Ash
Level 7 Rogue (Spellthief)
Basics
| Level | Class | Traits | Path |
|---|---|---|---|
| 1 | Rogue | 8 hp, 0 Mana | |
| 2 | Rogue | 5 hp, 1 Mana | Spellthief |
| 3 | Rogue | 5 hp, 0 Mana | |
| 4 | Rogue | 5 hp, 1 Mana | |
| 5 | Rogue | 5 hp, 0 Mana | |
| 6 | Rogue | 5 hp, 1 Mana | Spellthief |
| 7 | Rogue | 5 hp, 0 Mana |
| Attribute | Value | Explanation |
|---|---|---|
| Strength | 0 | |
| Dexterity | 4 | (1 stat add) |
| Constitution | 1 | |
| Intelligence | 3 | |
| Wisdom | -1 | |
| Charisma | 3 |
| Attribute | Value | Explanation |
|---|---|---|
| Hit Points | 45 | 38 + Con*level |
| Armor Class | 14 | (10 + Dex + armor) |
| Proficiency Bonus | +3 | floor( (level-1) / 4 ) + 2 |
| Melee Attack | +3/+7 | |
| Ranged Attack | +7 |
Notes:
- Good saves: Dex and Int
Race: Custom
- +1 to Dex, Int, and Cha (minor advs)
- Fatespinner: can store any die roll, and as a reaction, swap it with any other die roll on the table. Recharges with short rest.
- major adv: borrow from fate (incurs debt)
- major adv
- major flaw: Malevolence
- major flaw: throwing good karma after bad
Skills
| Skill | Roll | Special |
|---|---|---|
| Acrobatics | +9 | expertise +2, proficient |
| Athletics | +2 | expertise +2 |
| Deception | +8 | expertise +2, proficient |
| Insight | +2 | expertise +2 |
| Intimidation | +5 | expertise +2 |
| Investigation | +5 | expertise +2 |
| Perception | +2 | expertise +2 |
| Performance | +8 | expertise +2, proficient |
| Persuasion | +8 | expertise +2, proficient |
| Sleight of Hand | +9 | expertise +2, proficient |
| Stealth | +9 | expertise +2, proficient |
Spells/Powers
Spells
| Attribute | Value | Explanation |
|---|---|---|
| Spellcasting skill | +6 | (Int plus proficiency bonus) |
| Spell save DC | 14 | (8 + Int + proficiency bonus) |
| Mana | 3 | (determined by classes) |
| Light damage | 2d4+1 | (1d4 per rank + half Int) |
| Medium damage | 2d8+3 | (1d8 per rank + Int) |
| Heavy damage | 2d12+6 | (1d12 per rank + 2x Int) |
Spells known: all Spellthief spells, plus mastered ones
Cantrips
Rank 1
Rank 2
Gear
- 2 common
- 2 uncommon
- 600 gp
Ideas:
- Phylactery of self (spell proxy? spying?)
- Bound blade?
- The lamp
Uncommon item 1
Uncommon magic item
tbd
Uncommon item 2
Uncommon magic item
Mundane Items
- Studded leather armor
- Gun: 2d8+Dex piercing damage, reload costs bonus or move action
Special Powers unrelated to class, race, or gear
Aberrant Dragonmark
Takes the form of TBD
Powers: TBD