Shieldbreaker

Yarral's page

29 posts. Alias of Captain Shar'ka Fire-Eye.


Full Name

Yarral Stormtide

Race

Sea Dwarf

Classes/Levels

Level 3 Rogue (Arcane Trickster)

Gender

M

Age

127

Alignment

CN

Languages

Common, Dwarven, Elvish, Gnomish, Thieve's Cant

Occupation

Merchant Sailor Collector

Strength 14
Dexterity 13
Constitution 16
Intelligence 14
Wisdom 8
Charisma 12

About Yarral

He's a salty yet charismatic character who has spent his whole life on the sea, sailing to find treasures and artifacts. He doesn't pirate, persay, but he will sneak and steal from those who he deems "has enough" and doesn't need extra. He has a private collection he will never sell, including a dwarven hammer, elvish moonstone, gnomish fan.

Charismatic Demeanor: You're experience with people gives you an advantage with people, once a day, you can use this feature to give you advantage in Charisma checks that involve negotiation with others.

I want to collect as much rare, unique items that I can; I keep the ones I like for myself then sell the others (a touch of greed).

I talk too much, sometimes revealing more about me and my treasure collection than I should.

SEA DWARF
+2 Con, +1 Cha

Dark Vision 60ft., heavy armor doesn't affect speed

Advantage on saving throws against poison, Resistance to poison damage

Proficient with: Battleaxe, Handaxe, Light Hammer, War Hammer; Crossbow, Rapier, Short Sword, Long Sword

ROGUE (Arcane Trickster)

*Proficiency bonus is doubled when using THIEVES TOOLS or SLIGHT OF HAND (+4)

*Thieves' Cant: know secret code spoken and written words, convey simple messages, safe houses

*Cunning Action: 1 bonus move per turn of Dash, Disengage, Hide

Mage Hand Legerdemain Starting at 3rd level, when you cast mage hand, you can make the spectral hand invisible, and you can perform the following additional tasks with it:

You can stow one object the hand is holding in a container worn or carried by another creature.
You can retrieve an object in a container worn or carried by another creature.
You can use thieves’ tools to pick locks and disarm traps at range.
You can perform one of these tasks without being noticed by a creature if you succeed on a Dexterity (Sleight of Hand) check contested by the creature’s Wisdom (Perception) check.

In addition, you can use the bonus action granted by your Cunning Action to control the hand.