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Abderrahmane Zagora

Treggor Mynth's page

81 posts. Alias of D-Kal.

Full Name

Treggor Mynth


Rogue 1 - HP: 11/11, - AC: 13 - Init +2 - Percep: +2 [12]


Saves: +3/+3/+3/+1/+0/+1 - Athletics: +7, Speed: 25ft



Special Abilities

Sneak Attack (1d6)




Common, Dwarvish, Orc

Strength 17
Dexterity 13
Constitution 16
Intelligence 8
Wisdom 10
Charisma 12

About Treggor Mynth

Short Sword +5 (1d6 +3)
Dagger +5 (1d4 +3)
Dagger +5 (1d4 +3, 20/60ft)

AC 13 (10 base +1 Dex +2 Armor)
Saves: +3/+3/+3/+1/+0/+1

Str (+5)- Athletics*+7
Dex (+3)- Stealth
Wis (+2)- Perception, Survival
Cha (+3)- Intimidation*+5, Persuasion

Race: Dwarf(mountain):
Tool Proficiency: smith's tools
Weapon Proficiency: battleaxe, handaxe, throwing hammer, warhammer
Armor Proficiency: light armor, medium armor
Languages: Common, Dwarvish
advantage on saves vs poison
resistance to poison damage
2x proficiency on history checks related to stonework
Darkvision: see in dim light as bright light and darkness as dim light (black & white)

Str: 15+2race
Dex: 13
Con: 14+2race
Int: 8
Wis: 10
Cha: 12

Bonus: +2
Skills: Athletics(str)+7, Intimidation(cha)+5, Perception(wis)+2, Persuasion(cha)+3, Stealth(dex)+4, Survival(wis)+2
Melee Weapons: Simple, longsword, rapier, short sword +5
Ranged Weapons: Simple, hand crossbow +4
Armor: Light
Tools: shawm, smith's tools, thieves' tools
Class: Rogue:
Skill Proficiencies: Intimidation, Perception, Persuasion, Stealth
Expertise: double proficiency bonus on two skills (Athletics, Intimidate)

Sneak Attack: 1/round, add +1d6 damage to successful attack if--
• The attack was made with a finesse weapon, AND
• You have advantage on the attack OR
• Another threatening creature is also within 5ft of the target

Thieves' Cant
• May communicate secret messages to other thieves at 1/4 conversational speed
• May recognize symbols of Danger, Thieves' Guild, Loot, Targets, and Safehouses

Hide Armor (AC=12+Dex, 10gp, 12lb)
Short Sword^^ (20gp, 4lb, 1d8S, Versatile 1d10)
Dagger^^^^^ (10gp, 2lb, 1d4P, Finesse, Light, Thrown 20/60ft)
Burglar's Pack (16gp, 45lb, backpack, bag of 1k ball bearings, 10ft string, bell, 5 candles, crowbar, hammer, 10 pitons, hooded lantern, 2 flasks oil, 5 days rations, tinderbox, waterskin, 50ft hemp rope)

Common Clothes (5sp, 3lb)
Robes (1gp, 4lb)
Belt Pouch (5sp, 1lb)
Signet Ring (5gp)
Thieves' Tools (25gp, 1lb)
Shawm (2gp, 1lb)

76/80lb (light); 90/120 gp spent

Background: Outlander:
Skill Proficiencies: Athletics, Survival
Tool Proficiency: Shawm
Language: Orc
Feature: Wanderer
You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.

Campaign Background: My homeland was destroyed and I alone survived. As the last prince of a forgotten kingdom, I wander the lands of this world in search of the source of our ill fortune to settle the score and rebuild our culture on new ground.

Personality Trait: I once ran twenty-five miles without stopping to warn to my clan of an approaching orc horde. I’d do it again if I had to.
Ideal: Life is like the seasons, in constant change, and we must change with it. {Chaotic}
Bond: I will bring terrible wrath down on the evildoers who destroyed my homeland.
Flaw: I am slow to trust members of other races, tribes, and societies.

Barb Dreams:
Rage: bonus action, duration 1 min, grants--
• Advantage on Str checks & saves
• Bonus damage on Str-based melee attacks
• Resistance to B/P/S damage

Unarmored Defense: while not wearing armor, AC equals 10 + Dex mod + Con mod

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