🟧 Mar

Nice484

Info


Created
1 year, 8 months ago
Creator
Nice484
Favorites
2

Profile


PLS NOTE THAT THE OBJECT VERSION OF HIM (tab) ARE NOT CORRELATED BEYOND PERSONALITY, APPEARANCE (to a degree), AND NAME!!! They have very different stories and are not part of the same timeline or world.

The campaign he was used for is paused (indefinitely?)!

Code by Kevindish

D&D Info

Mar Kapet [He/Him]
"How about you learn to shut the fuck up."

He takes things very seriously, getting annoyed easily when others goof off or get off track. He hates talking about feelings and generally insults others, both intentionally and unintentionally. Regardless of his general hatred towards others, he's willing to protect people if needed, especially those he cares about.


Race:
Human
Class:
Rogue
Background:
Torn Cloak
Alignment:
True Neutral

Level: 3
Exp: 0
Hp - Temp HP:
21/21 - 0
Armor Class:
15
Hit Dice:
13d8
Saving Throws:
Dex and Int
Passes: 0
Fails: 0

Initiative:
+4
Passive Wis:
+14
Prof. Bonus:
+2
Size:
Medium (6'2)
Speed:
30

Inspiration:
0
Traits:
Calm under pressure and is open about his thoughts and opinions
Ideals:
Doing whats best for his loved ones and the party.
Bonds:
Really likes the people who give the party tasks, seemingly hates other party members but is very willing to protect them.
Flaws:
Hides his emotions often and can be a jerk sometimes.

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Ability Scores
Strength

11
0

Athletics 0
Dexterity

18
+4

Acrobatics +4
Sleight Hand +6
Stealth +6
Constitution

14
+2

Intelligence

14
+2

Arcana +2
History +2
Investigation +6
Nature +2
Religion +2
Wisdom

14
+2

Animal Handling +2
Insight +2
Medicine +2
Perception +4
Survival +2
Charisma

18
+4

Deception +6
Intimidation +4
Performance +4
Persuasion +6
Combat
Weapon/Attack                                 Range                                Bonus                                Hit Dice/Type

Dagger
20 ft/60 ft
+6
1d4 +4 Piercing
A double-edged knife used for stabbing, thrusting, or as a secondary defense weapon in close combat.

Golden Dagger
5 ft
+7
1d6 +5 Piercing
A well-made dagger plated with gold.

Ornate Longsword
5 ft
+4
1d10 +2 Slashing
A truly magnificent weapon for a majestic warrior.

Rapier
5 ft
+6
1d8 +4 Piercing
A straight, two-edged sword with a narrow pointed blade, designed especially for thrusting.

Shortsword
5 ft
+6
1d6 +4 Piercing
A military one-handed melee weapon in the light blade weapon group.
Spellcasting
Spell/Level                                 Range/Duration                           Type/Components                     Attack

Cantrip - Guidance
Touch/1 min
Divination/V
None
You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.

Cantrip - Seek
Indeterminate/3 hr Concentration
Divination/V, S, M
?
After successfully casting, you will gain knowledge on the current location of a friend, family member, or a teammate.
Inventory
CP
0
SP
0
EP
0
GP
76
PP
0
Item                                                                           Weight                                                                Value

1 Backpack
5 lb
2 GP
A backpack is a leather pack carried on the back, typically with straps to secure it.

1000 Ball Bearing
2 lb
1 GP
As an action, you can spill these tiny metal balls from their pouch to cover a level, square area that is 10 feet on a side. A creature moving across the covered area must succeed on a DC 10 Dexterity saving throw or fall prone. A creature moving through the area at half speed doesn't need to make the save.

5 Candle
0 lb
1 CP
For 1 hour, a candle sheds bright light in a 5-foot radius and dim light for an additional 5 feet.

1 Chunk of Fools Gold
0.5 lb
?
A handheld water pan with a number of chunks of pyrite in it, otherwise known as "Fool's Gold". You might be able to convince someone that these nuggets are real gold, but not for very long.

1 Copper Locket
0.5 lb
?
A locket given to him by someone close to him.

1 Crowbar
5 lb
2 GP
Using a crowbar grants advantage to Strength checks where the crowbar's leverage can be applied.

2 Dagger
2 lb
4 GP
A double-edged knife used for stabbing, thrusting or as a secondary defense weapon in close combat.

2 Flask of Oil
1 lb
1 SP
Oil usually comes in a clay flask that holds 1 pint.

Hammer
1 lb
3 GP
This one-handed hammer with an iron head is useful for pounding pitons into a wall.

1 Hempen Rope 50ft
10 lb
1 GP
Rope, whether made of hemp or silk, has 2 hit points and can be burst with a DC 17 Strength check.

Hooded Lantern
2 lb
5 GP
A hooded lantern casts bright light in a 30-foot radius and dim light for an additional 30 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil. As an action, you can lower the hood, reducing the light to dim light in a 5-foot radius.

1 Leather Armor
10 lb
10 GP
The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials.

Piton
1/4 lb
5 CP
When a wall doesn’t offer handholds and footholds, you can make your own. A piton is a steel spike with an eye through which you can loop a rope.

1 Rapier
2 lb
25 GP
A straight, two-edged sword with a narrow pointed blade, designed especially for thrusting.

5 Rations
10 lb
25 GP
Rations consist of dry foods suitable for extended travel, including jerky, dried fruit, hardtack, and nuts.

1 Red bag of holding
15 lb
?
This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action.

1 Shortsword
2 lb
10 GP
A military one-handed melee weapon in the light blade weapon group.

1 String
0 lb
0 GP
A 10-foot length of string, typically found in a burglar's pack.

Thieves' Tools
1 lb
25 GP
This set of tools includes a small file, a set of lock picks, a small mirror mounted on a metal handle, a set of narrow-bladed scissors, and a pair of pliers. Proficiency with these tools lets you add your proficiency bonus to any ability checks you make to disarm traps or open locks.

1 Tinderbox
1 lb
5 SP
This small container holds flint, fire steel, and tinder (usually dry cloth soaked in light oil) used to kindle a fire. Using it to light a torch - or anything else with abundant, exposed fuel - takes an action. Lighting any other fire takes 1 minute.

1 Waterskin
5 lb
0.2 GP
A waterskin can hold up to 4 pints of liquid.
Skills & Powers
Power/Skill                                                                                                                               What it's from

Sneak Attack
Class
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

Cunning Action
Class
Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.