Reese Dunnock

Arinrose

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Created
6 years, 1 month ago
Creator
Arinrose
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♦   Reese Dunnock  
Level 1 Half-Elf Rogue

reese_reference_by_trumplocke-dc91avh.pnart by arinrose
Basics 
 • Gender: Cisgendered Male
 • Pronouns: (he/him/his)
 • Birthday: June 21st
 • Age: 24

 • Hometown: Grimsby
 • Current ResidenceNone, wanders from place to place 
 • RaceHalf-Elf, however he's always believed himself to be human.

 • Approx. Height: 5'5" (1.7m) 
 • Approx. Weight: 123lbs (56kg) 
 • SizeMedium 
 • Dominant HandRight 

 • Romanticity/Sexuality: Homoromantic | Demi-Homosexual 

 • Alignment: Chaotic Neutral 
 • Language(s): Common, Orcish, Draconic
 • ThemesGooey - Glass Animals

Family  
 • Orphan. Abandoned as a newborn and left with no clue about his origins, Reese has no one to consider as family. Therefore, he finds it extremely difficult to both relate and empathize with others' familial situations. 

Background
 • Background: Urchin
 • Personality Traits:
          -Flattery is my preferred trick for getting what I want.
          -I have a crude sense of humor.
          -I am incredibly slow to trust. Those who seem the fairest often have the most to hide.
          -The best way to get me to do something is to tell me I can't do it.
          -I sleep with my back to a wall or tree, with everything I own wrapped in a bundle in my arms.
          -I always know how things work and what makes people tick.
          -Sarcasm and insults are my weapon of choice.

• Ideal(s): Aspiration. I'm going to prove that I'm worthy of a better life. (Neutral)
• Bond(s): A former trusted ally betrayed me, and I need to know why.
• Flaw(s): I have trouble trusting my allies. | My pride will probably lead to my destruction. | 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. | My sentimentality is a double-edged sword.



Ability Scores

STRDEXCONINTWISCHA
8
mod
-1
15
mod
+2
13
mod
+1
12
mod
+1
11
mod
0
17
mod
+3
Proficiency Bonus
+2

Passive Perception
10

Skills:
Acrobatics              +6
Animal Handling    0
Arcana                    +1
Athletics                 +1
Deception              +5
History                  +1
Insight                   +2
Intimidation         +3
Investigation        +3
Medicine                0
Nature                 +1
Perception             0
Performance       +3
Persuasion          +7
Religion              +1
Sleight of Hand +4
Stealth                 +4
Survival                 0


Proficient: Acrobatics, Athletics, Deception, Insight, Investigation, Persuasion, Sleight of Hand, Stealth
Expertise: Acrobatics, Sleight of Hand

Max Hit Points
9/9


Armored AC
13
Unarmored AC
11


Saving Throws: 
STR      -1
DEX    +4
CON   +1
INT    +3
WIS      0
CHA +3


Speed
30 ft.


Initiative
+2

Darkvision
60 ft.



Armory

Weapon Proficiency
< Daggers, simple, hand, Crossbows, Longswords, Rapiers, Shortswords >

Dagger+4 to hit , 1d4 + 2 damage
Type: Simple                         Finesse: Yes
Damage Type: Piercing        Two-Handed: No
Melee/Ranged: Melee            Versatile: No
Range: 20/60 ft.

Dagger (off hand)+4 to hit , 1d4 damage
Type: Simple                         Finesse: Yes
Damage Type: Piercing        Two-Handed: No
Melee/Ranged: Melee            Versatile: No
Range: 20/60 ft.


Armor Proficiency
< Light: Padded, Leather, Studded Leather >

UnarmoredBase AC: 10                                                                        AC 11
No stealth disadvantage
Leather ArmorBase AC: 11                                                                        AC 13
Type: Light
Weight: 10lbs
No stealth disadvantage


Abilities

Fey Ancestry - TraitAdvantage on charmed saves and immune to sleep magic.
Thieves' Cant - TraitConvey secret messages hidden in normal conversation.
Expertise - Level 1At 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. (Acrobatics | Sleight of Hand)
Sneak Attack - Level 1Beginning 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.
Thieves' Cant - Level 1During your rogue Training you learned thieves' cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a Message than it does to speak the same idea plainly.
In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.


Spells (Multiclass)*
*Due to his inexperience, Reese only gains a maximum of 1 spell slot(s) per rest period, and may suffer consequential disadvantage during or post casting.

Mage Hand - Level 1
(Conjuration) — A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration (1 minute) or until you dismiss it as an action. 30ft range.


Equipment

Feather Necklace (Magic Item)
???
Thieves' Tools
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.
Burglar's Pack
This burlap pack includes 1,000 ball bearings, 10ft of string, a bell, 5 candles, a hooded lantern, 2 flasks of oil, a tinderbox, 50 feet of hempen rope, and a small grapple hook.
Deck of Playing Cards
A full set of playing cards that are fairly worn from use. 


Backstory

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