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- 5 years, 4 months ago
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- Lonestarcelt
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Profile
Gor The Shrewd
- 0 Strength
- +6 Dexterity
- +1 Constituion
- +5 Intelligence
- +2 Wisdom
- +3 Charisma
- +1 Acrobatics
- +2 Animal Handling
- 0 Arcana
- 0 Athletics
- +13 Deception
- 0 History
- +12 Insight
- +13 Intimidation
- 0 Investigation
- +2 Medicine
- 0Nature
- +2 Perception
- +3 Performance
- +13 Persuasion
- 0 Religion
- +6Sleight of Hand
- +6 Stealth
- +2 Survival
SUCCESSES: ○○○
FAILURES:○○○
Attack Name | Prof Ability | Range | To Hit | Damage | Damage Type |
Viscous Dagger | ✓ | Melee (5ft) Ranged (20/60ft) | +6 | 1d4 + 1 (On 20) +7 | Piercing |
Melee weapon (simple, dagger) | |||||
Description | |||||
Attack Name | Prof Ability | Range | To Hit | Damage | Damage Type |
Viscous Dagger (Off-Hand) | ✓ | Melee (5ft) | +6 | 1d6 (On 20) +7 | Piercing |
Melee weapon (martial, sword) | |||||
Description |
- Languages: Goblin, Common
- Cunning Action: Dash, Disengage or Hide (use once/turn).
Uncanny Dodge: Halve the damage from an attacker you can see that hits you.
Age: Goblins reach adulthood at age 8 and live up to 60 years.
Alignment: Goblins are typically neutral evil, as they care only for their own needs. A few goblins might tend toward good or neutrality, but only rarely.
Evasion: When you succeed on a DEX save to take half damage, you take none, if you fail, you take half.
False Identity: Charlatans are colorful characters who conceal their true selves behind the masks they construct. They reflect what people want to see, what they want to believe, and how they see the world. But their true selves are sometimes plagued by an uneasy conscience, an old enemy, or deep-seated trust issues. .
Fury of the Small: When you damage a creature with an attack or spell and the creature's size is larger than yours, you can cause the attack or spell to deal extra damage to the creature. The extra damage equals your level. Once you use this trait, you can't use it again until you finish a short or long rest.
Insightful Manipulator: Starting at 9th level, if you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice: Intelligence score Wisdom score Charisma score Class levels (if any) At the DM’s option, you might also realize you know a piece of the creature’s history or one of its personality traits, if it has any.
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.
Master of Intrigue: When you choose this archetype at 3rd level, you gain proficiency with the disguise kit, the forgery kit, and one gaming set of your choice. You also learn two languages of your choice. Additionally, you can unerringly mimic the speech patterns and accent of a creature that you hear speak for at least 1 minute, enabling you to pass yourself off as a native speaker of a particular land, provided that you know the language.
Master of Tactic: .Starting at 3rd level, you can use the Help action as a bonus action. Additionally, when you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of you, rather than within 5 feet of you, if the target can see or hear you. .
Misdirection: Beginning at 13th level, you can sometimes cause another creature to suffer an attack meant for you. When you are targeted by an attack while a creature within 5 feet of you is granting you cover against that attack, you can use your reaction to have the attack target that creature instead of you.
Nimble Escape: You can take the Disengage or Hide action as a bonus action on each of your turns.
Observant: .If you can see a creature’s mouth while it is speaking a language you understand, you can interpret what it’s saying by reading its lips.
Reliable Talent: When you make an ability check with proficiency, treat a roll less than 10 as a 10.
Size: Goblins are between 3 and 4 feet tall and weigh between 40 and 80 pounds. Your size is small.
Sneak Attack: 7d6 extra damage on attack where you have advantage or another enemy of creature is within 5 ft. (use once/turn).
Thieves' Cant: Convey secret messages hidden in normal conversation.
- Personality Traits:
I insinuate myself into people’s lives to prey on their weakness and secure their fortunes.
I convince people that worthless junk is worth their hard-earned money. - Ideals:
I am a free spirit— no one tells me what to do. (Chaotic) - Bonds:
I owe everything to my mentor—a horrible person who’s probably rotting in jail somewhere. - Flaws:
I hate to admit it and will hate myself for it, but I'll run and preserve my own hide if the going gets tough.
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Tool Proficiencies: Disguise Kit, Forgery Kit, Thieves' Tools (+5)
Weapon Proficiencies: Simple, Crossbow (hand), Longsword, Rapier, Shortsword
Armor Proficiencies: Light
Dark Vision: 60ft
- When dealing with non-Goblins? Gor goes by the name Georgette, an audible portmanteau of her name and her clan name, Jhet, because when said together the words for a sound that sounds like the name Georgette. She still often adds on The Shrewd however if just as a way of psyching out her business partners and customers to swing deals in her favor.
- Gor is dating an Elven mage, by the name of Arwen Wintersong, the two met when the wizard entered her store seeking parchment and special ink for her spellbook and while she didn't have the stuff on hand at the time she made it a point of keeping a small amount of future supplies of it set aside for Arwen as she got to both know and like the elf.
- Gor can fight if push comes to shove and she can be incredibly good at it. However, she much rather prefers to avoid fighting if possible. In particular, avoiding it by having other's fight for her, either via a bit of convincing or with a bit of coin, trick people, who might be future threats, into wandering off into situations where she knows they are likely to die, or sow the seeds of distrust among the group to cause in-fighting.
- Gor doesn't take the existence of thieves she caught in the act well. If you can steal something from under her nose? You could brag about it to her face she not only doesn't take offense but she would applaud the stealth required to get past both her security measures or her own perception. However, if she catches you, depending on what you were trying to steal? She makes sure to make an example of the person. There's a few would-be thieves missing fingers, ears, or who have a particularly nasty scar on their face and a story about a scary little Goblin lady to tell as a warning against stealing something of moderate value. If it was something extremely expensive? Well, no one ever hears from those thieves again.
Vicious Daggers (x2): When you roll a 20 on your attack roll with this magic weapon, the target takes an extra 7 damage of the weapon’s type.
Inventory
Waterskin | 1 | 2 sp, 5 lb. (full) |
Disguise Kit | 1 | |
Bedroll | 1 | 1 gp, 7 lb. |
Thieves' Tools | 1 | |
Rations (1 day) | 10 | 5 sp, 2 lb. |
Rope, hempen | 1 | 1 gp, 10 lb. |
Tinderbox | 1 | 5 sp, 1 lb. |
Mess kit | 1 | 2 sp, 1 lb. |
Backpack | 1 | 2 gp, 5 lb. |
Clothes, fine | 1 | 15 gp, 6 lb. |
Torch | 10 | 1 cp, 1 lb. |
Spell List
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