaks. The rest of the time, she prefers bright and indulgent clothing, favoring purples and reds, leathers and silks.
History: Miri was born in the Slums of Athkatla, with a disinterested mother and a rarely-present father. She spent most of her childhood running wild on the streets of the city, occasionally returning home to sleep and eat (on the rare occasions when there was food). Her mother died before she was ten years old, followed shortly by her brother. Miri left Athkatla after two years living in the temple of Selûne, striking out on her own at a very young age. She met a bounty hunter in Murann and became his apprentice, of sorts, traveling up and down the sword coast with him for several years. After he passed away, Miri made her way back up north to Athkatla, but didn’t stay in the city long, traveling for some time through the continent of Faerun before catching a ship to head to Waterdeep.
Personality: Miri shows the world a confident, upbeat and extroverted face; she is always up for another round of drinks or something stronger. She loves to have fun, whether it’s games or chance or the company of a new 'friend.' She loves banter and friendly teasing, and rarely hesitates to quip. Bounty hunting is just a job for her, lucrative enough to help her never be poor again, and exciting enough that she doesn't have to sit still. She is usually up for any adventure, as long as there's something for Miri in it. She would rather charm her way into something than work hard for it, always. Between the life she’s lived and the stimulants she ingests, Miri often has trouble sleeping. Rightly or wrongly, years of bounty hunting have left her paranoid; she prefers to know her room well and have an easy escape route at hand.
Character Stats:
Total Exp: 7,520/6,500
HP: 28 | AC: 15
Speed: 30 feet
Initiative: +6
Ability Scores:
Strength: | 8 (-1) |
Dexterity: | 16 (+3) |
Constitution: | 12 (+1) |
Intelligence: | 10 (+0) |
Wisdom: | 11 (+0) |
Charisma: | 16 (+3) |
Skills:
+5 Acrobatics | +0 Animal Handling | +0 Arcana |
+1 Athletics | +3 Deception | +0 History |
+0 Insight | +3 Intimidation | +2 Investigation |
+0 Medicine | +0 Nature | +2 Perception |
+3 Performance | +7 Persuasion | +0 Religion |
+5 Sleight of Hand | +7 Stealth | +0 Survival |
Languages:
Common | Thieves' Cant |
Orc |
Proficiencies:
Tools | Thieves' tools, playing cards, lute |
Armor | Light armor |
Weapons | Simple weapons, hand crossbows, longswords, rapiers, shortswords |
Background:
Background: Urban Bounty Hunter
Ear to the Ground: You are in frequent contact with people in the segment of society that your chosen quarries move through. These people might be associated with the criminal underworld, the rough-and-tumble folk of the streets, or members of high society. This connection comes in the form of a contact in any city you visit, a person who provides information about the people and places of the local area.
Abilities:
Sub-Class: Swashbuckler
Class Abilities:
Expertise | At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. Skills: Persuasion, Stealth At 6th level, you can choose two more of your proficiencies (in skills or with thieves' tools) to gain this benefit. |
Sneak Attack | Once per turn, you can deal 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. Level 1 damage: 1d6 |
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. |
Cunning Action | Starting at 2nd level, 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. |
Fancy Footwork | When you choose this archetype at 3rd level, you learn how to land a strike and then slip away without reprisal. During your turn, if you make a melee attack against a creature, that creature can't make opportunity attacks against you for the rest of your turn. |
Rakish Audacity |
Feats:
Lucky (human variant) | You have inexplicable luck that seems to kick in at just the right moment. You have 3 luck points. Whenever you make an attack roll, an ability check, or a saving throw, you can spend one luck point to roll an additional d20. You can choose to spend one of your luck points after you roll the die, but before the outcome is determined. You choose which of the d20s is used for the attack roll, ability check, or saving throw. You can also spend one luck point when an attack roll is made against you. Roll a d20, and then choose whether the attack uses the attacker’s roll or yours. If more than one creature spends a luck point to influence the outcome of a roll, the points cancel each other out; no additional dice are rolled. You regain your expended luck points when you finish a long rest. |
Magic Initiate: Wizard | Choose a class: bard, cleric, sorcerer, warlock, or wizard. You learn two cantrips of your choice from that class's list. In addition, you learn one 1st level spell from the same list. You can cast it at its lowest level; once cast, you cannot do so again until you finish a long rest. Your spellcasting modifier for these spells is the same as the class you chose (Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; Intelligence for wizard). Miri has chosen Prestidigitation, Booming Blade and Find Familiar as wizard spells. |
Equipment:
Weapons and Armor: Rapier; Shortbow and a quiver of 20 arrows; 2 daggers; 2 shortswords; Studded leather armor
Gear: Backpack (empty); Bedroll; Mess kit; Tinderbox; 10 torches; 10 days of rations; a Waterskin; Rope, hempen (50 feet); Clothes, common; Clothes, traveler's; Rope, silk (50 feet); 2 Manacles; Disguise kit; 1000 ball bearings; 40 caltrops; hooded lantern; crowbar; 2 grappling hooks; 4 vials; 1 steel mirror
Current Cash: 3,764 gp