Difference between revisions of "Blank Slate Szuna"

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'''Charisma:''' 15 (+2)
'''Charisma:''' 15 (+2)
'''HP:''' 87 (current 71)
'''HP:''' 87 (current 61)
'''Racial Abilities:'''
'''Racial Abilities:'''

Revision as of 04:29, 8 February 2021

Szuna (Contarry Thief)

Szuna is dark-grey-skinned, with pointed ears, pupilless eyes. Her horns are usually covered by a fancy hat when she is in day clothes; at night, they're tipped with points of blackened steel. She has a muscular tail that she keeps hidden under skirts in the daytime, but her leather armor includes a sleeve for it.

She is rarely seen in the daytime without a book. At night, she is rarely seen at all, except by those whom she wants to see her.

She is well-known among the folk of the city as an expert book-thief, and has pilfered many arcane texts—especially evil, dangerous ones—though like any celebrity, it is her romantic entanglements and professional rivalries that draw the most attention from the public.

She is well-known to the booksellers, forgers, and fences of the city, as well as the library masters and professional arcanists. When she was younger, she tended to associate with one or another bookstore, but her profile has risen to the point where she is now an independent, selling to the highest (sane and reasonable) bidder... or sometimes paying off favors with extravagantly valuable texts.

Character Sheet

Stats Strength: 9 (-1) Dexterity: 19 (+4) Constitution: 14 (+2) Intelligence: 11 (0) Wisdom: 16 (+3) Charisma: 15 (+2)

HP: 87 (current 61)

Racial Abilities: Tail: Can be used to perform your item interaction on your turn. Spells: DC based on Dexterity

  • Mage Hand (Cantrip)
  • Unseen Servant (1)
  • Misty Step (2)
  • Gaseous Form (3)

Proficiencies: Light Armor, Simple Weapons, Crossbow, Rapier, Longsword, Shortsword, Thieves' Tools, Languages, Thieves' Cant, Acrobatics, Athletics (Expertise), Arcana (Expertise), Perception, Sleight of Hand (Expertise), Stealth (Expertise)

Class Abilities:

  • Sneak Attack : Beginning at 1st level, you know how to strike subtly and exploit a foe’s distraction. 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.

The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table.

  • Cunning Action (Rogue): 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.
  • Eye for Value (Inquisitive): From 3rd level, you can immediately know the most valuable thing in a room when you enter and if it is magical you know what it does.
  • Eye For Detail (Inquisitive): From 3rd level, you can make a Wisdom (Perception) check to spot a hidden creature or object, or an Intelligence (Investigation) check to uncover or decipher clues.
  • Insightful Fighting (Inquisitive): At 3rd level, you gain the ability to decipher an opponent’s tactics and develop a counter to them. As a bonus action, you make a Wisdom (Insight) check against a creature you can see that isn’t incapacitated, contested by the target’s Charisma (Deception) check. If you succeed, you can use your Sneak Attack against that target even if you don't have advantage on the attack roll, but not if you have disadvantage on it. (This benefit lasts for 1 minute or until you successfully use this feature against a different target.)
  • Uncanny Dodge (Rogue): Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.
  • Evasion (Rogue): Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as an ancient red dragon’s fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
  • Steady Eye (Inquisitive): At 9th level, you gain advantage on any Wisdom (Perception) or Intelligence (Investigation) check if you move no more than half your speed on the same turn.
  • Reliable Talent: By 11th level, you have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.

Inquisitive Abilities at higher levels:

Unerring Eye At 13th level, your senses are almost impossible to foil. As an action, you sense the presence of illusions, shapechangers not in their original form, and other magic designed to deceive the senses within 30 feet of you, provided you aren't blinded or deafened. You sense that an effect is attempting to trick you, but you gain no insight into what is hidden or into its true nature.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.

Eye for Weakness At 17th level, you learn to exploit a creature’s weaknesses by carefully studying its tactics and movement. While your Insightful Fighting feature applies to a creature, your Sneak Attack damage against that creature increases by 3d6.

Thief Abilities at higher level:

Blindsense: Starting at 14th level, if you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.

Slippery Mind: By 15th level, you have acquired greater mental strength. You gain proficiency in Wisdom saving throws.

Elusive: Beginning at 18th level, you are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren’t incapacitated.

Stroke of Luck: At 20th level, you have an uncanny knack for succeeding when you need to. If your attack misses a target within range, you can turn the miss into a hit. Alternatively, if you fail an ability check, you can treat the d20 roll as a 20.

Once you use this feature, you can’t use it again until you finish a short or long rest.