Captain Josper Creesy

Oskar Aglund's page

48 posts. Alias of Tareth.


Full Name

Oskar Aglund

Race

Human

Classes/Levels

Rogue 1 | HP: 8/8 |AC:14|PP: 13 | Init: +3

Gender

Male

Alignment

HP: 8/8 |AC:14|PP: 13

About Oskar Aglund

Oskar Aglund
NG Human (Damaran) Male Rogue 1
Init: +3; Perception: +7
XP:
Downtime Days:
Size: Medium

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DEFENSE
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AC: 14
HP: 8
Armor: Leather
Saving Throws: DEX, INT

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OFFENSE
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Speed: 30 ft.
Proficiency Bonus: +2
Short Sword: +5 (1d6+3 P)
Short Bow: +5 (1d6+3 P)
Dagger: +5 (1d4+3 P)

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STATISTICS
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STR: 10(0), DEX: 16(+3), CON: 10(+0), INT: 12(+1), WIS: 16(+3), CHA: 12(+1)

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SKILLS & LANGUAGES
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Acrobatics +3
Animal Handling +3
Arcana +1
Athletics 0
* Deception +3
History +1
* Insight +5
Intimidation +0
* Investigation +3
Medicine +3
Nature +1
* Perception +7
Performance +1
Persuasion +1
Religion +1
* Sleight of Hand +5
* Stealth +7
* Survival +5
Languages: Common, Sylvan

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BACKGROUND & PROFICIENCIES
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Class Armor Proficiences: Light Armor
Class Weapon Proficiencies: Simple Weapons, Hand Crossbow, Rapier, Longswords, Shortswords
Tools: Thieves Tools
Class Skills Proficiencies: Stealth, Perception, Deception, Sleight of Hand.

Background: Haunted One
BG Skill Proficiencies: Investigation, Survival
BG Tool Proficiencies: None
BG Equipment: Monster Hunters Pack, Gothic Trinket (A Black Wooden Pipe that creates puffs of smoke that look like skulls.), Common Clothes, 1sp
Feature: Heart of Darkness. Those who look into your eyes can see that you have faced unimaginable horror and that you are no stranger to darkness. Though they might fear you, commoners will extend you every courtesy and do their utmost to help you. Unless you have shown yourself to be a danger to them, they will even take up arms to fight alongside you, should you find yourself facing an enemy alone.

Background Story Points:

* He is the only survivor of a terrible flash flood that destroyed his village. Whether natural event or caused by a nefarious villain he doesn't know. And doesn't much care for now. Instead, he blames the patron goddess/spirit of the village for not saving the hamlet. The goddess who used the last of her power to escape her shrine and 'leap' her spirit into a simple wooden raven pendant. The same pendent he wears because it is the last gift given him by his wife. To throw it away, would be to throw away the last connection with his family, home, and love. So the patron spirit now haunts him in an attempt to get him to become her priest and build a new congregation and following. So far he adamantly refuses.

* In addition, he's haunted by the spirits of his village. The spirits may be real or may all be in his mind. Either way they all manifest as his friends and kin killed in the flood. Sometimes they help (RP reasons for the manifestation of his Phantom features at 3rd level or doing sneak damage) sometimes they hinder (fumbles or other RP opportunities.)

* He's in the city as a refugee and scraping by working odd jobs or stealing if need be to put food in his belly. Although he won't steal from other poor folk and in fact will go out of his way to help those who have less than he does. Especially orphans or others who've lost their family.

* Eventually he wants to figure out a way to banish the spirit from his wife's gift and be free of the harassing patron spirit for good.

Personality:
Ideal:
Flaw:
Bond:

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SPECIAL TRAITS
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FEAT: Fey Touched. Your exposure to the Feywild's magic has changed you, granting you the following benefits: 1. Increase your Wisdom score by 1, to a maximum of 20. 2. You learn the Misty Step spell and one 1st-level spell of your choice. The 1st-level spell must be from the Divination or Enchantment school of magic (Dissonant Whispers). You can cast each of these spells without expending a spell slot. Once you cast either of these spells in this way, you can’t cast that spell in this way again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. The spells’ spellcasting ability is the ability increased by this feat.

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. lt 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.

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WEALTH & EQUIPMENT
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Equipment: Short Sword, Short Bow, 2 Daggers, Leather Armor, Monster Hunter's Pack (Chest, Crowbar, Hammer, 3 Wooden Stakes, Holy Symbol, Flask of Holy Water, Set of Manacles, Flask of Oil, Tinderbox, 3 Torches), Thieves Tools, Burglar's Pack (Backpack, 1000 ball bearings, 10' of string, bell, 5 candles, crowbar, hammer, 10 pitons, hooded lantern, 2 flasks of oil, 5 days rations, tinderbox, waterskin, 50' hemp rope.[/b]

Magic Items: Potion of Healing
PP:
GP: 37
SP:
CP:

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SPELLS
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Misty Step:
2nd-levei conjuration
Casting Time: 1 bonus action
Range: 5elf
Components: V
Duration: Instantaneous
Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.

Dissonant Whispers:
1st-levei enchantment
Casting Time: 1 action
Range: 60 feet
Components: V
Duration: Instantaneous
You whisper a discordant melody that only one creature of your choice within range can hear, wracking it with terrible pain. The target must make a Wisdom saving throw. On a failed save, it takes 3d6 psychic damage and must immediately use its reaction, if available, to move as far as its speed allows away from you. The creature doesn't move into obviously dangerous ground, such as a fire or a pit. On a successful save, the target takes half as much damage and doesn't have to move away. A deafened creature automatically succeeds on the save.

At Higher LeveIs. When you cast this spell using a spell slot of 2nd level or higher. the damage increases by 1d6 for each slot level above 1st.

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REWARDS & ADVENTURES
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