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Curi

Level 3 Tabaxi Inquisitive Rogue
(Courtier)
/ 21 HP

Played by
Angela McCain
           

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Curi

Inquisitive Rogue 3 Class & Level
Courtier Background
Tabaxi Race
Alignment

Strength 8
-1
Dexterity 18
+4
constitution 12
+1
intelligence 10
+0
wisdom 15
+2
charisma 14
+2
Total Hit Dice 3
Hit Die
1d8+1
+2 proficiency bonus
-1 Strength
+5 Dexterity
+1 Constitution
+2 Intelligence
+2 Wisdom
+2 Charisma
saving throws
+4 Acrobatics
+2 Animal Handling
+0 Arcana
-1 Athletics
+4 Deception
+2 History
+6 Insight
+2 Intimidation
+2 Investigation
+2 Medicine
+0 Nature
+4 Perception
+2 Performance
+6 Persuasion
+0 Religion
+6 Sleight of Hands
+6 Stealth
+2 Survival
skills ARMOR: Light Armor WEAPONS: Crossbow, Hand, Longsword, Quarterstaff, Rapier, Shortsword, Simple Weapons TOOLS: Poisoner's Kit, Thieves' Tools LANGUAGES: Common, Elvish, Infernal, Thieves’ Cant proficiencies

 
15
Armor Class
21
Hit Points
+4
Initiative
30
Speed
Melee: Gentleman's Defense Cane 1d20+7 1d6+5
Blowgun: Gentleman's Defense Cane 1d20+6 5
Hand Crossbow +1 1d20+7 1d6+5
Rapier 1d20+6 1d8+4
Dagger 1d20+6 1d4+4
Claws 1d20+1 1d4-1
SNEAK ATTACK
2d6
Attacks
1d20
1d12
1d10
1d8
1d6
1d4
1d100
Spellcasting

Heroes Enabled

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Rogue


Hit Points

Hit Dice: d8 per Rogue level
Hit Points at first Level: 1d8
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier

Proficiences

Armor: light armour
Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords
Tools: Theives guild
Saving Throws: Dexterity, Inteligence
Skills: Choose four from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Slight of Hand, and stealth

Starting Equipment

You start with the following equipment in addition to the equipment gained from your background   (a) a rapier or (b) a short sword (a) a short bow and quiver of 20 arrows or (b) a shortsword (a) a burglars pack or (b) dungeoneers pack leather armour, two daggers, and thieves tools

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Tabaxi

Ability Score Increase Dex +2; Cha +1
Size Medium
Speed 30 ft., climb 20 ft.

Age. Tabaxi have lifespans equivalent to humans.   Alignment. Tabaxi tend toward chaotic alignments, as they let impulse and fancy guide their decisions. They are rarely evil, with most of them driven by curiosity rather than greed or other dark impulses.   Size. Tabaxi are taller on average than humans and relatively slender. Your size is Medium.   Darkvision. You have a cat's keen senses, especially in the dark. 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.   Feline Agility. Your reflexes and agility allow you to move with a burst of speed. When you move on your turn in combat, you can double your speed until the end of the turn. Once you use this trait, you can't use it again until you move 0 feet on one of your turns.   Cat's Claws. Because of your claws, you have a climbing speed of 20 feet. In addition, your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.   Cat's Talents. You have proficiency in the Perception and Stealth skills.
 

Languages. You can speak, read, and write Common and one other language of your choice.

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Played by
Angela McCain

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