Ilarris Zeleshi

Drucilla Erhardt's page

8 posts. Alias of Tyrn Jade.


About Drucilla Erhardt

Name: Drucilla Erhardt
Race: Human (nationality unknown)
Class: Thief 6
Background: Ecclectic
Alignment: CM
Experience: 18447

Initiative +4
Speed: 40
HP: 28
AC: 16
Proficiency Bonus: +3
Languages: Common, Dwarven, Draconic, and Rhaelis.

* = saving throw proficiency
STR 8
DEX* 18
CON 10
INT* 16
WIS 14
CHA 16

Attack Actions
Name: Cutlass ATK: +7 DMG: 1d8+4
Name: +1q Elven S.W./+1q Elven S.W. ATK: +7/+7 DMG: 1d6+5/1d6
Name: Hand Crossbow/Hand Crossbow ATK: +7/+7 DMG: 1d6+4 RNG: 30/120
Name: Flintlock Pistol/Flintlock Pistol ATK: +4/+4 DMG: 1d10+4 RNG: 30/90

Skill Proficiencies
Acrobatics, History, Investigation (x2), Nature, Sleight of Hand (x2), Stealth (x2), and Survival. Thieve's Tools (x2). Alchemist's Kit.

Class Features
Expertise: Investigation, Sleight of Hand, Stealth, and Thieve's Tools. Selected skills have double proficiency bonus.

Sneak Attack +3d6

Thieves' Cant: Secret language of thieves. Many purposes.

Cunning Action: Bonus action can be used to Dash, Disengage, or Hide.

Fast Hands: Can use Cunning Action to make a Sleight of Hand check, use Thieves' Tools, or take the Use an Object action.

Second-Story Work: No extra movement from climbing. Running jump results in increased distance proportional to Dexterity modifier.

Uncanny Dodge: Use reaction to halve damage dealt to you.

Spells DC: Spell ATK:
0th:
1st:
2nd:
3rd:
4th:
5th:
6th:
7th:
8th:
9th:

Feats
Sharpshooter
• Attacking at long range doesn't impose disadvantage
on your ranged w eapon attack rolls.
• Your ranged weapon attacks ignore half cover and
three-quarters cover.
• Before you make an attack with a ranged w eapon that
you are proficient with, you can choose to take a - 5
penalty to the attack roll. If the attack hits, you add +10
to the attack’s damage.

Mobile: +10ft to Speed. Dash action ignores difficult terrain. When an attack is made against a creature, no opportunity attack is provoked.

Racial Traits
+1 to two ability scores, a bonus skill proficiency, and a bonus feat.

Equipment
Inventory
Explorer's Pack: Backpack, bedroll, mess kit, tinderbox, 10 torches, 10 days of rations, 50ft of hempen rope, and a waterskin.

Goggles of Night: Grants darkvision up to 60ft.

Thieves' Tools*

Amulet of Proof Against Detection and Location - hidden from divination magic.

Cloak of the Bat - advantage of Stealth. Can fly (40ft) in areas of dim light or darkness. As an action, can polymorph into a bat while in dim light or darkness. Cannot polymorph again until the next dawn.

Weapons
Cutlass
+1q Elven Shortsword (2)
Hand Crossbow (2)
Flintlock Pistols (2)

Worn Equipment
HEAD: Spice Berry Headband.
NECK: Amulet of Proof Against Detection and Location.
TORSO: +1q Leather Armor 12+Dex.
BACK: Cloak of the Bat.
WAIST: Buckled Belt.
FEET: Thief's High Boots.
WRIST: Leather Bracelets.
HANDS: Fingerless Leather Gloves.
RING(R)
RING(L):

Copper: Silver: Gold: 105 Platinum:

Factions
The Black Sparrows (Liked)
The MaddoxGang (Hated)

Assets

Revenue: -1gp = -1gp (Modest Lifestyle)

Aesthetics
Physical Description
Eyes: Cerulean a.k.a. Mako (because fantasy that's why!)
Hair: Dark-brown with chocolate-cherry highlights.
Clothing: Dru wears leather armor, though she wears the minimal amount she can without sacrificing too much protection. She wears a small leather duster that has been tanned with hemlock, giving it a burgundy color. There is also a Black Sparrow ribbon wrapped around her right bicep.

Personality
Coy, caring (in a "tough-love" sort of way), intelligent, humorous, daring, and flighty ("What are you gonna do when the heat's just around the corner?").

Backstory
Drucilla Erhardt is unsure where she is from exactly. For as long as she can remember she has lived in Erynport, though she has no idea how she got there nor does she know who brought her there. She was an orphan, and she had absolutely no recollection of her parents or family. It's as if Erynport herself gave birth to Drucilla; born of the very heart that makes this city what it is. Despite her extremely low status in society, Drucilla always managed to keep high spirits (can't really miss what you never had, after all). She educated herself by taking full advantage of the public library, or by meeting as many people as she could to learn all they could teach. Eventually, she'd meet Seanalon, Cecil, and Grayson (in that order). Strong friendships were made among them. When Grayson marched off to war, the three others found their way into the underworld of Erynport. What began as petty thievery and conning people, eventually their antics snowballed into some heavy s**+. The foreign Tokazu gang placed a vendetta on them, and they have remained on the run ever since. Having trouble finding work, they turned to their old friend Barrett who saw great potential for them as adventurers. The unorthodox profession has allowed Drucilla to keep her distance from the Tokazu gang while she tries to stash away some gold.