![]()
About Zatqualmie BurrwaddleRace: Gnome (Forest), Background: Urchin Class: Rogue 4
Attacks:
Weapon:Rapier 1d20+5, 1d8+3 Piercing Damage Weapon:Dagger 1d20+5, 1d4+3 Piercing Damage Weapon:Shortbow 1d20+5, 1d6+3 Piercing Damage 80'Range Saves: (Proficient Dex/Int) Str: -1, Dex: +5, Con: +1, Int: +5, Wis: +1, Cha: +0 HP: 21 (8+5+5+3) Hit Dice: 3d8, Spent: 2d8 Proficiencies:
Saving Throws: Dex +5 Int+5 Skills:Acrobatics +5 Perception +5 Stealth +5 Sleight of Hand +5 Deception +2 Insight +3 Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords Armor: Light armor Tools: Thieves Tools (Ability) +4 Disguise Kit: (Ability) +2 Languages: Common, Thieves Cant Spellcasting:
Spellcasting Bonus: Int +3 Spell Attack: +5 Spellcasting DC: 13 Spell Slots: 1st 1/2 Cantrips Known: Minor Illusion Mage Hand Blade Ward Message 1st-Level Spells Known: Disguise Self Charm Person Color Spray Prepared Spells: Other Class, Race and Background Features:
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. (Thieves Tools, Perception) 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 w 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. 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 o f your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action. 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. Thieves Cant: Feat:Alert Always on the lookout for danger, you gain the following benefits:
Inventory:
Total Inventory Slots: Unencumbered: Strength (8) x 1.5 (Round Down) = 12 max. Encumbered: Strength (8) x 3 (Round Down) = 24 max. Heavily Encumbered: Strength (8) x 4.5 (Round Down) = 36 max. Slots Used: 12
Coins & Gems: 1 Slots Used
Armor Slots: 1 Slots Used
Weapon Slots: 5 Slots Used
Readied Item Slots: 3 Slots Used
Stored Item Slots: 2 Slots Used
Background:
Urchin You grew up on the streets alone, orphaned, and poor. You had no one to watch over you or to provide for you, so you learned to provide for yourself. You fought fiercely over food and kept a constant watch out for other desperate souls who might steal from you. You slept on rooftops and in alleyways, exposed to the elements, and endured sickness without the advantage o f medicine or a place to recuperate. You’ve survived despite all odds, and did so through cunning, strength, speed, or some combination of each. City Secrets You know the secret patterns and flow to cities and can find passages through the urban sprawl that others would miss. When you are not in combat, you (and companions you lead) can travel between any two locations in the city twice as fast as your speed would normally allow. Personal Characteristics:
Alignment: N Personality:Zatqualmie is curious, quirky, single minded almost to the point of obsessive when something catches his interest. Appearance: Zat is a smallish gnome. He has dark hair and dark skin, as a result of being out of doors most of his life. Zat perpetually looks dirty, like he hasn't washed. Ideal I help the people who help me—that’s what keeps us alive. (Neutral) Bond You have heard rumors that your close childhood friend,a half-elf named Talis, has been kidnapped by a strange group of dragon cultists. Your investigations into the cult have led you to the town of Greenest. You must save her! Flaw It’s not stealing if I need it more than someone else. Trinket A fan that when unfolded shows a sleeping cat.
Back Story:
Zatqualmie, or Zat to his friends, never met his parents. He assumes they were busy, or maybe they ran afoul of the same people who eventually found Zat. He was born and raised in Waterdeep, a child of the slums and urchin. He spent time as a young gnomeling in St. Crucius orphanage but as soon as he could he ran away and he hasn't looked back. As a street kid he kept up with the humans and even ran with a gang of other street kids, they called themselves the Redbrands. Eventually though, his small size made him a target, so Zat learned to be quicker than his enemies, both in mind and body. This quickness, combined with his small size made him really good and sneaking into places and taking things. This inevitably led him to meet with a criminal organization known as the Rusted Nail. He worked with them for a while, but he had an experience that changed his mind. He robbed a middling shopkeeper one night and several weeks later he noticed the place he robbed had closed. After further investigation, he found that the shopkeeper had lost his shop when he couldn't pay his rent. The man, in desperation, killed himself leaving his wife and children destitute and living on the street. Zatqualmie was distraught, he had done to those children what someone else had done to him, and he did it on orders from the Rusted Nail. He vowed then and there he wouldn't take things from people that needed it more than him, and he decided to help those poor children out. He snuck into the Nail's guildhouse, a shabby tavern, and robbed the Guild. He gave half the proceeds to the mother and kept half himself. Hearing that his best friend Talis was in trouble, he took off for Greenrest, it was as good a destination as any other. |