Inoue Toki

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Created
4 years, 27 days ago
Creator
klovni
Favorites
12

Profile


Name Inoue Toki
Status Active
Class Rogue 3, Ranger 2
Race Changeling
Background Criminal
Alignment Chaotic Neutral
Level 5
Exp. Points n/a

Age 27ish
Height 5'11"
Build Lean
Gender He/she/they
Voice tba
Sign tba
Homeland ?
Profession For Hire
Inspiration 0
Proficiency +3
Passive Wisdom 17
Main
HP 45
Temp HP 0
Hit Dice 1d8+2
Armor Class 16
Speed 30
Initiative +4
Stats
Strength 9 (-1)
Dexterity 18 (+4)
Constitution 15 (+2)
Intelligence 9 (-1)
Wisdom 18 (+4)
Charisma 16 (+3)
Proficiencies
Acrobatics +7
Animal Handiling +4
Arcana -1
Athletics -1
Deception +6
History -1
Insight +10
Intimidation +3
Investigation +2
Medicine +4
Nature -1
Perception +7
Stealth +7
Persuasion +6
Religion -1
Sleight of Hand +7
Survival +7
Attacks
Rapier +9 1d8+4 Piercing
Light Crossbow +9 1d8+4 Piercing
Light Crossbow (Sharpshooter) +4 1d8+14 Piercing

Sneak Attack
2d6
Hunter's Mark
1d6
Inventory
Weapons
  • Rapier
  • Light Crossbow
  • Dagger x2
Armor
  • Studded Leather
Other
  • Goggles of Night
  • Thieve's Tools
Skills
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.
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.
You gain an additional way to use your Cunning Action: carefully aiming your next attack. As a bonus action, you give yourself advantage on your next attack roll on the current turn. You can use this bonus action only if you haven't moved during this turn, and after you use the bonus action, your speed is 0 until the end of the current turn.
Ear for Deceit
When you choose this archetype at 3rd level, you develop a talent for picking out lies. Whenever you make a Wisdom (Insight) check to determine whether a creature is lying, treat a roll of 7 or lower on the d20 as an 8.
Eye for Detail
Starting at 3rd level, you can use a bonus action to make a Wisdom (Perception) check to spot a hidden creature or object or to make an Intelligence (Investigation) check to uncover or decipher clues.
Insightful Fighting
At 3rd level, you gain the ability to decipher an opponent's tactics and develop a counter to them. As a bonus action, you can make a Wisdom (Insight) check against a creature you can see that isn't incapacitated, contested by the target's Charisma (Deception) check. If you succeed, you can use your Sneak Attack against that target even if you don't have advantage on the attack roll, but not if you have disadvantage on it.
This benefit lasts for 1 minute or until you successfully use this feature against a different target.
Sharpshooter
Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls.
Your ranged weapon attacks ignore half cover and three-quarters cover. Before you make an attack with a ranged weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage.
Fighting Style
You gain a +2 bonus to attack rolls you make with ranged weapons.
Features & Traits
Shapeshifter
As an action, you can change your appearance and your voice. You determine the specifics of the changes, including your coloration, hair length, and sex. You can also adjust your height and weight, but not so much that your size changes. You can make yourself appear as a member of another race, though none of your game statistics change. You can't duplicate the appearance of a creature you've never seen, and you must adopt a form that has the same basic arrangement of limbs that you have. Your clothing and equipment aren't changed by this trait.
You stay in the new form until you use an action to revert to your true form or until you die.
Criminal Contact
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.
Other Proficiencies
Languages
  • Common
  • Elvish
Weapons
  • Simple
  • Martial
Armor
  • Light
  • Medium
  • Shields
Other
  • Thieves' Tools
Personality

tba

Ideals

tba

Bonds

tba

Flaws

tba

Story

tba

Trivia

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Relationships
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