Emil Kovkorin

Vexlygo's page

44 posts. Alias of Black Dow.


Race

Skills:
Acrobatics +2; Arcana +2; Deception +8; History +2; Insight +6; Intimidation +4; Investigation +2; Nature +2; Perception +3; Performance +2; Persuasion +2; Performance +2; Religion +2; Sleight of Hand +4; Stealth +4

Classes/Levels

Stats:
HP: 15/15 | AC: 13 | Prof. Bonus: +2 | Saves: Str-1, Dex+2, Con+1, Int+4, Wis+1, Cha+2 | Passive Perception: 13 | Init +2 | Move: 30ft.

Gender

Male Tiefling Rogue 2 Heroforge Vex

About Vexlygo

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“You’re a blackmailer...” - “I broker information.”Leigh Bardugo, Six of Crows

“This man was a rogue, not because circumstances forced him to be a criminal but because he was born that way."Ilona Andrews, Fate's Edge

“A cad of the lowest order with a soul as black as his fingernails.”P.G. Wodehouse

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Male Tiefling Rogue 2

ALIGNMENT:
Medium Humanoid

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ABILITY SCORES: STR 08 (-1); DEX 15 (+2); CON 12 (+1); INT 14 (+2); WIS 12 (+1); CHA 15 (+2)

27 Point Buy:

STR 08 [0 Points]
DEX 15 [9 Points]
CON 12 [4 Points]
INT 13 [5 Points] +1 Race = 14
WIS 12 [4 Points]
CHA 15 [5 points] +2 Race = 15

PROFICIENCY BONUS [Attacks, Saving Throws, Spell Effects]: +2

SKILLS:

Acrobatics (Dex) +2
Animal Handling (Wis) +1
Arcana (Int) +2
Athletics (Str) -1
Deception (Cha) +8 [BACKGROUND PROFICIENCY, EXPERTISE]
History (Int) +2
Insight (Wis) +6 [CLASS PROFICIENCY, EXPERTISE]
Intimidation (Cha) +4 [CLASS PROFICIENCY]
Investigation (Int) +2
Medicine (Wis) +1
Nature (Int) +2
Perception (Wis) +3 [CLASS PROFICIENCY]
Performance (Cha) +2
Persuasion (Cha) +2
Religion (Int) +2
Sleight of Hand (Dex) +4 [CLASS PROFICIENCY]
Stealth (Dex) +4 [BACKGROUND PROFICIENCY]
Survival (Wis) +1

LANGUAGES:

Common, Abyssal, Thieves Cant

DEFENCE:

AC 13 (11 Leather Armour + 2 Dex)
HP 15 (2d8 [13]; +2 Con)
SAVES: Strength -1; Dexterity +4; Constitution +1; Intelligence +4; Wisdom +1; Charisma +2
RESISTANCE: Fire damage

OFFENSE:

Speed: 30ft.

ATTACKS

Rapier [Martial, Melee] | Attack Bonus: +4 | Damage/Type: 1d8+2 piercing | Qualities: Finesse.

Dagger [Simple, Melee] | Attack Bonus: +4 | Damage/Type: 1d4+2 piercing | Qualities: Finesse, Light, Range (20/60), Thrown.

Spoiler:

Finesse: When Making an Attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the Attack and Damage Rolls. You must use the same modifier for both rolls.
Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two Weapons.
Range: A weapon that can be used to make a ranged Attack has a range in parentheses after the Ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the Attack roll. You can’t Attack a target beyond the weapon’s long range.
Thrown:If a weapon has the thrown property, you can throw the weapon to make a ranged Attack. If the weapon is a melee weapon, you use the same ability modifier for that Attack roll and damage roll that you would use for a melee Attack with the weapon. For example, if you throw a Handaxe, you use your Strength, but if you throw a Dagger, you can use either your Strength or your Dexterity, since the Dagger has the finesse property.

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TIEFLING TRAITS:

Tieflings share certain Racial Traits as a result of their Infernal descent.

Ability Score Increase: Your Intelligence score increases by 1, and your Charisma score increases by 2.
Age: Tieflings mature at the same rate as Humans but live a few years longer
Alignment: Tieflings might not have an innate tendency toward evil, but many of them end up there. Evil or not, an independent Nature inclines many Tieflings toward a chaotic Alignment.
Size: Tieflings are about the same size and build as Humans. Your size is Medium.
Speed: Your base walking speed is 30 feet.
Darkvision: Thanks to your Infernal heritage, you have superior vision in dark and dim Conditions. 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 can’t discern color in Darkness, only Shades of Gray.
Hellish Resistance: You have Resistance to fire damage.
Infernal Legacy: You know the Thaumaturgy cantrip. When you reach 3rd Level, you can cast the Hellish Rebuke spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a Long Rest. When you reach 5th Level, you can cast the Darkness spell once with this trait and regain the ability to do so when you finish a Long Rest. Charisma is your Spellcasting Ability for these Spells. [SEE DESCENDENT OF GRAZ'ZT BELOW]
Languages: You can speak, read, and write Common and Infernal.

DESCENDENT OF GRAZ'ZT TIEFLING - TRAITS:

[RESKINNED DEVIL'S TONGUE TIEFLING VARIANT]
Appearance: Your tiefling might not look like other tieflings. Rather than having the physical characteristics described in the Player's handbook, choose 1d4+1 of the following features: small horns; fangs or sharp teeth; a forked tongue; catlike eyes; six fingers on each hand; goat like legs; cloven hoofs; a forked tail; leathery or scaly skin; red or dark blue skin; cast no shadow or reflection; exude a smell of brimstone.
Devil's Tongue: You know the Vicious Mockery cantrip. Once you reach 3rd level, you can cast the Charm Person spell once as a 2nd-level spell. Once you reach 5th level, you can also cast the Enthrall spell once. You must finish a long rest to cast these spells again with this trait. Charisma is your spellcasting ability for these spells. This trait replaces the Infernal Legacy trait.

BACKGROUND (CRIMINAL):

ou are an experienced criminal with a history of breaking the law. You have spent a lot of time among other criminals and still have contacts within the criminal underworld. You're far closer than most people to the world of murder, theft, and violence that pervades the underbelly of civilisation, and you have survived up to this point by flouting the rules and regulations of society.

Skill Proficiencies: Deception, Stealth
Tool Proficiencies: One type of gaming set, thieves' tools
Languages: None
Equipment: A crowbar, a set of dark common clothes including a hood, and a pouch containing 15gp.

FEATURE - Criminal Specialty: There are many kinds of criminals, and within a thieves' guild or similar criminal organization, individual members have particular specialties. Even criminals who operate outside of such organizations have strong preferences for certain kinds of crimes over others. - Speciality rolled 1: Blackmailer.

FEATURE - Criminal Contact: You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you. - Adopted Mother?

ROGUE CLASS FEATURES - HIT POINTS:

Hit Dice: 1d8 per Rogue level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Rogue level after 1st.

ROGUE CLASS FEATURES - PROFICIENCIES:

Armour: Light
Weapons: Simple Weapons, hand crossbows, longswords, rapiers, shortswords
Tools: Thieves Tools
Saving Throws: Dexterity, Intelligence
Skills: Choose four from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance. Persuasion, Sleight of Hand, and Stealth

ROGUE CLASS FEATURES - STARTING EQUIPMENT:

You start with the following equipment, in addition to the equipment granted by your background:

• (a) a Rapier or (b) a Shortsword
• (a) a Shortbow and Quiver of 20 Arrows or (b) a Shortsword
• (a) a Burglar's Pack, (b) a Dungeoneer's Pack, or (c) an Explorer's Pack
• Leather Armor, two daggers, and Thieves' Tools

ROGUE 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.

ROGUE CLASS FEATURES - 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.

ROGUE CLASS FEATURES - 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.

ROGUE CLASS FEATURES - 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 ofyour turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.

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SPELLS KNOWN:

Cantrips [1*]: Vicious Mockery

* (Tiefling Racial Trait)

EQUIPMENT:

Rapier; Dagger (2); Leather Armour; Clothes, Fine; Component Pouch; Backpack: Case, Map or Scroll, Sack, Flask, Forgery Kit, Vial of Perfume, Tinderbox, Whetstone; Pouch #1: Coin; Pouch #2: Playing Card Set (Ribald images), Steel Mirror.

Total Weight Carried: 36.5lbs.
Carrying Capacity: 120lbs. [STR x 15]

MAGIC ITEMS:

None... yet...

WEALTH:

Man O' War (Platinum/Silver mix):
Galleon (Gold Pieces): 10
Freesail (Silver Pieces): 9
Punts (Copper Pieces): 8

1 Man O' War = 5 Galleons = 50 Freesails = 500 Punts

Gemstones:
Jewellery:
Treasure:

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CHARACTERISTICS:

Personality Trait: I am always calm, no matter what the situation. I never raise my voice or let my emotions control me.
Ideal: Greed. I will do whatever it takes to become wealthy. (Evil)
Bond: My ill-gotten gains go to support my family.
Flaw: An innocent person is in prison for a crime that I committed. I’m okay with that.

Age: 22 Years Height: 6'1 Weight: 159lbs.
Eyes: Burning Amber Hair: Maroon Skin: Saffron
Distinguishing Features: Six fingers on each hand/six toes on each foot, horns upon his head, black nails & pointed teeth. Duelling scar running from left cheek to jawline.

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LOST LAND NOTES - Endhome:

The port city of Endhome is surrounded by a 20-foot-high stone wall with parapets and towers that is split in two by the Gaelon River. Many sailing ships are docked here or moored in the river awaiting cargo.

Religion: Endhome’s religion is complex, with some following the teachings of the Foerdewaith deities Thyr and Muir, whose priests maintain small temples. Many Endhomers devote themselves to the neutral Jamboor, God of Death, Knowledge and Magic. Jamboor’s is not an especially morbid faith despite its god’s domains, for most adherents see death as a part of the normal cycle of life. Spellcasters and scholars are especially devoted to Jamboor’s worship.

Trade: The city of Endhome proclaims itself “Trade Capital of the Continent.” Even though Bard’s Gate is obviously a contender for the same claim, the fact of the matter is that Endhome, as a seaport, moves more trade through its docks on a daily basis than Bard’s Gate. Endhome merchants scour the world for bargains, make long-term contracts, and jostle with the sharpest traders in the Lost Lands, and by doing so they still manage to remain ahead of Bard’s Gate as a trading hub.

Academy: One of the city’s most famous institutions — the Endhome Academy of Wizardry, Alchemy and Arcane Knowledge — is almost as old as the city itself and has grown along with Endhome. Founded in the earliest days of the Hyperborean Age by the wizard Basil Strom, the academy’s influence has much to do with the city’s continued neutrality, for its doors are open to all who wish to learn the ways of arcane magic, and many arcane practitioners make the equivalent of a religious pilgrimage to acquire mystical knowledge and peruse its collection of tomes and rare writings. Many consider the renowned magical institute to be the finest training program for wizards on the continent, though its vaunted library rarely lives up to the hyperbole surrounding it.

Wilderness and Adventure: Endhome is a place of intrigue and double-dealing, as trade houses seek to outdo each other and steal each other’s secrets, while the Wizard’s Academy provides facilities and learning to arcanists from across the continent and beyond. The sewers beneath the city are a marvel of advanced design but sections are also ancient and labyrinthine, rumored to harbor hordes of ferocious rodents, wererats, slimes, and other fearsome creatures. Work patrolling the sewers is among the most onerous in the city.

The lands beyond the city walls are hazardous and frequently plagued by bandits and raiding monsters, but the most notable aspect of Endhome’s environs is the ancient Lost City of Barakus. Built 12,000 years ago by the ancient Phoromyceaen civilization, the city’s remains lie beneath the Duskmoon Hills. Most of the city’s depths remain unexplored, but the Old Tusk orcs, followers of Orcus, were driven out of the place 20 years ago. Terrible rumors surround Barakus, including tales of demons, powerful undead, and powerful magical artifacts — more than enough to draw adventurers from far and wide, though so far it has swallowed up those who hope to plumb its secrets.

There is a university in the small town where the investigation adventure takes place as well, so a scholastic type character could have occasion to travel between these two points.

LOST LAND NOTES - Graz'zt, Demon Lord:

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