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Join Date: Jan 2011
Location: The moon (protip: don't piss off Celestia)
Posts: 1,557
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Captain Crystal TroubleDanger Chandeliur, Arcane Acquirer Extraordinaire, Esquire
Crystal TroubleDanger Chandeliur
Class & Level: Rogue 5
Race: Human
Background: Charlatan
History:
Crystal was born (or so he thinks) in NotWaterdeep, where he spent a majority of his early years in an orphanage. Miserable as this was, it is where Crystal obtained his 'making the best of it' attitude, knack for roguish activities, and philosophy of rule-bending. He also displayed a natural affinity for magic, which by chance caught the eye of a professor from a prestigious magic school. Jumping at the chance to leave the orphanage, Crystal eagerly attended his first year on scholarship... which was quickly revoked when it became clear that he was a troublemaker, and not exactly a straight A student. Faced with the prospect of going back to his old life, away from new friends and the world of wizardry, most would probably buckle down, study, and stop being a naughty. That wasn't Crystal.
Crystal spent every summer pirating thereafter, putting his thieving instincts and magical training to unlawful use. So, to the amazement of his teachers (and horror of one particular teacher who openly despised Crystal), he returned every year with his tuition paid, and all his school supplies purchased. And every year he learned more and more, which in turn made him better and better a pirate.
Unfortunately for Crystal, it was not meant to last. Despite the Headmistress going out of her way to protect Crystal, whom she'd taken a liking to, Crystal's pirating crew had become increasingly notorious, and soon Crystal was a known and wanted criminal. A rich, spoiled schoolmate (that always hated Crystal seemingly for no reason more than Crystal had a lot of friends and he didn't) discovered this, and soon the whole school new, that silly little jokester Crystal was actually an infamous pirate, and the hateful professor summoned the authorities, trying to 'do the right thing'. A trap for set for Crystal at the start of term. He would be caught, forced to tell all about the rest of his crew and their hiding places, and to what terrible end we dare not imagine.
A career in criminality taught Crystal a number of tricks, however, and upon learning of his danger, Crystal snuck into the school, pillaged everything he fathomed he could need to continue his studies abroad (taking special care to rob the professor and the spoiled rich school mate that sold him out), stuck them in a magical sack that was able to hold all these things, and yet fit on his belt and weigh no more than a pound, and bid a fond farewell to his school, and NotWaterdeep.
It took some time wandering, and no small amount of dodging the local authorities, but Crystal's journeys eventually took him to lands where his name was unknown, and the long arm of his homeland's law could not reach him. Then, Crystal joined the Amour Armor and continues his studies while adventuring for the guild that is his new home, his new school and his new family.
Personality Traits: Prankster
Ideals: Punch up, not down
Bonds: The Amour Armor
Flaws: Mischievous
Armor Class: 16
HP: 31/31
Hit Dice: 5/5
Initiative: +4
Speed: 30 ft.
ABILITY SCORES
STR 8 (-1)
DEX: 18 (+4)
CON: 10 (+0)
INT: 16 (+3)
WIS: 8 (-1)
CHA: 14 (+2)
Proficiency Bonus: +3
SAVING THROWS (P = Proficient)
STR -1
DEX 7 (P)
CON 0
INT 6 (P)
WIS: -1
CHA: 2
12 Passive Wisdom (Perception)
ABILITIES:
-Cunning Action: Dash, Disengage, or Hide as bonus action; also control mage hand (arcane trickster)
-Sneak Attack: +3d6 damage with combat advantage or ally within 5 ft. of target.
-MAGE HAND LEGERDEMAIN: Too much detail; see PHB
-UNCANNY DODGE!: use Reaction for 1/2 damage from attack from an attacker I can see
SKILLS
Acrobatics:7 (P)
Animal Handling: -1
Arcana: 3
Athletics: 2 (P)
Deception: 8 (P + Expertise)
History: 3
Insight: -1
Intimidation: 2
Investigation: 3
Medicine: -1
Nature: 3
Perception: 2 (P)
Performance: 6 (P)
Persuasion: 2
Religion: 3
Sleight of Hand: 7 (P)
Stealth: 10 (P + Expertise)
Survival: -1
Languages
-Common
-Elven
-Thieves' Cant
FEATS
-Magic Initiate (Wizard for Prestidigitation, Booming Blade, and Find Familiar 1/long rest)
Currency: 135.98 Gold
ITEMS, ATK, DAMAGE/TYPE
-Rapier, +7, 1d8+4 Piercing
-Hat of Disguise
-Dagger x10, +7, 1d4+4 Piercing
-Disguise kit
-Forgery kit
-Thieves' tools
-Deck of Marked Cards
-Fine Clothes
-Pouch (x2)
-Studded Leather Armor
-Spell Components (sufficient amounts)
-Gold Signet Ring of Random Wealthy Wizard Family
-Potion of Paralysis (4 uses)
-Potion of Healing
-1 Gem valued at 300 gold
-OTHER NOTES-
False identity: You have created a second identity that includes
documentation, established acquaintances, and
disguises that allow you to assume that persona.
Additionally, you can forge documents including official
papers and personal letters, as long as you have seen an
example of the kind of document or the handwriting you
are trying to copy.
Expertise: Double prof. bonus for Stealth and Deception
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SPELLS
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Spell Save DC: 14
Spell Attack Bonus: +6
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Cantrips
-Prestidigitation
-Mage Hand
-Booming Blade
-Minor Illusion
-Message
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LEVEL 1 (3/3 Spell slots)
-Tasha's Hideous Laughter
-Shield
-Charm Person
-Silent Image
-Find Familiar 1/long rest
-Disguise Self (at-will; Hat of Disguise)
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LEVEL 2 (X Spell Slots)
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LEVEL 3 (X Spell slots)
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LEVEL 4 (X Spell slots)
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LEVEL 5 (X Spell Slots)
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LEVEL 6 (X Spell slots)
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LEVEL 7 (X Spell slots)
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LEVEL 8 (X Spell slots)
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LEVEL 9 (X Spell slots)
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Last edited by Ashley; April 5th, 2019 at 05:55 PM.
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