Vhalhisstre Vexidyre

Kana Cherryblossom's page

522 posts. Alias of Hayato Ken.


Race

AC 18 +1 TWF | hp 37/43 | STR +1 DEX +9 CON +4 INT +7 WIS +2 CHA +3

Classes/Levels

| Init +5; Senses darkvision 60 feet; Perception +4

Gender

Female Dreamborn Burglar Rogue

About Kana Cherryblossom

Kana Cherryblossom:

Heritage: Dreamborn, Culture: Elfaivaran, Background: Marauder, Destiny: Coming of Age
Init +5; Senses darkvision 60 feet; Perception +4
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Defense
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AC 18 +1 TWF
hp 43
STR +1 DEX +9 CON +4 INT +7 WIS +2 CHA +3
Size Small (seems medium)
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Offense
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Speed 30 ft. Flight 30 feet 3 rounds
Melee:
Whip 1d4 Finesse, parrying immunity, reach (15), trip (+1 maneuver DC!)
Dueling dagger Dual-wielding, finesse, parrying (1/round expertise die to AC)
Ranged:
Throwing dagger 1d4 Dual-wielding, finesse, thrown (30/80)
Short Bow 1d6 Range (80/320), two-handed
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Statistics
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Str 11, Dex 20, Con 16, Int 16, Wis 12, Cha 14
Proficiency Bonus +3

Feats
Stealth Expert The shadows embrace you as if you were born to them.
-When lightly obscured, you may attempt the hide action.
-You remain hidden after missing a ranged attack.
-Your Wisdom (Perception) checks are not adversely affected by dim light.
Dual-Wielding Expert You are a whirlwind of steel.
Wielding a weapon in each hand grants you a +1 bonus to AC.
You may dual-wield any two weapons without the two-handed quality.
You can sheathe or unsheathe two weapons as part of your movement action.

Skills
Acrobatics*
Animal Handling
Arcana* fey
Athletics*
Culture
Deception*
Engineering
History
Insight
Intimidation
Investigation* 1d6 trapfinding. forensics,
Medicine
Nature*
Perception*
Performance
Persuasion*
Religion
Sleight of Hand* 1d6 pickpocketing, legerdemain.
Stealth* 1d6 camouflage
Survival* tracking

Tools:
Thieves Tools* 1d4
Disguise Kit*
Poisoners Kit*

Languages Common, Elvish, and Sylvan
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Spells Spell Save DC: ; Spell Attack: +
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Cantrip: Spare the Dying
Spell: heroism 1/long rest
Gear
Leather Padded leather, thieves tools, Cloak of Protection, Traveler’s clothes, signal whistle, tent (one person)
Proficiencies
Armor: Light armor
Weapons: longswords, scimitars, and whips (Elfaivaran). Simple weapons, dueling daggers, hand crossbows, rapiers, sabres, shortbows, shortswords, throwing daggers (rogue)
Tools: Disguise kit, poisoner’s kit, thieves’ tools,
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Special Abilities
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Combat Tactic Carver When you deal sneak attack damage with a dagger, your attack deals an additional 1d6 damage. At 11th level, this additional damage becomes 2d6 damage.
Cunning Action Also at 2nd level, you use your mobility to weave through the battlefield. Each turn in combat, you can use a bonus action to take the Dash, Disengage, hide, or Use an Object action.
Sneak Attack 3d6/8 Beginning at 1st level, you fight with precision, taking advantage of momentary lapses in an opponent’s concentration. Once per turn, you can deal extra weapon damage when you hit a creature with a finesse weapon or ranged weapon attack. The amount of extra damage is shown in the Sneak Attack column of the Rogue table.
In order to apply this damage, you must not have disadvantage on the attack and your target must be within 5 feet of another enemy of the target who is not incapacitated. Alternatively, you can apply sneak attack damage if you have advantage on the attack.
Innocent Façade Social Expertise You gain an expertise die on checks made with one of the following skills: Insight, Persuasion, or Sleight of Hand.
Aim Beginning at 5th level, you learn to briefly focus and make the most out of your next strike. If you haven't yet moved on your turn, you can use your Cunning Action to Aim, gaining advantage on the next attack roll you make before the start of your next turn. If you do so, your Speed is reduced to 0 until the end of your turn.
Backstab Whenever you deal sneak attack damage with a melee weapon, you roll d8s instead of d6s for your sneak attack damage.
Bonus Expertise Also at 3rd level, you gain proficiency with Sleight of Hand, and you gain an expertise die on checks using it and when using thieves’ tools. For you, expertise dice in Sleight of Hand and thieves’ tools can be upgraded from d8 to d10, exceeding the usual limit on expertise dice. You can use your Cunning Action to make a Sleight of Hand check or to use thieves’ tools

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Skill Tricks
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Sense for Secrets You gain an expertise die on Investigation checks. You have a sense for finding hidden things. You can spend a minute observing an area. If there are tricks, traps, secret doors, or other unusual features of a nonmagical nature within 30 feet of you on an unobscured surface you can see, you know something nearby is worth investigating, but not what or where it is. You can’t use Sense for Secrets twice on the same area.
Hide in the Shadows You gain an expertise die on Stealth checks. You can attempt to hide from creatures without darkvision while you are in an area of dim light. When a creature tries to enter your space, your position is revealed.
Scout Leader You gain an expertise die on Stealth checks. When your party makes a group Stealth check, you may apply your result to yourself and one ally after seeing the results of all rolls. Additionally, when you are traveling, you can move stealthily at a normal pace.
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Combat Maneuvers 1st degree; 6 Exertion; Maneuver DC 15
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Biting Zephyr
Farshot Stance (1 point) 1st degree Biting Zephyr Bonus Action (Stance)
By arching your back and stretching your arms to their fullest extent, you make your ranged weaponry travel further than usual.
When you use a weapon to make a ranged attack, increase its normal range by 20 feet and long range by 50 feet.
Point Blank Shot (1 point) 1st degree Biting Zephyr Bonus Action
With uncanny swiftness you ready a weapon normally only used at range, compensating for making an attack at an opponent within only a few feet and giving your enemies reason to be wary.
Until the end of your next turn, being within 5 feet of a hostile creature who can see you and who isn’t incapacitated does not give you disadvantage when making a ranged attack using a weapon.
In addition, when an adjacent hostile creature that you can see moves 5 feet or more away from you, you can use your reaction to make a ranged weapon attack against it.
Doubleshot (1 point) 1st degree Biting Zephyr Action
You palm two blades or knock two arrows, launching both missiles at the same opponent.
The next ranged weapon attack you make uses two missiles instead of one. On a hit, you deal an additional weapon damage die.

Knockdown You can use the Knockdown maneuver to trip or push a creature down. If you can make multiple attacks with the Attack action, this maneuver replaces one of them.
The target must be within your reach and be no more than one size category larger than you. The target makes a Strength saving throw against your maneuver DC. On a failure, you deal basic melee damage and knock the target prone.

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Dreamborn Traits
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Knack for the Unexpected: Once per short rest you can add an expertise die (+1d4) to a skill check you’re not proficient in.
The Power of Words: If you promise something to a creature, that creature intuitively senses that it can use a reaction to compel you to fulfill a promise you made to them as though they had cast suggestion. The DC to resist this is 10. Succeeding the save represents you devising a way to wiggle out of the promise. A given creature can only levy one such obligation per day.
Once you are 3rd level, you can cast suggestion once per long rest, but only on a creature that has agreed to the stated course of action in word or text. Your spellcasting ability for this spell is intelligence, Wisdom, or Charisma (whichever is highest).
Aversion: Since dreamborn are protean beings, they often loathe things that ‘define’ them or the place around them. Other fey just develop a deep distrust or resentment of some random type of thing for reasons perhaps only they understand. Choose a fairly common thing from the Waking you are averse to, such as ticking clocks (the Dreaming hates when time is orderly), measuring rulers (or rational rulers too, since rules are just the worst, aren’t they?), mirrors, iron, or laughing babies. You cannot willingly touch that thing, come within 5 feet of it, or even use tools to manipulate such items. You can attempt a DC 20 Wisdom saving throw to ignore this aversion from a particular item—and anything similar within 30 feet of it—for one hour. If you fail, your turn ends, and you cannot try to ignore that aversion for a day. However, if you or an ally is attacked in any way by a creature protected by a repellant item or creature, you can freely ignore the repellant effect as though you had succeeded on your saving throw.
Secret Ways When you navigate while traveling, pursuers have disadvantage on checks made to track your group. Additionally, you can travel stealthily at a normal pace.
Adventures and Advancement Allies and informants occasionally give you tips about the whereabouts of poorly guarded loot. After a few such scores, you may gain the free service of up to 8 bandits.

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Dreamborn Gifts
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Flight: You gain a fly speed of 30 feet as long as you are no more than 10 feet off the ground. To use this speed, you can’t be wearing medium or heavy armor. Additionally, if you attempt to go higher, or if you have spent 3 full consecutive rounds flying, on your next turn you instead fall safely for 30 feet or until you touch the ground. All falling damage beyond 30 feet (if you exceeded your height restriction by flying over a cliff, for instance) is still calculated.
Darkvision: You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You cannot discern color in darkness, only shades of gray.
Fey Step: You know how to briefly slip between the Waking and Dreaming. You can cast misty step but must take a short or long rest before you can do it again. If you aren’t on the Waking or Dreaming, this power still functions, and to an outside observer you appear to instantaneously teleport, but to you it feels like you spend long moments in a void between worlds before arriving at your destination.

For later
Armored Corset
Armor, rare (2,000 gp)
Crafting Components: Fabric woven from giant spider silk This corset appears to be a lightweight piece of shapewear, bound up the back with satin ribbons. In practice, it acts as a steel breastplate for the purposes of AC, donning time, and sleeping in armor; however, it imposes disadvantage on Acrobatics checks instead of Stealth checks. An armored corset is considered light armor for the purposes of proficiency and imposes no maximum Dexterity modifier.
Furthermore, if you wear it for longer than eight hours, you must make a DC 10 Constitution saving throw or suffer a level of fatigue, increasing the DC by 2 for each subsequent eight-hour stretch.

Deadeye Prerequisite: 8th level or higher
Your natural talent or skill makes you lethal with a ranged weapon.
-You gain proficiency with the Farshot Stance and Ricochet maneuvers, and do not have to spend exertion to activate them.
-Cover does not grant your targets an AC bonus when you make attacks against them with a ranged weapon.
-Before making an attack with a ranged weapon you are proficient with, you may choose to forgo your proficiency bonus on the attack roll, applying twice your proficiency bonus to damage instead.