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Rogue, Lvl.

1 Charlatan Dae
CLASS & LEVEL BACKGROUND PLAYER NAME
Ishtac'ka (Juke)
Changeling Neutral Evil
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

+2 PROFICIENCY BONUS Juke falls in and out of love

INSPIRATION
11 (+D)

ARMOR
CLASS
+2 30ft. easily, and is always
pursuing someone.
INITIATIVE SPEED
PERSONALITY TRAITS

+2 SAVING THROWS HIT POINT MAXIMUM


ATHLETICS
iNdEpEnDeNcE
14
STRENGTH
IDEALS
CURRENT HIT POINTS


+2
SAVING THROWS Somewhere out there, Juke has a child
+3

+5
ACROBATICS who doesn't know him. He feels like he's

+5
SLEIGHT OF HAND making the world better for him or her.
16
+3
STEALTH TEMPORARY HIT POINTS BONDS
DEXTERITY
Total SUCCESSES
Juke just can't resist a
+2 SAVING THROWS 1d8 per rogue level FAILURES pretty face.
HIT DICE DEATH SAVES FLAWS

15
CONSTITUTION
NAME ATK BONUS DAMAGE/TYPE
Expertise
Shortsword S/D 1d6 (P)
+3 ◆ SAVING THROWS Sneak Attack
+3

+4
ARCANA Shortbow 1d6 (P) Thieves' Cant
HISTORY
16

+3

+3
INVESTIGATION
NATURE
Dagger (2) 1d6 (P)
INTELLIGENCE
+3
RELIGION

+2 SAVING THROWS
+2
ANIMAL HANDLING
+4
● INSIGHT
14

+2

+2
MEDICINE
PERCEPTION
WISDOM
+2
SURVIVAL

+2 SAVING THROWS
+4
● DECEPTION
+2
INTIMIDATION
15

+2

+2
PERFORMANCE
PERSUASION
CHARISMA

12 PASSIVE WISDOM (PERCEPTION)

ATTACKS & SPELLCASTING FEATURES & TRAITS

Proficiency in disguise kit A set of fine clothes, a disguise kit, tools of the con of your choice
Weapons:Simple weapons, (ten stoppered bottles filled with colored liquid, a set of weighted
hand crossbows, longswords, dice, a deck of marked cards, or a signet ring of an imaginary
rapiers, shortswords duke), and a belt pouch containing 15 gp.
Tools:Thieves' tools A shortsword, a shortbow and quiver of 20 arrows. A burglar's
pack. Leather armor, two daggers, and thieves' tools

OTHER PROFICIENCIES & LANGUAGES EQUIPMENT & CHARACTER NOTES


TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.

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