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Masad Didur

Male Human Criminal Rogue 8


Chaotic Neutral
Representing John

Strength 15 (+2) Size: Medium

Dexterity 19 (+4) Height: 6' 2"

Constitution 18 (+4) Weight: 220 lb

Intelligence 13 (+1) Skin: Tan

Wisdom 13 (+1) Eyes: Dark Brown

Charisma 9 (-1) Hair: Black Straight; Beardless

Maximum Hit Points: 75

Speed: 30 feet

Inspiration:

Armor Class: 16 = 10 + 4 [scale mail] + 2 [dexterity in armor]

Proficiency bonus: +3

Initiative modifier: + 4 = + 4 [dexterity]

Attack (handheld / thrown): + 5 = + 2 [strength] + 3 [proficiency]

Attack (missile / finesse): + 7 = + 4 [dexterity] + 3 [proficiency]

Strength save: + 2 = + 2 [strength]

Dexterity save: + 7 = + 4 [dexterity] + 3 [proficiency]

Constitution save: + 4 = + 4 [constitution]

Intelligence save: + 4 = + 1 [intelligence] + 3 [proficiency]

Wisdom save: + 1 = + 1 [wisdom]

Charisma save: -1 = -1 [charisma]

Insight (passive): 14 (19 with advantage)

Investigation (passive): 14 (19 with advantage)


Perception (passive): 11 (16 with advantage)

Carry: 225 lb maximum

For groups using the optional encumberance rules:

If carrying more than 75 lb, encumbered -- -10 on speed

If carrying more than 150 lb, heavily encumbered -- -20 on speed, disadvantage on ability checks, attack
rolls, and saves involving strength, constitution, and/or dexterity

Languages: Common Elvish Thieves' Cant

Unarmed strike [+5 to hit; 1+2 bludgeoning]

2 Daggers [+7 to hit; 1d4+4 piercing, 1 lb, finesse, light, thrown (range 20/60)]

Short Bow [+7 to hit; 1d6+4 piercing, 2 lb, ammunition (range 80, 320), two-handed]

Rapier [+7 to hit; 1d8+4 piercing, 2 lb, finesse]

Short Sword [+7 to hit; 1d6+4 piercing, 2 lb, finesse, light]

Crossbow, hand [+7 to hit; 1d6+4 piercing, 3 lb, ammunition (range 30/120), light, loading]

Scale mail [medium; + 4 AC; max dex + 2; stealth disadvantage; 45 lb.]

Feats:

Dual Wielder +1 to AC with separate melee weapon in each hand; can fight with two
weapons even if not light; can draw / stow two when would normally draw /
stow only one

Moderately
+1 dexterity; proficient with medium armor
Armored

Key Skill Ability Misc.


Skill Name Trained?
Ability Modifier Modifier Modifier

Acrobatics Dex 10 = +4 +3 + 3 [expertise]

Animal Handling Wis 1= +1

Arcana Int 1= +1

Athletics Str 8= +2 +3 + 3 [expertise]

Deception Cha -1 = -1

History Int 4= +1 +3
Insight Wis 4= +1 +3

Intimidation Cha -1 = -1

Investigation Int 4= +1 +3

Medicine Wis 1= +1

Nature Int 1= +1

Perception Wis 1= +1

Performance Cha -1 = -1

Persuasion Cha -1 = -1

Religion Int 1= +1

Sleight of Hand Dex 10 = +4 +3 + 3 [expertise]

Stealth Dex 10 = +4 +3 + 3 [expertise]

Survival Wis 1= +1

Check any artisan tools with which Masad Didur is proficient:

Alchemist's supplies Leatherworker's tools


Boyer / fletcher tools Mason's tools
Brewer's supplies Painter's supplies
Calligrapher's supplies Potter's tools
Carpenter's tools Smith's tools
Cartographer's tools Tinker's tools
Cobbler's tools Weaver's tools
Cook's utensils Woodcarver's tools
Glassblower's tools
Goldsmith / silversmith's tools
Jeweler's tools

Check any instruments with which Masad Didur is proficient:

Bagpipes Horn
Drum Pan flute
Dulcimer Shawm
Flute Viol
Lute
Lyre

Masad Didur is proficient with at least 1 game(s). Check any games with which Masad Didur is proficient:
Dragon Chess Dice game:
Three Dragon Ante
Board Game:
Card Game:

Check any other tools with which Masad Didur is proficient:

Climber's kit Herbalism kit


Disguise kit Navigator tools
Drive a truck Ride a mount
Fly a plane Sail a ship
Forgery kit Poisoner kit
Healer's kit Thieves' tools

Human

The variant rule is in effect. Humans add a point only to two abilities, and get an extra skill and
an extra feat.

This Human chose +1 on strength (already included).

This Human chose +1 on constitution (already included).

Humans learn one extra language.

Criminal

You have underworld contacts.

You are probably an accomplished forger.

Consider bringing thieves tools and at least one kind of gaming set.

Rogue

Proficient in using thief tools.


Level 1: Expertise with four skills / tools gives double proficiency bonus on checks: Acrobatics;
Athletics; Stealth; Sleight of hand; .

Level 1: Thieves cant

Level 1: Sneak attack deals extra 1d6

Level 2: Cunning action -- take a second action to dash, disengage or hide

Level 3: Sneak attack deals extra 2d6

Level 5: Sneak attack deals extra 3d6

Level 5: Evasion -- you can use your reaction to take only half damage from an enemy you can
see

Level 5: Uncanny dodge -- no damage if a dexterity save is made, half damage if failed

Level 7: Sneak attack deals extra 4d6

Level 9: Sneak attack deals extra 5d6

Level 11: Reliable talent -- when using abilities with proficiencies, all d20 rolls are 10 or better

Level 11: Sneak attack deals extra 6d6

Level 13: Sneak attack deals extra 7d6

Level 14: Blindsense -- sense invisible if you can hear


Level 15: Slippery mind -- gain proficiency in wisdom saving throws

Level 15: Sneak attack deals extra 8d6

Level 17: Sneak attack deals extra 9d6

Level 18: Elusive -- if you can move, creatures cannot benefit from advantage in attacks against
you

Level 19: Sneak attack deals extra 10d6

Level 20: Stroke of Luck -- once between short rests, turn a miss into a hit, or automatic success
on a failed ability check

Assassin (rogue archetype)

Begin with bonus proficiencies -- disguise and poisoner kit.

Level 3: Assassinate -- you have advantage against any creature that has not yet taken a turn in
combat. Hits on surprised creatures are criticals.

Level 9: Infiltration expertise -- fake identity.

Level 13: Impostor.

Level 17: Death strike. A surprised creature that you hit must save vs constitution d10 or take
double damage

First Ability Score Improvement: Feat


Second Ability Score Improvement: +1 dexterity; +1 constitution;
Class HP rolled

Level 1: Rogue 8

Level 2: Rogue 5

Level 3: Rogue 5

Level 4: Rogue 5

Level 5: Rogue 5

Level 6: Rogue 5

Level 7: Rogue 5

Level 8: Rogue 5

Hit Dice For Healing


Regain half with each long rest. Use as needed during long or short rests.

Death Saving Throws:

Successes
Failures

Masad Didur's Equipment:

56 lb Weapons / Armor / Shield (from above)

1 lb Arrows (quiver of 20) x 1


2 lb Crossbow bolts (quiver of 20) x 1
5 lb Backpack
2 lb Ball bearings (bag of 1000)
Bell
Candles x 5
5 lb Crowbar
3 lb Hammer
2 lb Lantern (hooded)
2 lb Oil flasks x 2
3 lb Pitons (bag of 4) x 10
10 lb Rations (1 day) x 5
10 lb Rope (50', hempen) x 1
String, ten feet x1

5 lb Waterskins x 1

1 lb Thieves' tools (proficient)

_____
107 lb Total

Masad Didur's Personality Traits:

Masad Didur's Ideal(s):

Masad Didur's Bond(s):

Masad Didur's Flaw(s):

More about Masad Didur:

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