You are on page 1of 1

ARMOR HP CHILD PICKPOCKET

14 24
Much about you is a mystery, and that's not by
your choice. You lived on the street for as long as
you can remember and just barely got by. That is,
Leather Armor HD 3D8 until you met her.

She took you in and taught you how to use your


cunning and memory to your advantage. She
Name INITIATIVE SPEED taught you how to relieve the elite of their wealth

+3 30ft
without them knowing. She even supported your
decision to leave the city and explore. Maybe
Player Name you'll see her again one day.

PERSONALITY TRAIT
HUMAN, ROGUE (Thief ), 3 You respect anyone who has mastered a skill or has
LANGUAGES Common, Thieves' Cant
Race, Class, Level found work that they love.
ALIGNMENT Chaotic Neutral
SIZE Medium
IDEAL
CRIMINAL 950
Preparedness. Improvising only works once you've
Background Experience ACTION
done all the research and have an escape plan.
-- Rapier melee, +5 to hit, 1D8+3
PROFICIENCY -- Dagger melee/ranged, +5 to hit, 1D4+3 BOND
STR BONUS -- Shortbow ranged, +5 to hit, 1D6+3 You owe a great debt to the clergywoman who

+011
+2 SPECIAL ATTACK
-- Sneak Attack Once per turn, deal 2D6
to one creature hit if attacking with
took you in and taught you how to survive. One
day you will repay her for her kindness.

Saving Throws FLAW


advantage, don't need advantage if target
+0 Strength is within 5´ of an enemy You refuse to get up and do anything more than
+5 Dexterity* eat before noon. If forced, you will complain
DEX +2 Constitution CLASS FEATURE about this whenever given the chance.

+316
+4 Intelligence*
-1 Wisdom
+1 Charisma
-- Expertise prof. bonus noted with **
-- Sneak Attack +2D6
-- Thieves' Cant slang speak in code NOTES
*prof. bonus added -- Cunning Action Dash, Disengage, or
Hide as a bonus action
Skills -- Fast Hands use Cunning Action for
CON Sleight of Hand, thieves' tools, or use

+2
+3 Acrobatics object
-1 Animal Handling -- Second-Story Work fast climb, double
+2 Arcana jump distance
15 +2 Athletics*
BACKGROUND FEATURE
+3 Deception* -- Criminal Contact
+2 History
INT PROFICIENCIES
-1 Insight

+214
+3 Intimidation*
+2 Investigation
-1 Medicine
-- Armor light
-- Weapons simple, hand crossbow,
longsword, rapier, shortsword
-- Tools gambling dice, thieves' tools
+2 Nature
-1 Perception** EQUIPMENT
WIS +3 Performance -- Carrying Leather armor, rapier, 2

-1
daggers, shortbow, 20 arrows, belt
+3 Persuasion pouch, crowbar, set of plain dark clothes
+2 Religion including a hood
9 +7 Sleight of Hand** -- Coins & Gems 12 gold pieces (gp), 4
+7 Stealth** gems (each worth 10 gp)
-1 Survival
CHA *prof. bonus added

+1 PASSIVE
WISDOM
13
9

You might also like