Post by Xxsuperheroxx on Jan 28, 2023 1:51:02 GMT -6
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Ability Scores
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Skill Training
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Background
Hounded Thief
Some time ago, you stole a unique item from a strange individual. It might have been a piece of clockwork from a far-off land or some other bit of strange technology. You might still have it or you might have sold it, but either way, you can't shake the feeling that you're being followed and watched, likely by forces who want to retrieve what you took. Luckily, a life of adventure keeps you on the move.
Class Rogue
You are skilled and opportunistic. Using your sharp wits and quick reactions, you take advantage of your opponents’ missteps and strike where it hurts most. You play a dangerous game, seeking thrills and testing your skills, and likely don’t care much for any laws that happen to get in your way. While the path of every rogue is unique and riddled with danger, the one thing you all share in common is the breadth and depth of your skills.
Sub-class-racket Thief
Nothing beats the thrill of taking something that belongs to someone else, especially if you can do so completely unnoticed. You might be a pickpocket working the streets, a cat burglar sneaking through windows and escaping via rooftops, or a safecracker breaking into carefully guarded vaults. You might even work as a consultant, testing clients’ defenses by trying to steal something precious.
When a fight breaks out, you prefer swift, lightweight weapons, and you strike where it hurts. When you attack with a finesse melee weapon, you can add your Dexterity modifier to damage rolls instead of your Strength modifier.
Future aspiration
Assassin Dedication
Archetype Assassin
Prerequisites Alchemical Crafting; trained in Crafting, Deception, and Stealth
You've trained to assassinate your foes, and you do so with tenacity and precision. You gain the Mark for Death activity.
Activate Mark for Death; Requirements You can see and hear the creature you intend to mark; Effect You designate a single creature as your mark. This lasts until the mark dies or you use Mark for Death again. You gain a +2 circumstance bonus to Perception checks to Seek your mark and on Deception checks to Feint against your mark. Your agile and finesse weapons and unarmed attacks gain the backstabber and deadly d6 weapon traits when you're attacking your mark. If the weapon or unarmed attack already has the deadly trait, increase the size of the deadly damage die by one step instead of giving it deadly d6.
Special You can't select another dedication feat until you've gained two other feats from the assassin archetype.
Archetype Assassin
Prerequisites Alchemical Crafting; trained in Crafting, Deception, and Stealth
You've trained to assassinate your foes, and you do so with tenacity and precision. You gain the Mark for Death activity.
Activate Mark for Death; Requirements You can see and hear the creature you intend to mark; Effect You designate a single creature as your mark. This lasts until the mark dies or you use Mark for Death again. You gain a +2 circumstance bonus to Perception checks to Seek your mark and on Deception checks to Feint against your mark. Your agile and finesse weapons and unarmed attacks gain the backstabber and deadly d6 weapon traits when you're attacking your mark. If the weapon or unarmed attack already has the deadly trait, increase the size of the deadly damage die by one step instead of giving it deadly d6.
Special You can't select another dedication feat until you've gained two other feats from the assassin archetype.
Background skill feat
Pickpocket
You can Steal or Palm an Object that’s closely guarded, such as in a pocket, without taking the –5 penalty. You can’t steal objects that would be extremely noticeable or time consuming to remove (like worn shoes or armor or actively wielded objects). If you’re a master in Thievery, you can attempt to Steal from a creature in combat or otherwise on guard. When doing so, Stealing requires 2 manipulate actions instead of 1, and you take a –5 penalty.
Nothing beats the thrill of taking something that belongs to someone else, especially if you can do so completely unnoticed. You might be a pickpocket working the streets, a cat burglar sneaking through windows and escaping via rooftops, or a safecracker breaking into carefully guarded vaults. You might even work as a consultant, testing clients’ defenses by trying to steal something precious.
When a fight breaks out, you prefer swift, lightweight weapons, and you strike where it hurts. When you attack with a finesse melee weapon, you can add your Dexterity modifier to damage rolls instead of your Strength modifier.
Class skill feat
Tumble Behind
Your tumbling catches your foe off guard. When you Tumble Through successfully, the foe you Tumbled Through is flat-footed against the next attack you make before the end of your turn.
Ancestry skill feat
Elven Weapon Familiarity
You favor bows and other elegant weapons. You are trained with longbows, composite longbows, longswords, rapiers, shortbows, and composite shortbows.
In addition, you gain access to all uncommon elf weapons. For the purpose of determining your proficiency, martial elf weapons are simple weapons and advanced elf weapons are martial weapons.
General skill feat
Intimidating Glare
Prerequisites trained in Intimidation
You can Demoralize with a mere glare. When you do, demoralize loses the auditory trait and gains the visual trait, and you don’t take a penalty if the creature doesn’t understand your language.
Melee Strikes
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Weapon Proficiencies
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Throwing Knife
Price 3 sp; Damage 1d4 piercing; Bulk Large
Hands 1
Category Simple
Group Knife; Traits Agile, Finesse, Thrown 20 ft.
This light knife is optimally balanced to be thrown accurately at a greater distance than a common dagger. While this comes at the cost of a significant cutting edge, the difference is worth it for throwing specialists.
Traits full rules on Base Weapons
Price 3 sp; Damage 1d4 piercing; Bulk Large
Hands 1
Category Simple
Group Knife; Traits Agile, Finesse, Thrown 20 ft.
This light knife is optimally balanced to be thrown accurately at a greater distance than a common dagger. While this comes at the cost of a significant cutting edge, the difference is worth it for throwing specialists.
Traits full rules on Base Weapons
Blowgun
Price 1 sp; Damage 1 Piercing; Bulk Large
Hands 1; Range 20 ft.; Reload 1
Category Simple
Ammunition Blowgun Darts
Group Dart; Traits Agile, Nonlethal
This long, narrow tube is used for shooting blowgun darts, using only the power of a forcefully exhaled breath.
Traits full rules on Base Weapons
Nonlethal
An effect with this trait is not inherently deadly. Damage from a nonlethal effect knocks a creature out rather than killing it. You can use a nonlethal weapon to make a lethal attack with a –2 circumstance penalty.
Price 1 sp; Damage 1 Piercing; Bulk Large
Hands 1; Range 20 ft.; Reload 1
Category Simple
Ammunition Blowgun Darts
Group Dart; Traits Agile, Nonlethal
This long, narrow tube is used for shooting blowgun darts, using only the power of a forcefully exhaled breath.
Traits full rules on Base Weapons
Nonlethal
An effect with this trait is not inherently deadly. Damage from a nonlethal effect knocks a creature out rather than killing it. You can use a nonlethal weapon to make a lethal attack with a –2 circumstance penalty.
Stiletto dagger Style Hairpin
Damage 1d6 Piercing; Bulk Large
Hands 1
Category Simple
Group Knife; Traits Agile, Concealable, Finesse
This small, bladed weapon is held in one hand and used to stab a creature in close combat. The target takes 1d6 persistent bleed damage. You gain an item bonus to this bleed damage equal to the weapon's item bonus to attack rolls.
Traits full rules on Base Weapons
Damage 1d6 Piercing; Bulk Large
Hands 1
Category Simple
Group Knife; Traits Agile, Concealable, Finesse
This small, bladed weapon is held in one hand and used to stab a creature in close combat. The target takes 1d6 persistent bleed damage. You gain an item bonus to this bleed damage equal to the weapon's item bonus to attack rolls.
Traits full rules on Base Weapons
Neverwinter Profile
Xelphen of house Aleanrahel, daughter of the High Priestess of goddess Araushnee now known as Lolth, the Queen of the Demonweb Pits. Banished from the UnderDark for betrayal to her house for taking a lover Theomacha of house Barrison'del'armgo. Theomacha of house Barrison'del'armgo assassinated Xelphen's mother the Hish Priestess of the goddess Araushnee and fled the UnderDark to the surface of Faerûn. Xelphen Left the UnderDark and wonders Faerûn looking for her love Theomacha. Raised in the high house of Aleanrahel she is trained as an assassin skill set and training knife fighting, knife throwing, poisons and dark magic. She is the Bringer of death....
Xelphen of house Aleanrahel, daughter of the High Priestess of goddess Araushnee now known as Lolth, the Queen of the Demonweb Pits. Banished from the UnderDark for betrayal to her house for taking a lover Theomacha of house Barrison'del'armgo. Theomacha of house Barrison'del'armgo assassinated Xelphen's mother the Hish Priestess of the goddess Araushnee and fled the UnderDark to the surface of Faerûn. Xelphen Left the UnderDark and wonders Faerûn looking for her love Theomacha. Raised in the high house of Aleanrahel she is trained as an assassin skill set and training knife fighting, knife throwing, poisons and dark magic. She is the Bringer of death....