Difference between revisions of "Mythic Greece Prokopios"

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Latest revision as of 17:22, 8 June 2023

Name: Prokopios Race/Ancestry/Heritage: Human Class & Level: Rogue 5 (Arcane Trickster) Background: Outlander Alignment: Chaotic Good Experience: 7,020 xp


ABILITY SCORES & ABILITIES (* includes +3 proficiency bonus; ** includes expertise, if any)

Strength 10

+0... Strength Ability Checks

+0 ... Strength Saving Throws

+3 ... Athletics Skill *

120 lbs. ... Maximum Carrying Capacity

240 lbs. ... Max. Push or Drag (Speed -5 ft.)

240 lbs. ... Maximum Lift

Dexterity 20

+5 ... Dexterity Ability Checks

+8 ... Dexterity Saving Throws *

+5 ... Acrobatics Skill

+11 ... Sleight of Hand Skill **

+11 ... Stealth Skill **


Constitution 14

+2 ... Constitution Ability Checks

+2 ... Constitution Saving Throws

Intelligence 16

+3 ... Intelligence Ability Checks

+6 ... Intelligence Saving Throws *

+3 ... Arcana Skill

+3 ... History Skill

+6 ... Investigation Skill *

+3 ... Nature Skill

+3 ... Religion Skill

Wisdom 10

+0 ... Wisdom Ability Checks

+0 ... Wisdom Saving Throws

+0 ... Animal Handling Skill

+3 ... Insight Skill *

+0 ... Medicine Skill

+0 ... Perception Skill

+3 ... Survival Skill *

Charisma 13

+1 ... Charisma Ability Checks

+1 ... Charisma Saving Throws

+4 ... Deception Skill *

+1 ... Intimidation Skill

+1 ... Performance Skill

+1 ... Persuasion Skill


COMBAT [PHB p. 189]

10 ... Passive Perception

+4 ... Initiative Modifier

Armor Class 15 ... Armor worn: leather armor

30 ft. Speed ... Base distance per move

33 hit points ... 5d8 Hit Dice


Rapier. Melee Weapon Attack: +7 to hit, reach 5 ft. Hit: 1d8+4 piercing damage.


Shortbow. Ranged Weapon Attack: +7 to hit. Hit: 1d6+4 piercing damage. (Normal range to 80 ft.; disadvantage long range 81 to 320 ft. Must be used two-handed.)


Dagger. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. 1d4+4 piercing damage. (If thrown, normal range to 20 ft.; disadvantage long range 21 to 60 ft.)


Sneak Attack: Once per turn, deal +3d6 extra damage to one creature hit if attack with advantage using finesse or ranged weapon. Don't need advantage if an enemy of the target is within 5 feet of it, enemy isn't incapacitated, and you don't have disadvantage on attack.


FEATURES, TRAITS, SPECIAL ABILITIES

Outlander Background [PHB p. 136]

• Feature: Wanderer.

• Traits: Dedicated to family Headstrong

• Ideal: I will suffer any indignity for my family and nation.

• Bond: I have an oath to retrieve the Golden Fleece for King Eleutherios of Colchis

• Flaw: My family does not tolerate betrayal lightly - to the point of obsession.


Proficiencies & Languages

• Proficiency Bonus: +3

• Armor: light armor

• Weapons: simple weapons, hand crossbow, longsword, rapier, shortsword

• Tools: musical instrument (flute), thieves' tools

• Saving Throws: Dexterity, Intelligence

• Skills: Athletics, Deception, Insight, Investigation, Sleight of Hand, Stealth, Survival

• Languages: Common, Thieves' Cant, Dwarvish, Gnomish, Draconic


Skulker Feat [PHB p. 170]: hide when lightly obscured, ranged attack miss doesn't reveal position, dim light doesn't impose Perception disadvantage.

Human Traits [PHB p. 29]

• Creature Type: Humanoid

• Age: 33 years old

• Medium Size (5' 8", 170 lbs.)


Rogue Class Features [PHB p. 94]

• Expertise (prof. noted with **)

• Sneak Attack (+3d6)

• Thieves' Cant (slang speak in code)

• Cunning Action (Dash, Disengage or Hide)

• Cantrips, Spellcasting

• Mage Hand Legerdemain

• Uncanny Dodge (reax. for half damage)

Sneak Attack: Once per turn, deal +3d6 extra damage to one creature hit if attack with advantage using finesse or ranged weapon. Don't need advantage if an enemy of the target is within 5 feet of it, enemy isn't incapacitated, and you don't have disadvantage on attack.

Spellcasting [PHB p. 201]

Spell Attack Modifier +5

Spell Save DC 13

Cantrips Known: Friends, Mage Hand, Minor Illusion


Prepared Spells

1st Level (3 slots): Charm Person, Sleep, Mage Armor, Fog Cloud


EQUIPMENT & TREASURE


Carried Gear [PHB, p. 143]: leather armor (AC 11), rapier, two (2) daggers, shortbow and 20 arrows, thieves' tools (lockpicks, small file and pliers, tiny mirror), belt pouch, set of traveler's clothes, hunting trap, a staff, trophy from a slain animal. (This load is about 56 lbs.; add 1 lb. per 50 coins carried.)


Coins & Gems: 708 gold pieces (gp); 20 silver pieces (sp); 48 copper pieces (cp); 2 gems (worth 50 gp each)