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Dahm Krezix

Goblin Race
Dolten/Dark Howler Origin
Rogue 8/Cleric 1 Class & Level
True Neutral Alignment
Sekelcuse Deity
The Collector Faction
Dealer Rank/Position
14 Loyalty
Company

Strength 12
+1
Dexterity 22
+6
constitution 12
+1
intelligence 10
+0
wisdom 16
+3
charisma 19
+4
Total Hit Dice 8
Hit Die
1d9+1
+4 proficiency bonus
+1 Strength
+10 Dexterity
+1 Constitution
+4 Intelligence
+3 Wisdom
+4 Charisma
saving throws
+10 Acrobatics
+3 Animal Handling
+0 Arcana
+5 Athletics
+8 Deception
+0 History
+11 Insight
+4 Intimidation
+0 Investigation
+3 Martial
+3 Medicine
+0 Nature
+3 Perception
+4 Performance
+4 Persuasion
+0 Religion
+15 Sleight of Hands
+14 Stealth
+3 Survival
skills

 
39
MV
1
Prestige
2
Attunement Slots
19
Armor Class
67
Hit Points
+6
Initiative
30 ft
Speed
WeaponAttackDamage
Scimitar 1d20+10 1d6+6
Dagger 1d20+10 1d4+6
Shortbow 1d20+10 1d6+6
Unarmed Strike 1d20+5 [2]
Attacks
Armor
Light Armor (Rogue), Khaoan Gliding Suit (Academy)

Weapons
Hand Crossbows (Rogue), Scimitars (Academy), Longsword (Rogue), Rapier (Rogue), Shortsword (Rogue), Simple Weapons (Rogue), Martial Weapons (Luck Cleric)

Tools
Thieves' Tools (expert)(Rogue), Forgery Kit (Faction), Disguise Kit (Faction), Jeweler's Tools (Academy)

Languages
Common (Race), Orclin/Goblin (Race), Thieves' Cant (Rogue)

Skills
Acrobatics (Rogue)
Athletics (Sub-origin)
Deception (Lip Service)
Insight (expert)(Rogue)
Slight of Hand (expert) (Rogue)
Stealth (expert) (Rogue)

Saves
Dex (Rogue)
Int (Rogue)
Proficiences
Cantrips:
Mage Hand (VINPC)
Guidance
Thaumaturgy
Mending

1st Level Spells:
Bane
Bless
Command
Guiding Bolt
Healing Word
Shield of Faith
Spellcasting
876 gp | 245 gp
(Total value: 1,121gp)
Coin weight: 22.42 lbs | 27 Crafting Tokens

Equiped

Scimitarx2
Dagger x4
Shortbow
20 arrows
Pendant of Kaheeli
Bandit Bandana
Deft Handed One
Paradise Plumage

 
weight: 24 lbs.

Consumables
Bandolier
  • Potion of Healing
  • Potion of Healing
  • Holy Water
  • Bandolier
  • Oil Flask
  • Potion of Greater Healing

  • Smokestick
    Holy Water
    Rations x5

     
    weight: 14 lbs.

    Tools
    Masterwork Thieves' Tools
    Forgery Kit
    Disguise Kit

     
    weight: 8 lbs.

    Misc
    Collector's Playing Card
    Fiery Pipes of Holding
    Pole of Collapsing
    Flask
    Tankard x2
    Key Ring (5 personal from deck hand, buried treasure chest)
    vial x3
    Holy Symbol (Sekelcuse)
    Burglar's Pack

     
    weight: 56.25 lbs.

    Magic Items
    Bandit Bandana (Equiped)
    Wondrous(Headware)-Rare-1,760gp

    Yeah, no way around it. You look suspicious wearing this. But it really sets the mood for you to do suspicious activities!

    Look the Part: Three times per day, refreshing at dawn, you can give yourself advantage on a Sleight of Hand, Intimidation, or Thieves' Tools check (no action required).

    [Base Material, Adornment, Spell Invocation x2]

    The Deft Handed One (Attuned)
    Shortbow - Major Rare (2,000gp) - Attunement

    An unassuming shortbow made of a darkened, almost black wood, it may even appear dented, used in several areas, the indication of a well used piece of equipment.

    Your Dexterity score increases by 2, up to a maximum equal to your ability score cap.

    Beggars Can't be Choosers: As a bonus action, for the next minute all attacks made with this bow deal an additional 1d6 slashing damage on a hit. You can use this ability twice, regaining all uses after finishing a long rest.

    Fiery Pipes of Holding (Attuned)
    Wondrous (Bagpipes) - Very Rare (4,000gp) - Attunement

    These ordinary looking bagpipes will billow flames when they are played by a skilled hand. In addition, there is a pocket in the bag that seems to be able to hold way too much for its size.

    Your Charisma score increases by 3, up to a maximum equal to your ability score cap.

    Extra-dimensional Pocket: These bagpipes have an extra-dimensional compartment that can hold up to 750 additional pounds, not exceeding 96 cubic feet. Retrieving an item from the compartment requires an action.

    Wailing Fire: You can become a mythical warrior before your oppressive foes. As an action, you can Shoot a fireball from your eyes. Choose a point you can see within 150 feet of you. Each creature in a 20-foot-radius sphere centered on that point must make a DC 15 Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one. Once you use this ability, you can’t use it again until you finish a long rest.

    Paradise Plumage (equipped)
    +1 Khaoan Gliding Suit - Rare - Attunement
    This suit made from the shining plumage of paradise birds bears two great wings that billow out from the back ready to aid the bearer in the air.

    While attuned to this +1 khaoan gliding suit, you gain access to the following abilities:

    Grace of Avians: The attuned gains a +1 bonus to their Dexterity score.

    Paradise Wing: As a reaction when you or an ally within 30ft would fall you can choose up to five creatures within range. A falling creatures rate of decent slows to 60ft per round until the effect ends after one minute, and for every 10ft they fall vertically they can move 5ft laterally. If the creature lands before the effect ends, it takes no falling damage and can land on its feet, and the effect ends for that creature

    [Base Material, Enchantment]

     


    Pet Hyena
    Helix
    AC 11 -- HP 5 -- Speed 50ft

    STR (11)--DEX (13)--CON (12)
    INT (2)--WIS (12)--CHA (5)

    Perception +4
    Pack Tactics. The hyena has advantage on an attack roll against a creature if at least one of the hyena's allies is within 5 feet of the creature and the ally isn't incapacitated.
    Bite. Melee Weapon Attack: +3 to hit, reach 5ft, one target. Hit: 1d6 piercing damage.

    -----------Equipment------------
    Pickaxe
    Fine Clothes
    Jeweler's Kit
    Abacus
    Dice Set


    Carry weight: 20/165 lbs.

    ----------Commands------------
    Tier 5 - The pet is capable of understanding nuanced commands, performing the Help action, and using magical effects bestowed on them. The pet can be freely controlled in combat by whoever owns it. This still requires the use of the action to issue commands.

     


    Total weight: 114.75/180 lbs.
    Equipment
    The Collector
    Faction
    Mad Man: STR-11, DEX-15, CON-11, INT-10, WIS-14, CHA-15
    Stat Array
    +3 bonus to Fear saving throws (Origin)

    Magic Hands: Ability to cast Mage Hand, and +1 to all Sleight of Hand checks. (VINPC)

    Fadesteel Die: Once per mission, roll 1d6 when cache of treasure is found. 1 = one magical item is removed or reduce gold by half if no magic item. 2-4 = nothing happens. 5-6 = add one magic item.

    Scent: 60 ft, adv on scent based perception checks,

    Darkvision: 60 ft

    Sneak Attack: once per turn, 4d6 damage to a hit creature with a finesse or ranged attack IF have advantage or another enemy of the target is within 5 ft of it and don't have disadvantage.

    Insightful Fighting: As a bonus action you can make an Insight check against a creature, contested by a Deception check. If you succeed, you can use your sneak attack against the target even without advantage, but not if you have disadvantage.

    This benefit lasts for 1 minute or until the feature is successfully used on another target.

    Ear for Deceit: Insight checks to determine lies treat rolls of 7 or lower on the D20 as an 8.

    Eye for Detail: Perception and Investigation checks for hidden creatures/objects, or deciphering clues can be used as a bonus action.

    Uncanny Dodge: When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.

    Evasion: You can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

    Fury of the Small: Once per short rest, deal extra dmg equal to level to a creature of larger size.

    Divine Luck: Reroll a 1 on attack, ability, and saves. Must use new roll. May be used number of times equal to WIS modifier (2). Regain uses on long rest.

    Nimble Escape: Disengage or hide as bonus action.
    Cunning Action: Dash, Disengage, or Hide as a bonus action.

    ASI: +2 DEX (Retrained)
    ASI: +1 Dex, +1 WIS
    +1 CHA (Church Boon)
    +2 DEX Cap (Academy)
    +5 HP (Faction Quartermaster)
    +5 HP (Faction Loyalty)
    Class/Racial Features & Traits

    The statblocks of your Weapons, armor and other important/magical equipment

    Statblocks for your familiars, mounts etc.

    Statblocks for companions, followers and other allies.

    Statblocks for your spells.

    Statblocks for your Trinkets, businesses, building, castles, empires.


    Created by

    1even7een.

    Statblock Type

    Verum Character Sheet

    Link/Embed