Race |
HP: 20/20 | AC 14 | Init: +3 | Saves: Str: +0; Dex: +5; Con: +2; Int: +1; Wis: +2; Cha: +2 | PP 14 | PI 09 | Inspiration: No | Conditions: |
About Enoch the Scoundrel
Enoch the Scoundrel
CN Male Half-Elf Rogue 2
Initiative: +3
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Hit Points: 20
Armor Class: 14 (Leather Armor (AC 11))
Saving Throws: Dexterity, Intelligence
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Combat
Speed: 30
rapier +5 (1d8+3)
2 daggers +5 (1d4+3)
shortbow +5 (1d6+3/80-320)
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STR 10 (+0), DEX 16 (+3), CON 14 (+2), INT 8 (-1), WIS 14 (+2), CHA 14 (+2)
Proficiency Bonus: +2
Skill Proficiencies: Deception, Intimidate, Survival, Sleight of Hand, Stealth, Perception, Acrobatics, Athletics
Passives: Perception 14, Insight 12
Armor Proficiencies: Light, Shields
Weapon Proficiencies: Simple, Hand Crossbows, Longswords, Rapiers, Shortswords,
Tool Proficiencies: Thieves' Tools, Land Vehicles
Languages: Common, Elven
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Features
Darkvision: 60'. Dim = Bright, Darkness = Dim
Fey Ancestry: Advantage on saving throws against charmed, magic can't put you to asleep.
Exile of the Black City: Know Evil: Your time in the Black City left a mark on your spirit and your flesh. Dark deeds lie in your past, and you have a keen insight into the motivations of evil-aligned beings. Unless a creature’s alignment is obscured by magical means, you know whether a creature's alignment is evil after interacting with it or for a minute or more. Also, you must choose the location on your body where the five-spoked wheel was branded into your flesh. Showing the mark to bandits, criminals, burglars, thieves, and other unsavory types (GM's discretion) grants you advantage on Charisma checks when dealing with them, but good folk are likely to turn against you if your past is revealed.
Skill Versatility (Sleight of Hand & Intimidate): Gain proficiency in two skills of your choice.
Expertise: Stealth, Thieves' Tools
Sneak Attack: 1d6
Cunning Action: Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.
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Mundane Gear:a set of traveler’s clothes, a mule, two sacks containing a set of thieves' tools and 10 gp, burglar's pack
Combat Gear: rapier, two daggers, shortbow w/ 20 arrows, leather armor
Magical Gear:
Currency
CP:
SP:
EP:
GP: 10
PP:
Other:
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History, Traits, & Background
Background: Exile of the Black City
Personality #1: I have a gallows’ sense of humor, and respect the choices of others.
Personality #2: I am patient with those who express regret for their wrongdoing.
Ideal: Purpose. I have found a greater purpose in my life and pursue it at any cost.
Bond: I reject villainy—so long as I am present, none will be bullied or oppressed.
Flaw: I am prone to bouts of extreme violence when stressed—these displays may shock others.
Age: 36
Height: 5'11
Weight: 165lbs