Endil Staurik, Assassin of C.O.B.R.A.
Name: Endil Staurik
Race: High Elf
Class & Level: Rogue 13 (Assassin)
Alignment: Lawful Evil
ABILITY SCORES & ABILITIES
Strength 10
Dexterity 20
+5 ... Dexterity Ability Checks +10 ... Dexterity Saving Throws * +10 ... Acrobatics Skill * +15 ... Sleight of Hand Skill ** +15 ... Stealth Skill **
Constitution 13
+1 ... Constitution Ability Checks +1 ... Constitution Saving Throws
Intelligence 13
Wisdom 8
Charisma 17
+3 ... Charisma Ability Checks +3 ... Charisma Saving Throws +13 ... Deception Skill ** +3 ... Intimidation Skill +3 ... Performance Skill +3 ... Persuasion Skill
COMBAT
14 ... Passive Perception +5 ... Initiative Modifier
Armor Class 16 ... Armor worn: leather armor
81 hit points ... 13d8 Hit Dice
Sneak Attack: Once per turn, deal extra damage to one creature hit if attack with advantage using finesse or ranged weapon. Don't need advantage if an enemy of the target is within 5 feet of it, enemy isn't incapacitated, and you don't have disadvantage on attack.
Ray Of Frost Cantrip. Ranged Spell Attack: +6 to hit, targets one creature or object within 60 ft. range. Hit: 3d8 cold damage and target's speed reduced by 10 feet for one round.
EQUIPMENT & TREASURE Carried Gear (PHB, p. 143): leather armor (AC 11), rapier, two (2) daggers, shortbow and 20 arrows, disguise kit (cosmetics, hair dye, props, etc.), poisoner's kit (vials, chemicals, venoms), thieves' tools (lockpicks, small file and pliers, tiny mirror), belt pouch, set of common clothes, a small knife, map of home city, pet mouse, token from parents. (This load is about 35 lbs.; add 1 lb. per 50 coins carried.) Coins & Gems: 562 gold pieces (gp 9 silver pieces (sp 40 copper pieces (cp 3 gems (worth 500 gp each)
Race: High Elf
Class & Level: Rogue 13 (Assassin)
Alignment: Lawful Evil
ABILITY SCORES & ABILITIES
Strength 10
Dexterity 20
+5 ... Dexterity Ability Checks +10 ... Dexterity Saving Throws * +10 ... Acrobatics Skill * +15 ... Sleight of Hand Skill ** +15 ... Stealth Skill **
Constitution 13
+1 ... Constitution Ability Checks +1 ... Constitution Saving Throws
Intelligence 13
Wisdom 8
Charisma 17
+3 ... Charisma Ability Checks +3 ... Charisma Saving Throws +13 ... Deception Skill ** +3 ... Intimidation Skill +3 ... Performance Skill +3 ... Persuasion Skill
COMBAT
14 ... Passive Perception +5 ... Initiative Modifier
Armor Class 16 ... Armor worn: leather armor
81 hit points ... 13d8 Hit Dice
- Rapier. Melee Weapon Attack: +10 to hit, reach 5 ft. Hit: 1d8+5 piercing damage.
- Shortbow. Ranged Weapon Attack: +10 to hit. Hit: 1d6+5 piercing damage. (Normal range to 80 ft.; disadvantage long range 81 to 320 ft. Must be used two-handed.)
- Sneak Attack: Once per turn, deal extra damage to one creature hit if attack with advantage using finesse or ranged weapon. Don't need advantage if an enemy of the target is within 5 feet of it, enemy isn't incapacitated, and you don't have disadvantage on attack.
- Ray Of Frost Cantrip. Ranged Spell Attack: +6 to hit, targets one creature or object within 60 ft. range. Hit: 3d8 cold damage and target's speed reduced by 10 feet for one round.
Sneak Attack: Once per turn, deal extra damage to one creature hit if attack with advantage using finesse or ranged weapon. Don't need advantage if an enemy of the target is within 5 feet of it, enemy isn't incapacitated, and you don't have disadvantage on attack.
Ray Of Frost Cantrip. Ranged Spell Attack: +6 to hit, targets one creature or object within 60 ft. range. Hit: 3d8 cold damage and target's speed reduced by 10 feet for one round.
EQUIPMENT & TREASURE Carried Gear (PHB, p. 143): leather armor (AC 11), rapier, two (2) daggers, shortbow and 20 arrows, disguise kit (cosmetics, hair dye, props, etc.), poisoner's kit (vials, chemicals, venoms), thieves' tools (lockpicks, small file and pliers, tiny mirror), belt pouch, set of common clothes, a small knife, map of home city, pet mouse, token from parents. (This load is about 35 lbs.; add 1 lb. per 50 coins carried.) Coins & Gems: 562 gold pieces (gp 9 silver pieces (sp 40 copper pieces (cp 3 gems (worth 500 gp each)
Children
Comments