Faye (DnD 5e: Idiots with Equipment)

shagoliravioli

Info


Created
5 years, 4 months ago
Creator
shagoliravioli
Favorites
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Profile


KOTONE
“Faye”
SUZUKI





Kobold

Race
Small

Size
2’4” / 71cm

Height
35 lbs. / 16 kg

Weight
Rogue (Thief) 5

Class/Level
18

Age
Female

Gender
Chaotic Good

Alignment








Strength
-2
7








Dexterity
5
20








Constitution
1
13








Intelligence
-1
9








Wisdom
1
13








Charisma
2
15









EXP
6500









CP
0








SP
0








EP
0








GP
10








PP
0








Inspiration








+3
Proficiency Bonus








  • - 2Strength
  • + 8Dexterity
  • + 1Constitution
  • + 2Intelligence
  • + 1Wisdom
  • + 2Charisma
Saving Throw Bonuses








4
Initiative








1
Attacks/
Action








Walk
30
Speed








Level
5
Used
d8
Die
5
Hit Dice








  • + 8 Acrobatics
  • + 1 Animal Handling
  • - 1 Arcana
  • + 1 Athletics
  • + 5 Deception
  • - 1 History
  • + 1 Insight
  • + 1 Intimidation
  • + 2 Investigation
  • + 1 Medicine
  • - 1 Nature
  • + 1 Perception
  • + 2 Performance
  • + 2 Persuasion
  • - 1 Religion
  • + 11 Sleight of Hand
  • + 8 Stealth
  • + 4 Survival
Skills








16
Armor Class
11 + 5








Current
28
Temporary
0
Maximum
28
Hit Points








Successes
- - -
Failures
- - -
 DEath Saves 








Attack Name Prof. Ability Range To Hit Damage Damage Type
Dagger
Str/Dex
5; 20/60
+6
1d4+4
Piercing
6 (1d4+4) piercing damage. Proficient.
Flavor text.
  • Finesse: when making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
  • Light: a light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.
  • Thrown: if a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon.
  • Weapon category: simple, melee
Attack Name Prof. Ability Range To Hit Damage Damage Type
Rapier
Str/Dex
5
+5
1d8+4
Piercing
8 (1d8+4) piercing damage. Proficient.
Flavor text.
  • Finesse: when making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
  • Weapon category: martial, melee
Attack Name Prof. Ability Range To Hit Damage Damage Type
Short Bow
Str
80/320
+6
1d6+4
Piercing
7 (1d6+4) piercing damage. Proficient.
Flavor text.
  • Ammunition: You can use a weapon that has the ammunition property to make a ranged Attack only if you have ammunition to fire from the weapon. Each time you Attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a Quiver, case, or other container is part of the Attack. At the end of the battle, you can recover half your expended ammunition by taking a minute to Search the battlefield. If you use a weapon that has the ammunition property to make a melee Attack, you treat the weapon as an improvised weapon. A sling must be loaded to deal any damage when used in this way.
  • Two-Handed: This weapon requires two hands when you attack with it.
  • Weapon category: simple, ranged
Attacks








Armor Proficiencies: light armor.

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Languages: Understands, speaks, and writes Common, Draconic, and Theives’ Cant.

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Racial Bonus: +2 Dex; -2 Str; darkvision (60 ft.); Grovel, Cower, and Beg; Sunlight Sensitivity; Pack Tactics.

  • Darkvision: You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
  • Grovel, Cower, and Beg: As an action on your turn, you can cower pathetically to distract nearby foes. Until the end of your next turn, your allies gain advantage on attack rolls against enemies within 10 feet of you that can see you. Once you use this trait, you can’t use it again until you finish a short or long rest.
  • Pack Tactics: You have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn’t incapacitated.
  • Sunlight Sensitivity: You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.

Flavor text goes here.

Tool Proficiencies: disguise kit, thieves’ tools.

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Weapon Proficiencies: from Rogue class: simple weapons, hand crossbows, longswords, rapiers, shortswords.

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Traits

Background Features - Street Urchin: Benefits.

  • Feature: Description.

Background description.

Flavor text.

Class Features: Expertise, Thief Archetype: Thief (Cunning Action, Fast Hands, Second-Story Rogue), Thieves’ Cant, Sneak Attack.

  • 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. At 6th level, you can choose two more of your proficiencies (in skills or with thieves’ tools) to gain this benefit.
  • Thief Archetype: At 3rd level, you choose an archetype that you strive to emulate in your combat styles and techniques. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.
    • 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 of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.
    • Fast Hands: Starting at 3rd level, you can use the bonus action granted by your Cunning Action to make a Dexterity (Sleight of Hand) check, use your thieves’ tools to disarm a trap or open a lock, or take the Use an Object action.
    • Second-Story Work: When you choose this archetype at 3rd level, you gain the ability to climb faster than normal; climbing no longer costs you extra movement. In addition, when you make a running jump, the distance you cover increases by a number of feet equal to your Dexterity modifier.
  • Thieves’ Cant: During 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.
  • 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 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. (Lv3: 2d6)

Class description.

Flavor text.

  • Squat Nimbleness: Increase your Strength or Dexterity score by 1, to a maximum of 20. Increase your walking speed by 5 feet. You gain proficiency in the Acrobatics or Athletics skill (Athletics). You have advantage on any Strength (Athletics) or Dexterity (Acrobatics) check you make to escape from being grappled.

Flavor text goes here.

Features

Personality Trait 8: “You might think I’m a scholar, but I love a good brawl. These fists were made for punching.”

Geo was a strange child; despite his pride, the boy withdrew into himself throughout primary school. As he didn’t take well to stress, he coped with it by burying himself in his studies (a habit he never outgrew). Mild and quiet, he didn’t have many friends in childhood, and what few friends he did have weren’t particularly memorable or good friends.

This took a turn as he aged, and as he hit puberty, he blossomed into a character more like the Geoff of today. Once he began building muscle, he began to come out (in more ways than one) and turn to cheekier endeavors. Developing a healthy ego alongside a set of killer thighs, Geo finally felt able to express himself freely, and so he did, quickly becoming flirty, assertive, fruity, smug, and confident.

This newfound strength and confidence led to Geoff getting into fights and winning them; however, this didn’t earn him many friends. He still isn’t particularly a social butterfly, even to this day; while he gladly makes connections with as many people as he possibly can, he keeps a small, treasured selection of close friends instead of having shallower relationships in excess.

Flaw 3: “When I’m not exploring dungeons or ruins, I get jittery and impatient.”

Geoff is unfortunately stubborn and deals with stress rather poorly. Digging and exploration were his outlets since childhood, and he hasn’t outgrown the need for them yet. His studies in particular are where he flees when pressure heats his life; ruins and dig sites don’t expect anything of you, unlike how a wife or child might. While he can suppress his thirst for exploration and knowledge while in the presence of others, he can’t quite suppress the urge to run headfirst into any vaguely archaeological excavation site and immediately start asking questions and gathering information.

Personality Traits and Flaws

Ideal 1: “Preservation. That artifact belongs in a museum.” (Good)

Geoffrey learned of the fragile, fleeting nature of life early on when he learned of a small, destroyed coastal town near the edge of the woods he grew up in. Destroyed by a tsunami long before he was born, nature ate away at it with every passing year, and before long, there wasn’t anything left of it but the memories of such a beautiful, empty space. Geoff isn’t unhappy that Mother Nature has rightfully reclaimed what was once hers, but he regrets not doing anything to save the memory of it more than just being there at times.

Bond 3: “I have a friendly rival. Only one of us can be the best, and I aim to prove it’s me.”

Geoffrey doesn’t seem to like talking about his rival any more, dodging the question whenever asked about it, but catching him on a lonely, drunken night might reveal an upset, wistful clue or two to why this is the case. They’ve allegedly known each other since childhood, but it’s been quite a while since they’ve been in contact.

The most obvious answer to this broken rivalry is how Geoffrey is now an outlaw: he is wanted for battery, harassment, interfering with the peace, and cavorting with aberrations. There is a 500 GP bounty on his head with an additional 200 GP bonus if captured and turned in alive. Temporarily discarding his academic goals, his primary goal is to live life outside prison, though clearing his name or atoning for his crimes are also high up on the list.

Now that he’s found Missile, a direct victim (consequence?) of his actions, he’s remembered the unfortunate reality that he’s responsible for more than just her; both finding her sister, Mercury, and helping the two understand their identities feels like the least he can do — and something only he can do.

Goals and Bonds
  • ×1 Belt Pouch

This is Faye’s wallet. Received from the Outlander background.

  • ×1 Boots of Levitation

flavor text

  • ×1 Common Clothes

Normal things you wear on your body to avoid nudity. Received from background.

  • ×2 Dagger

Two throwing thingies, all the better for Faye to distract with. Received from basic class training.

  • ×1 Dungeoneer’s Pack

Includes a backpack, a crowbar, a hammer, 10 pitons, 10 torches, a tinderbox, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it. Received from basic class training.

  • ×1 Family Photo

Actually, everyone in the picture is alive. Received from the Street Urchin background.

  • ×1 Fortunewind City Map

It’s home away from home! Received from the Street Urchin background.

  • ×1 Knife

Not for stabbing with. Received from the Street Urchin background.

  • ×1 Leather Armor

Ho-hum tanned leather vestments that are only meant to protect, unfortunately with the side effect of them not being made fashionably. When equipped, AC is 11 + Dex modifier. Received from basic class training.

  • ×1 Pet Mouse

Its happy squeaking intensifies past the point of breaking the sound barrier. We’re finally over, thank fuck. Received from the Street Urchin background.

  • ×1 Rapier

For stabbing, of course! Received from basic class training.

  • ×1 Short-bow

For stabbing at a distance, of course! Received from basic class training.

  • ×20 Short-bow Arrows

“Remember how Ms. Jones told us not to throw paper airplanes and spitballs around class in third grade? Yeah, well, here’s the logical extreme, because she can’t tell me what to do any more!” Received from basic class training.

  • ×1 Thieves’ Tools

They’re, uh... tools of thievery, of course! Received from basic class training.

Inventory








10




Passive Wisdom (Perception)
Darkvision: 60 ft
Senses




Notes