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Rogue 1
Grant DaNasty
CHARACTER NAME
STRENGTH
8
-
Criminal
CLASS & LEVEL
BACKGROUND
Lightfoot Halfling
Chaotic Neutral
0
RACE
ALIGNMENT
EXPERIENCE POINTS
INSPIRATION
15
2
ARMOR
CLASS
PROFICIENCY BONUS
+4
25
INITIATIVE
SPEED
I always have a plan for what
to do when things go wrong.
PERSONALITY TRAITS
-1
DEXTERITY
●
19
●
+4
-1
Strength
+6
Dexterity
+0
Constitution
+5
Intelligence
+2
Wisdom
-1
Charisma
CONSTITUTION
Hit Point Maximum 8
SAVING THROWS
INTELLIGENCE
16
I'm trying to pay off an old debt I
owe to a generous benefactor.
TEMPORARY HIT POINTS
BONDS
1d8
+2
Animal Handling (Wis)
1d8
+3
Arcana (Int)
HIT DICE
●
+1
Athletics (Str)
●
+1
Deception (Cha)
+3
History (Int)
+2
Insight (Wis)
-1
Intimidation (Cha)
+5
Investigation (Int)
+2
Medicine (Wis)
+3
Nature (Int)
+2
Perception (Wis)
-1
Performance (Cha)
-1
Persuasion (Cha)
+3
Religion (Int)
+8
Sleight of Hand (Dex)
+8
Stealth (Dex)
+2
Survival (Wis)
●
+2
CHARISMA
●
●
FAILURES
I turn tail and run when things
turn bad.
DEATH SAVES
FLAWS
ATK BONUS DAMAGE/TYPE
Sh.Sword
+6
1d6+4 prc
Dagger
+6
1d4+4 prc
Dagger range 20/60
Ball bearings: 10ft. DC10 dex
save or fall prone
*SNEAK ATTACK:
Once per turn, add 1d6
damage on attacks w/
advantage. Don't need
advantage if capable ally within
5 feet of enemy + not
disadvantaged
*LUCKY: Can reroll a 1 on
attacks/checks/saves
*BRAVE: Advantage to save vs
frightening
ATTACKS & SPELLCASTING
PASSIVE WISDOM (PERCEPTION)
COMBAT:
*Light armour
*Simple, hand crossbows, longswords,
rapiers, shortswords
LANGUAGES:
*Common, Halfling
MISC:
*Thieves' tools
*Playing cards
OTHER PROFICIENCIES & LANGUAGES
SUCCESSES
NAME
SKILLS
12
0
Acrobatics (Dex)
15
8
IDEALS
+6
+3
WISDOM
Total
CURRENT HIT POINTS
●
+0
Chains are meant to be broken, as
are those who would forge them.
8
11
-1
"Big" Papa Bear
PLAYER NAME
CP
0
SP
0
EP
0
GP
15
PP
0
WEAPONS:
Shortsword x2, Dagger x2
ARMOUR:
Leather armour, dark hooded
clothes
MISC:
Thieves' tools, burglar's pack
(backpack, bag of 1,000
ball bearings, 10 feel of string,
bell, 5 candles, crowbar,
hammer, 10 pitons, hooded
lantern, 2 flasks of oil, 5 days
rations, tinderbox, waterskin,
50ft. rope)
*NATURALLY STEALTHY:
Can attempt to hide behind a
larger creature
*HALFLING NIMBLENESS:
Can move through larger
creature's space
*Thieves' cant
*Criminal contacts
*Specialty: pickpocket
*EXPERTISE: x2 prof. bonus
for [stealth+s.o.h.]
EQUIPMENT
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
FEATURES & TRAITS
grant danasty.pdf (PDF, 172.73 KB)
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