Difference between revisions of "Bhaelgrym Stonefinge"

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(Physical Notes)
(Social Class)
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==Social Class==
 
==Social Class==
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Upper-lower class
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==Personality Traits==
 
==Personality Traits==
 
'''Bonds''':
 
'''Bonds''':

Revision as of 16:23, 30 January 2021

ack to Homepage[1]

Bhaelgrym Stonefinge, Thief 6

Physical Notes

alt text

Race: Dwarf; Sex: Male; Age: 47

Height: 4'2"; Weight: 155lbs; Eye Color:; Hair Color:; Features:

Social Class

Upper-lower class

Personality Traits

Bonds:

Flaws:

Ideals:

Traits:

ATTRIBUTES

Strength 10 Mod: +0; Saving Throw: +0; Base Encumbrance: #
Dexterity* 10 Mod: +0; Saving Throw: +0
Constitution 10 Mod: +0; Saving Throw: +0
Intelligence* 10 Mod: +0; Saving Throw: +0
Wisdom 10 Mod: +0; Saving Throw: +0
Charisma 10 Mod: +0; Saving Throw: +0
* Proficiency with these Saving Throws

SECONDARY STATS

Experience Points: 18,750/18,750
Hit Points: XX (XHD, +0 CON Mod)
Armor Class: 10 (armor +dex +shield +misc)
Attack Bonus: +3
Ability Bonus -Proficiency: +3; Nonproficiciency: +1
Deity:
Alignment:
Languages: Common, Dwarf
Weapons:
* Weapon: Attack Bonus: +0; Damage: 1Dx +0; Qualities:
* Weapon: Attack Bonus: +0; Damage: 1Dx +0; Qualities:
* Weapon: Attack Bonus: +0; Damage: 1Dx +0; Qualities:

DWARF ABILITIES

Size: Medium
Movement: 45 feet
Combat Bonus: gain a +1 bonus to attack rolls against orcs, halforcs, goblins, hobgoblins, and bugbears. Also gain a +2 bonus to Armor Class when attacked by giantkind (ettins, ogres, trolls, and giants).
Darkvision 60’
Skill Proficiencies: Language (Common, Dwarf), Profession (Miner).
Resistance: +4 bonus to all Saving Throws versus magic and poison.
Skill Bonuses: gain a +2 bonus to all Craft, Perception, and Profession checks when dealing with stonework construction, including finding secret doors and stonework traps. As natural miners, dwarves can automatically determine how far below ground they are and can automatically determine which direction they are traveling in when beneath the surface. Alsp gain a +2 bonus to all Craft: Smith skill checks

THIEF CLASS ABILITIES

Saving Throws: Dexterity, Intelligence
Backstab (+3): when making a melee or ranged attack against an opponent's rear facing, or when making a melee attack against a flanked foe, gain backstab bonus. May only Backstab creatures that have a discernible anatomy. The thief must be able to see the target well enough to pick out a vital spot. They may only Backstab with weapons listed on the thief weapon proficiency list. If making ranged Backstab attacks, they must be within close range for the weapon used.
Burglar (+3): gain burglar bonus to all Athletics skills checks made to climb, all Disable Device checks made to open locks and disarm traps, and all Stealth checks.
Find Traps: Thieves may make Perception checks to search for traps, including magical traps, with their full Proficiency Bonus. To find a trap, the thief spends time intently studying and searching an area to deduce possible trap locations. It takes one round to locate a trap in a specific area such as a lock or a doorknob, and one minute to locate traps in a 5’ by 5’ foot area. The DC of this check is usually 10 + the Proficiency Bonus + the Dexterity modifier of the NPC who set the trap with a Disable Device check. For spell traps, such as Glyph of Warding, the DC is equal to the spell’s Saving Throw DC.
Sneak Attack: If a thief successfully strikes a surprised opponent, the first attack deals twice the usual Backstab damage (+6). Sneak Attacks, unlike normal Backstab attacks, need not be made against flanked foes or a foes' rear facing. The other requirements for Backstabbing opponents still apply.
Footpad: may move at their full Movement Rate when making Stealth checks to move silently.
Read Languages: add Ciphers skill to Proficiency.
Acrobat: apply their Burglar bonus to all Acrobatics checks that they make, whether they are proficient in Acrobatics or not.

Weapon and Armor Proficiencies

Weapons: Club, dagger, dart, hammer, hand axe, hand crossbow, light crossbow, longsword, mace, quarterstaff, scimitar, sickle, shortbow, short sword, and sling
Armor: light armor
Shields: none

SKILLS

Acrobatics (DEX)
Animal Handling (WIS) +0
Arcana (INT)
Athletics (STR) +0
Chiper (INT) +0
Craft [type] (INT)
Deception (CHA) +0
Disable Device (DEX)
Disguise (CHA)
History (INT) +0
Insight (WIS) +0
Intimidation (CHA) +0
Language [type] (INT)
Medicine (WIS) +0
Nature (INT) +0
Perception (WIS) +0
Performance (CHA) +0
Persuasion (CHA) +0
Poison (INT)
Profession [Miner] (WIS) +0
Profession [type] (WIS)
Religion (INT) +0
Sleight-of-Hands (DEX) +0
Stealth (DEX) +0
Survival (WIS) +0
* Proficiency with these skills
These skills require Proficiency to use.

EQUIPMENT

Encumbrance: Base (No Encumbrance) [Strx5]: 0lbs; Moderate Load [Strx10]: 0lbs; Heavy Load [Strx15]: 0lbs

XX x lbs
XX x lbs
XX x lb
XX x lbs
XX x lbs
500 gold pices (in pouch) 0.5 lbs
Total xx lbs

HISTORY

xx