Ann Trulove
Ann Trulove
Medium human, rogue, Chaotic Neutral
STR
8
( -1 )
DEX
18
( +4 )
CON
12
( +1 )
INT
15
( +2 )
WIS
10
( +0 )
CHA
14
( +2 )
Cunning Action. On her turn in combat, Ann can take the Dash, Disengage, Help, or Hide action as a bonus action. She can also use a bonus action to make an Investigation (INT) or Perception (WIS) check. Mobile. When Ann uses the Dash action, difficult terrain doesn't cost extra movement on that turn. When Ann makes a melee attack against a creature, she doesn't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not. Maneuverable. Ann can use one extra "Maneuver" ability per turn without using her reaction. Evasion. When Ann is subjected to an effect that allows her to make a Dexterity saving throw to take only half damage, she instead takes no damage if she succeeds on the saving throw, and only half damage if she failed. She doesn't benefit from this feature while incapacitated. Inspiring Help. When Ann takes the Help action, its range is 30 ft., and the creature who receives the help also gains a 1d6 bonus to the d20 roll. If that roll is an attack roll, the creature can forgo adding the bonus to it, and then if the attack hits, the creature can add the bonus to the attack's damage roll against one target.
Actions
Shortsword +1. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 1d6+4 piercing damage. If Ann has advantage on the attack or has an ally adjacent to the target and doesn't have disadvantage, she adds 9d6 to the attack's damage. Dagger. Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 1d4+3 piercing damage. If Ann has advantage on the attack or has an ally adjacent to the target and doesn't have disadvantage, she adds 9d6 to the attack's damage.
Reactions
Catapult Jump (Maneuver). When an ally within 5 feet of Ann and weighing less than 240 lbs. jumps, she can use her reaction to launch them further. The distance they are able to jump doubles, and every 2 feet of movement during their jump costs only 1 foot. Diversion (Maneuver). After an ally Ann can see or hear hits a creature within 5 feet of her with a melee weapon attack, she can move up to half her speed as a reaction. The target of the attack can't use their reaction to make an opportunity attack against Ann. Get Down (Maneuver). When Ann and an ally within 5 feet both make a DEX save to take only half damage from an effect or spell, she can use her reaction to cause the friendly creature to take only the same amount of damage that she does.
Physical Description
General Physical Condition
Mental characteristics
Personal history
"Who knew stuffy old Arthur would raise such a spitfire? I leave my satchel untended for five minutes to bid my compatriots farewell, and next thing I know she's replaced my scrying orb with a small melon. The worst of it is, I didn't notice until I'd already apparated back to the university. She'll be trouble someday; we can only hope it's good trouble." —FaedorIn early summer Y1110, Ann and Sasha secretly sailed away from Drakesland Wharf to visit their mutual friend Zoë Fiensbane in Urbana al-Sona. Here, Ann began a romantic relationship with a Moon Elf named Tom Rakewell.
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