Parah El-Hashem ([AU]Phor Shade-Dancer (D&D AU))

Lonestarcelt

Info


Created
5 years, 9 months ago
Creator
Lonestarcelt
Favorites
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Profile


Phosphorus "Phor" Shade-Dancer





Tiefling

Race
Medium

Size
6'3''/190cm

Height
168lbs/76Kg

Weight
Rogue (Arcane Trickster) (5)

Class & Level
24

Age
Trans Female

Gender
Chaotic Neutral 

Alignment








Strength
10








Dexterity
15 (+2)








Constitution
10








Intelligence
10








Wisdom
15 (+2)








Charisma
14 (+2)








  • +1 Strength
  • +6 Dexterity 
  • +1 Constitution
  • +4 Intelligence 
  • +3 Wisdom
  • +3 Charisma 
Saving Throws








+2
Initiative








  30 ft.


Speed








Level
5
Used
5
Die
d8 + 0
Hit Dice








1
Attacks per Action








  • +6 Acrobatics
  • +3 Animal Handling
  • +1 Arcana
  • +4 Athletics
  • +9 Deception
  • +1 History
  • +3 Insight
  • +3 Intimidation
  • +1 Investigation
  • +3 Medicine
  • +1Nature
  • +3 Perception
  • +3 Performance
  • +6  Persuasion
  • +1 Religion
  • +6Sleight of Hand
  • +6 Stealth
  • +3 Survival








Armor Class
13








Proficiency Bonus
+2








Maximum Hit Points
28








Current Hit Points
28








Death Saves


SUCCESSES: ○○○
FAILURES:○○○









Attack NameProf AbilityRangeTo HitDamageDamage Type
Rapier
Melee (5ft)
+5
1d8 + 2
Piercing
Melee weapon (martial, sword)
Description
Attack NameProf AbilityRangeTo HitDamageDamage Type
Shortbow
Ranged (5ft)
+5
1d6 + 2
Piercing
Ranged weapon (martial, bow)
Description
Attacks








  • Languages: Common, Infernal

  • Criminal Contact (Smuggler): 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.

  • Hellish Resistance: Resistance to fire damage.

  • Infernal Legacy: You know thaumaturgy and can cast Hellish Rebuke once per day. CHA is the spellcasting ability.

  • Lucky: You have 3 luck points. Whenever you make an attack roll, an ability check, or a saving throw, you can spend one luck point to roll an additional d20. You can choose to spend one of your luck points after you roll the die, but before the outcome is determined. You choose which of the d20s is used for the attack roll, ability check, or saving throw. You can also spend one luck point when an attack roll is made against you. Roll a d20, and then choose whether the attack uses the attacker’s roll or yours. If more than one creature spends a luck point to influence the outcome of a roll, the points cancel each other out; no additional dice are rolled. You regain your expended luck points when you finish a long rest.

  • 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.

  • Sneak: Attack.2d6 extra damage on attack where you have advantage or another enemy of creature is within 5 ft. (use once/turn).

  • Spellcasting: Arcane Tricksters gain the ability to cast Wizard spells to enhance their abilities, trick their foes, and defend themselves more effectively. Cantrips: You learn three cantrips: Mage Hand and two other cantrips of your choice from the wizard spell list. At 10th level you learn another cantrip from the wizard spell list. Spells Known: You know three 1st level wizard spells of your choice, two of which you must choose from the enchantment and illusion spells on the wizard spell list. The third can be from any school of magic. Thereafter you learn another spell at levels 4, 7, 8, 10, 11, 13, 14, 16, 19, and 20. The spells you learn at 8th, 14th, and 20th level can come from any school of magic. Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list (of a level you can cast). Spellcasting Ability: Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. Your spell saving throw DC is 8+ your proficiency bonus + your Intelligence modifier. Your spell attack bonus is your proficiency bonus + your Intelligence modifier. Spell Slots: You start with two 1st level spell slots at Rogue level 3, and gain more as you gain more Rogue levels.

  • Thieves' Cant: Convey secret messages hidden in normal conversation.
Features








  • Personality Traits
    "I am always calm, no matter what the situation. I never raise my voice or let my emotions control me."

    "The first thing I do in a new place is note the locations of everything valuable-or where such things could be hidden."

  • Ideals
    "Freedom. Chains are meant to be broken, as are those who would forge them." (Chaotic)
     
  • Bonds
    "I’m trying to pay off an old debt I owe to a generous benefactor."

  • Flaws
    "I turn tail and run when things look bad."

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13




Passive Wisdom (Perception)
Dark Vision: 60ft

Resistance: Fire

Tool Proficiencies: Thieves' Tools (+6), Dice Set (+3)

Weapon Proficiencies: simple, Crossbow, hand, Longsword, Rapier, Shortsword

Armor Proficiencies: light

Dark-Vision: 60ft















Senses








- Despite the more incendiary meaning behind her virtue name, Phosphorus, to Phor, doesn't just mean burning tangible things but burning everything else. Burning bridges, evidence, ties, and connections in order to constantly keep the spirit of freedom alight in this tiefling's heart. Phor will destroy anything she feels is smothering her and threatening the snuff out the place she's made for herself and the reason why she chose the name of that particular chemical is simple; it will keep burning. No matter the attempts to put it out? It will keep burning until it burns itself out. 

- Along with personal ties, Phor cares little about other's personal belongings. Often taking, using, or even selling things that don't belong to her if she has no personal use for it. While she has an understanding that it is rude and criminal to do such a thing? She doesn't really care? It's just a thing in her eyes. Things can be replaced. Yes, even that priceless family heirloom and if it can't be replaced? Well it can be stolen back. 

- Phor, despite picking her virtue name, doesn't like being referred to the whole thing for a few reasons. One, a multi-syllabic name is rather conspicuous to anyone who might hear it. Two, given her numerous petty crimes she'd rather not give anyone who perhaps spotted some wanted poster a reminder of that odd name they read earlier. Three; it makes business dealings a touch difficult given the scars that cover the side of her body. After all some assume she got them from a job gone bad and, well, she would rather not blow her first impressions. And finally? She just likes how "Phor" sounds. 
 
- Phor is utterly and only attracted to women; Any man who tries to flirt with her may as well be trying to seduce a brick wall for all the good it is going to do them.



Magic Items: 

Stone of Good Luck (Luckstone): While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws.



Notes





Inventory

Clothes, common15 sp, 3 lb.
Arrow201 gp, 1 lb.
Piton105 cp, 1/4 lb.
Quiver11 gp, 1 lb.
Waterskin12 sp, 5 lb. (full)
Candle51 cp, —
Lantern, hooded15 gp, 2 lb.
Oil21 sp, 1 lb.
Thieves' Tools1
Rations (1 day)55 sp, 2 lb.
Rope, hempen11 gp, 10 lb.
String1
Tinderbox15 sp, 1 lb.
Hammer11 gp, 3 lb.
Bell11 gp, —
Backpack12 gp, 5 lb.
Ball bearings501 gp, 2 lb.
Crowbar12 gp, 5 lb.

Spell List

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