Nicholai Kane Character in Aietherhall | World Anvil
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Nicholai Kane

Nicholai Kane

Fallen Aasimar Race
Origin
Swashbuckler Rogue 4 Class & Level
NE Alignment
Deity
Faction
Rank/Position
Loyalty
Company

Strength 10
+0
Dexterity 16
+3
constitution 14
+2
intelligence 11
+0
wisdom 11
+0
charisma 21
+5
Total Hit Dice 4
Hit Die
1d1d8+2
+2 proficiency bonus
+0 Strength
+5 Dexterity
+2 Constitution
+2 Intelligence
+0 Wisdom
+5 Charisma
saving throws
+0 Acrobatics
+0 Animal Handling
+0 Arcana
+0 Athletics
+7 Deception
+0 History
+0 Insight
+7 Intimidation
+0 Investigation
+0 Martial
+0 Medicine
+0 Nature
+0 Perception
+9 Performance
+9 Persuasion
+0 Religion
+3 Sleight of Hands
+3 Stealth
+0 Survival
skills

 

MV

Prestige
3
Attunement Slots
14
Armor Class
31
Hit Points
+8
Initiative
30
Speed
Shortsword 1d20+6 1d6+3
Shortbow (20 Arrows) 1d20+6 1d6+3
Daggers x2 1d20+6 1d4+3
Attacks
Background
+1 CHA, +2 CHA cap, Tool Prof: Guitar


Languages
Common, Celestial, Thieves' Cant


Class Proficiencies
Performance, Persuasion, Intimidation, Deception


Class Save
Dexterity and Intelligence


ASI's
+2 CHA


1st Level Feat: Actor
Increase your Charisma score by 1, to a maximum of 20.
You have advantage on Charisma (Deception) and Charisma (Performance) checks when trying to pass yourself off as a different person.
You can mimic the speech of another person or the sounds made by other creatures. You must have heard the person speaking, or heard the creature make the sound, for at least 1 minute. A successful Wisdom (Insight) check contested by your Charisma (Deception) check allows a listener to determine that the effect is faked.

Proficiences
Belt Pouch: 37gp 56SP 380CP
Two Sets of Clothes, one plain and unnoticable, and one set of Fine Clothes
Guitar
Thieves Tools
a backpack
a bag of 1,000 ball bearings
10 feet of string
a bell
5 candles
a crowbar
a hammer
10 pitons
a hooded lantern
2 flasks of oil
5 days rations
a tinderbox
a waterskin
50 feet of hempen rope
Leather Armor
Equipment
15 / 15 / 14 / 11 / 11 /10
Stat Array
Race


Stats
+2 CHA, +1 Dex


Light Bearer
You know the light cantrip. Charisma is your spellcasting ability for it.


Healing Hands
As an action, you can touch a creature and cause it to regain a number of hit points equal to your level. Once you use this trait, you can't use it again until you finish a long rest.


Celestial resistance
You have resistance to necrotic damage and radiant damage.


Darkvision
Blessed with a radiant soul, your vision can easily cut through darkness. 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.


Necrotic Shroud
Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing your eyes to turn into pools of darkness and two skeletal, ghostly, flightless wings to sprout from your back. The instant you transform, other creatures within 10 feet of you that can see you must succeed on a Charisma saving throw (DC 8 + your proficiency bonus + your Charisma modifier) or become frightened of you until the end of your next turn.
Your transformation lasts for 1 minute or until you end it as a bonus action. During it, once on each of your turns, you can deal extra necrotic damage to one target when you deal damage to it with an attack or a spell. The extra necrotic damage equals your level.

Once you use this trait, you can't use it again until you finish a long rest.


Class


Expertise
Choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. (Persuasion/Performance)


Sneak Attack
Once per turn, you can deal an extra 2d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.

You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.


Cunning Action
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.


Fancy Footwork
During your turn, if you make a melee attack against a creature, that creature can't make opportunity attacks against you for the rest of your turn.


Rakish Audacity
You can give yourself a bonus to your initiative rolls equal to your Charisma modifier.

You also gain an additional way to use your Sneak Attack; you don't need advantage on the attack roll to use your Sneak Attack against a creature if you are within 5 feet of it, no other creatures are within 5 feet of you, and you don't have disadvantage on the attack roll. All the other rules for Sneak Attack still apply to you.


Steady Aim
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.

Class/Racial Features & Traits
Children

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The Hunt

Notes on Nobles - Vadeos Ravenflame: Involved in trade of fine arts and darker things. Including of women. Torbeth Freemaw: Involved in trade of fine arts and darker things. Including of women.     Informants - Diandra Dema: captain of some ship. Was paid 50 silver to find information on nobles. Flirtatious with Nicholai but he has played coy and left her hanging. Redheaded Female bartender of The Lusty Griffin: Gave info on Vadeos and Torbeth.

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