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No Longer an Interest Check - 5E Rise of Tiamat + Corebooks PBP - OOC
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<blockquote data-quote="gnarlygninja" data-source="post: 7936138" data-attributes="member: 6777714"><p><strong>Lyle Leagallow</strong></p><p><em>Lightfoot Halfling Rogue 1</em></p><p><em>small humanoid, chaotic neutral</em></p><p>--------------------</p><p><strong>Armor Class </strong>15 (leather armor)</p><p><strong>Hit Points </strong>10 (1d8+2)</p><p><strong>Speed </strong>25 ft.</p><p>--------------------</p><p><strong>STR </strong>10 (+0), <strong>DEX </strong>18 (+4), <strong>CON </strong>14 (+2), <strong>INT </strong>11 (+0), <strong>WIS </strong>14 (+2), <strong>CHA </strong>14 (+2)</p><p>--------------------</p><p></p><p><strong>Racial and Class Abilities</strong></p><p>--------------------</p><p><strong>Expertise:</strong>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. (I chose Stealth and Thieves' Tools)</p><p><em>Sneak Attack:</em> 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.</p><p></p><p>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.</p><p><strong>Thieves' Cant:</strong>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.</p><p></p><p>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.</p><p><strong>Lucky</strong>When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.</p><p><strong>Brave</strong>You have advantage on saving throws against being frightened.</p><p><strong>Halfling Nimbleness</strong>You can move through the space of any creature that is of a size larger than yours.</p><p><strong>Naturally Stealthy</strong>You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you.</p><p></p><p></p><p></p><p><strong>Feats </strong> none</p><p><strong>Saving Throws</strong> Dex +6, Int +2</p><p><strong>Skills </strong>Acrobatics +6, Deception +4, Investigation +2, Perception +4, Sleight of Hand +6, Stealth +8</p><p><strong>Senses </strong> passive Perception 14</p><p><strong>Tools </strong> Dice set, Jeweler's Kit, Thieves' Tools</p><p><strong>Languages </strong>Common, Halfling</p><p></p><p><strong>Actions</strong></p><p>--------------------</p><p></p><p><strong><em>Short bow.</em></strong> <em>Ranged Weapon Attack:</em> +6 to hit, range 80 ft./320 ft., one target.</p><p><em>Hit:</em> 1d6+4 piercing damage.</p><p></p><p><strong><em>Short sword.</em></strong> <em>Melee Weapon Attack:</em> +6 to hit, reach 5 ft., one target.</p><p><em>Hit:</em> 1d6+4 piercing damage. Light weapon</p><p></p><p><strong><em>Dagger.</em></strong> <em>Melee Weapon:</em></p><p>+6 to hit, reach 5 ft., one target.</p><p><em>Hit:</em> 1d4+4 piercing damage. Light, Thrown.</p><p></p><p><strong><em>Unarmed Strike.</em></strong> <em>Melee Weapon Attack:</em> +2 to hit, reach 5 ft., one creature.</p><p><em>Hit:</em> 1 bludgeoning damage.</p><p>--------------------</p><p>Background: Criminal</p><p>Personality trait: The first thing I do in a new place is note the locations of everything valuable—or where such things could be hidden.</p><p>Ideal: Freedom. Chains are meant to be broken, as are those who would forge them.</p><p>Flaw: An innocent person is in prison for a crime that I committed. I'm okay with that.</p><p>Bond: I'm trying to pay off an old debt I owe to a generous benefactor.</p><p></p><p></p><p><strong>Equipment </strong>Short sword, short bow, 20 arrows, backpack, 1000 ball bearings, 10 feet of string, bell, 5 candles, crowbar, hammer, 10 pitons, hooded lantern, 2 flasks of oil, 5 days rations, tinderbox, water skin, 50 feet of hempen rope, leather armor, 2 daggers, and thieves' tools, dark common clothes including a hood, belt pouch with 7 gold, a donkey</p></blockquote><p></p>
[QUOTE="gnarlygninja, post: 7936138, member: 6777714"] [B]Lyle Leagallow[/B] [I]Lightfoot Halfling Rogue 1 small humanoid, chaotic neutral[/I] -------------------- [B]Armor Class [/B]15 (leather armor) [B]Hit Points [/B]10 (1d8+2) [B]Speed [/B]25 ft. -------------------- [B]STR [/B]10 (+0), [B]DEX [/B]18 (+4), [B]CON [/B]14 (+2), [B]INT [/B]11 (+0), [B]WIS [/B]14 (+2), [B]CHA [/B]14 (+2) -------------------- [B]Racial and Class Abilities[/B] -------------------- [B]Expertise:[/B]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. (I chose Stealth and Thieves' Tools) [I]Sneak Attack:[/I] 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. [B]Thieves' Cant:[/B]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. [B]Lucky[/B]When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll. [B]Brave[/B]You have advantage on saving throws against being frightened. [B]Halfling Nimbleness[/B]You can move through the space of any creature that is of a size larger than yours. [B]Naturally Stealthy[/B]You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you. [B]Feats [/B] none [B]Saving Throws[/B] Dex +6, Int +2 [B]Skills [/B]Acrobatics +6, Deception +4, Investigation +2, Perception +4, Sleight of Hand +6, Stealth +8 [B]Senses [/B] passive Perception 14 [B]Tools [/B] Dice set, Jeweler's Kit, Thieves' Tools [B]Languages [/B]Common, Halfling [B]Actions[/B] -------------------- [B][I]Short bow.[/I][/B] [I]Ranged Weapon Attack:[/I] +6 to hit, range 80 ft./320 ft., one target. [I]Hit:[/I] 1d6+4 piercing damage. [B][I]Short sword.[/I][/B] [I]Melee Weapon Attack:[/I] +6 to hit, reach 5 ft., one target. [I]Hit:[/I] 1d6+4 piercing damage. Light weapon [B][I]Dagger.[/I][/B] [I]Melee Weapon:[/I] +6 to hit, reach 5 ft., one target. [I]Hit:[/i] 1d4+4 piercing damage. Light, Thrown. [B][I]Unarmed Strike.[/I][/B] [I]Melee Weapon Attack:[/I] +2 to hit, reach 5 ft., one creature. [I]Hit:[/I] 1 bludgeoning damage. -------------------- Background: Criminal Personality trait: The first thing I do in a new place is note the locations of everything valuable—or where such things could be hidden. Ideal: Freedom. Chains are meant to be broken, as are those who would forge them. Flaw: An innocent person is in prison for a crime that I committed. I'm okay with that. Bond: I'm trying to pay off an old debt I owe to a generous benefactor. [B]Equipment [/B]Short sword, short bow, 20 arrows, backpack, 1000 ball bearings, 10 feet of string, bell, 5 candles, crowbar, hammer, 10 pitons, hooded lantern, 2 flasks of oil, 5 days rations, tinderbox, water skin, 50 feet of hempen rope, leather armor, 2 daggers, and thieves' tools, dark common clothes including a hood, belt pouch with 7 gold, a donkey [/QUOTE]
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