Shaakhib

Astralabius's page

10 posts. Alias of Eithand.


Full Name

Astralabius Toussaint

Race

Hexblood

Classes/Levels

Rogue: HP 8/8: Perception +3

Gender

Male

Size

Medium

Age

21

Alignment

NG

Languages

Common, Draconic, Theives Cant

Occupation

Investigator

Strength 10
Dexterity 16
Constitution 10
Intelligence 14
Wisdom 12
Charisma 14

About Astralabius

Name: Astralabius Toussaint
Race: Hexblood Human
Class: Rogue
Background: Investigator (Offical inquiry)
Age 22
Alignment: NG
Speed: 30 ft
HP: 8/8

AC- 14

Languages: Common, Draconic, Theives Cant

Strength: 10 +0
Dexterity: 16 +5 Proficent
Constitution: 10 +0
Intelligence: 14 +4 Proficent
Wisdom: 12 +1
Charisma: 14 +2

Proficiency: Armor: Light armor
Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords
Tools: Thieves' tools, Disguise Kit, Forgery Kit
Saving Throws: Dexterity, Intelligence

Proficiency Bonus +2

attacks:

dice=Shortsword Attack]1d20+5[/dice]
dice=Shortsword Damage]1d6+3[/dice]
dice=Dagger off hand]1d20+5[/dice]
dice=Dagger off hand Damage]1d4[/dice]

dice=Dagger Thrown Attack]1d20+5[/dice]
dice=Degger Thrown Damage]1d4+3[/dice]

Skills: Acrobatics +5
Deception +4
Insight +3
Investigation +6 (Expertise)
Stealth +5
Slight of Hand +7 (Expertise)
Perception +3
History +4

Class Features
Expertise
At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

At 6th level, you can choose two more of your proficiencies (in skills or with thieves' tools) to gain this benefit.

Sneak Attack
Beginning at 1st level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.

You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.

The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table.

Thieves' Cant
During your rogue training you learned thieves' cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.

In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.

Racial Abilities
Eerie Token. You can harmlessly remove a lock of hair, a nail, or one of your teeth to create a token that is imbued with magic until you finish a long rest. This token can be used for one of two purposes (each require an Action): You can send a telepathic message up to 25 words in length to the creature holding or carrying the token, as long as they are within 10 miles of you, or you can enter a 1 minute trance that permits you to see and hear from the token as if you were located where it is. While in this trance, you are blinded and deafened to your own surroundings. You can end the trance early without using an Action, and it automatically ends if you are incapacitated.

The token is destroyed when the trance ends. You can create a token once per long rest and you regrow any missing part used to create a token when you finish a long rest.

Hex Magic. Hexbloods gain access to two potent spells, disguise self and hex. You can cast each of these spells once per long rest using this trait. You can also cast these spells using any spell slots you have. When you gain this lineage, you choose whether your spellcasting ability for these spells is Intelligence, Wisdom, or Charisma.

Equipment: Rapier, Shortbow, quiver, 20 arrows, Leather armor, 2 Daggers, 2x Thieves tool, burglar's Pack (a Backpack, a bag of 1,000 Ball bearings, 10 feet of string, a bell, 5 Candles, a Crowbar, a Hammer, 10 pitons, a Hooded lantern, 2 flasks of oil, 5 days Rations, a Tinderbox, a Waterskin, 50 feet of Hempen rope), Magnifying glass, Hint from a dead case (Walking cane with an iron Ferrule that Strikes on stone), Common Clothes, 10 Gp)