Vardalel Prennder

Aladair's page

69 posts. Alias of Daniel Stewart.


Classes/Levels

Male, N High Elf, Rogue 2 | HPs 16/16 | AC: 13 | Init: +3 | PP 15 Saves S:+0, D:+5, C:+0, I:+4, W:+1, C:+2

About Aladair

Aladair
High elf Rogue 2
Medium humanoid, neutral
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Armor Class: 13
Hit Points: 16 (2d8+2)
Speed: 30 ft.
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STR 10 (+0), DEX 16 (+3), CON 12 (+1), INT 15 (+2), WIS 12 (+1), CHA 13 (+1)
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Saving Throws: Str 0, Dex +5, Con +1, Int +4, Wis +1, Cha +1
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Skills
Acrobatics +3, Animal Handling +1, Arcana +2, Athletics +2, Deception +3, History +2, Insight +3, Intimidation +1, Investigation +6, Medicine +1, Nature +2, Perception +3, Performance +1, Persuasion +1, Religion +2, Sleight of Hand +1, Stealth +3, Survival +1
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Armor Class: 13
Leather Armor +2
Dex +1

Melee Attack
Rapier: +3 to Hit Damage: 1d8+1
Dagger: +3 to Hit Damage: 1d4+1

Ranged
Shortbow: +3 to Hit Damage: 1d6+1
Dagger: +3 to Hit Damage: 1d4+1
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Equipment
Backpack, Ball Bearings (bag of 1,000), Bell, Candle, Crowbar, 2x Dagger, Hammer, Hooded Lantern, Light Armor Leather, Manacles, 2x Oil (flask), 10x Piton, Rapier, Rations (3 days), 50 ft. Hempen Rope, 2x Torch, Shortbow, 20x Arrows, 20ft String, Thieves' Tools, Tinderbox, Waterskin, 3sp
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Rogue Features

Expertise: Your proficiency bonus is doubled for any ability check you make for two chosen proficiencies.
Thieves' Tools, Investigation

Sneak Attack (1d6): Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack with finesse or ranged weapon if you have an advantage on the attack roll. You don’t need advantage on the attack roll if another enemy of the target is within 5 ft. of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.

Thieves’ Cant: You have learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you to hide messages in a seemingly normal conversation. It takes four times longer to convey such a message than it does to speak the same idea plainly.

Cunning Action: You can take a bonus action on each of your turns to take the Dash, Disengage, or Hide action.

RACIAL TRAITS
Darkvision: You can see in darkness (shades of gray) up to 60 ft.
Keen Senses: You have proficiency in the Perception skill.

Fey Ancestry: You have an advantage on saves against being charmed, and magic can’t put you to sleep.
Trance: You don't need to sleep but meditate semiconsciously for 4 hours a day. While meditating, you can dream after a fashion; such dreams are mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.

Elf Weapon Training: You have proficiency with the longsword, shortsword, shortbow, and longbow.

Cantrip: You know one cantrip of your choice from the wizard spell list. INT is your spellcasting ability for it.
Mage Hand (Cantrip)
Extra Language: You can speak, read, and write one extra language of your choice.
Dwarven, Elven, Common

Treasure
Blue and purple stones (6 stones in total)
Sturdy leather bag with 70 sp, 600 cp
Loose coin amounting to 213 gp, 65 sp
2 potions of Healing (?)