[MENTION=6755061]Kiraya_TiDrekan[/MENTION] So I decided to play a rogue one. Get it? *drum snare*
“Quickleaf” Eolais eth’Huran
Wood Elf / 1st-level Rogue / CG
BACKGROUND
Born to the heathen Shiasee wild elves of the Deep Wilds, Quickleaf spent his youth absorbing his people’s superstitions and traditions. Like all Shiasee, he knew that humans built roofed houses because they were afraid of the rain gods, orcs were descended from lustful gluttonous swine, and drow had chalky skin because they didn’t have enough elfwine in their diet. Raised among the “Deep Wilds Seekers”, rangers guarding the borders of the forest, he helped perpetuate the myth of wild elven savagery to deter human fools. When he was tasked with protecting the Emerald Eye, a sacred totem of the clan said to be a gateway to the elven ancestors, Quickleaf instead opted to demonstrate his bow tricks to some passing “generous” human merchants. The arboreal shrine where the Emerald Eye was kept was attacked by unknown assailants who stole the totem. For dereliction of his duty, Quickleaf was exiled from his clan until he could make ammends to the elven ancestors. He traveled to the north, in search of the Forbidden Barrows where it was believed the ancestors of his clan were buried…
ROLE-PLAYING
Alignment: Chaotic Good
Personality Trait: Smarmy with a dark sense of humor.
Bond: Regain his clan’s good graces.
Ideal: Change. Life is like the seasons, in constant change, and we must change with it.
Flaw: Superstitious. Believes a great many things about the world which are not quite true.
APPEARANCE
Gender: male
Age: 125 years
Height: 5’10”
Weight: 170 lbs
Hair: wine red
Eyes: umbral green
STATS
Str 16 (+3) climbing and traversing the rugged Deep Wilds honed his muscles
Dex 16 (+3) bow practice, light fingers, and a steady step in the trees above
Con 11 (+0) no more resilient than your average elf
Int 8 (-1) a quick wit sorely outweighed by a superstitious mind
Wis 14 (+2) used to guarding the borders of the woods and savvy enough to watch for betrayal
Cha 12 (+1) ingratiatingly charming, but only just so, easily veering into accidental offense
_: 4D6.HIGH(3) = [4, 1, 2, 6] = 12
4D6.HIGH(3) = [2, 1, 6, 6] = 14
4D6.HIGH(3) = [1, 6, 2, 3] = 11
4D6.HIGH(3) = [5, 5, 3, 1] = 13
4D6.HIGH(3) = [6, 4, 4, 6] = 16
4D6.HIGH(3) = [5, 2, 1, 1] = 8
HP 8
AC 14 (leather 11 + dex 3)
Prof Bonus +2
Init +3
Speed: 35 ft.
Senses: Darkvision 60 ft. passive Perception 14
Languages: Common, Elvish, Orc, Thieves’ Cant
BACKGROUND: OUTLANDER
Feature – Wanderer: You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.
RACE: WOOD ELF
+2 Dex, +1 Wis
Fey Ancestry: Immune to sleep magic, and advantage on saves vs. being charmed.
Mask of the Wild: You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.
Trance: Don’t need sleep, instead meditate 4 hours per day to get benefits of long rest.
CLASS: ROGUE 1
*Expertise (Deception, Stealth): Double proficiency bonus in expertise skills.
Sneak Attack (1/turn): Deal +1d6 damage to a creature you hit with a Finesse or ranged weapon when you have advantage OR if the target has another conscious enemy (such as a PC) within 5 feet of it and you don’t have disadvantage.
PROFICIENCIES & SAVES
Armor: Light
Weapons: All Simple, hand crossbow, rapier, longsword, shortsword, longbow, shortbow
Tools: Thieves’ tools, flute
Saves: Dexterity +5, Intelligence +1
SKILLS
Acrobatics +5
Athletics +5 (background)
Deception +4*
Perception +4 (race)
Stealth +7*
Sleight of Hand +5
Survival +4 (background)
ATTACKS
Longbow, +5, 1d8+3, range 150/600
Longsword, +5, 1d8+3, versatile (1d10+3)
Dagger, +5, 1d4+3, range 20/60, offhand (1d4)
EQUIPMENT (52 / 80 lbs comfortably carry / 240 lbs max carry)
Starting Wealth
Rogue: 4d4 x 10: 4D4 = [4, 4, 1, 1] = 100 gp
Backpack (5 lbs)
Bedroll (7 lbs) & Blanket (3 lbs)
Bottle of Elfwine, common (2 lb, worth 2 sp)
Flute (1 lb)
Leather Armor (10 lbs)
Longsword (3 lbs), Longbow (2 lbs), Dagger (1 lb)
Quiver with 20 arrows (2 lbs)
Rations: Acorns, Grasshoppers, and Mulberries (4 lbs, for 2 days)
Sylvan Ginger (1 lb, worth 1 gp)
Tinderbox (1 lb)
Traveler’s Clothes (4 lbs)
Waterskin (5 lbs)
Whetstone (1 lb)
Trinket: a fan that, when unfolded, shows a sleeping cat
Pouch with 9 silver pieces (1 lb)