Ali Abbas Uz Amirr
Air Genasai
Rogue 1 /Fighter 1
Urchin
Str. 10 +0
Dex. 16. +3 (+5 save)
Con. 14 +2
Int. 13 +1 (+3 save)
Wis. 12 +1
Cha. 11. +0
HP: 18
AC: 16 (18 with Shield)
Move: 30'
Initiative: +3
Passive Perception: 15
Proficiency: +2
Long bow. +7 1d8+3
Scimitar +5 1d6+3
Rapier +5 1d8+3
Short sword +5 1d6+3
Daggers +5(+7) 1d4+3
Proficiencies:
Athletics. 2
*Acrobatics 3 (non-prof)
Insight 3
Deception 2
Sleight of hand 5
Stealth. 5(7)
Perception 3(5)
Thieves tools 5
Disguise kit. 2
Languages:
Muddle, primordial (air)
Features:
Second Wind: On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. You must finish a short or long rest before you can use it again.
Archery fighting style +2 ranged attacks
Expertise (perception, stealth)
Sneak attack 1d6
Thieves cant
Skulker:
• You can try to hide when you are lightly obscured from the creature from which you are hiding.
• When you are hidden from a creature and miss it with a ranged weapon attack, making the attack doesn't reveal your position
.• Dim light doesn’t impose disadvantage on your Wisdom (Perception) checks relying on sight.
Feature: City SecretsYou know the secret patterns and flow to cities and can find passages through the urban sprawl that others would miss. When you are not in combat, you (and companions you lead) can travel between any two locations in the city twice as fast as your speed would normally allow.
Endless breath
Levitate 1/long rest
Equipment:
Longbow
Rapier
2Quiver of 20 Arrows ea.
Short sword
Scimitar
Breast plate
Daggers (3)
Dungeoneers pack
Spyglass
5 extra rations
Thieves Tools
Blanket
Sack
Candles 3
2 Flasks
Bell
Grappling hook
Healers kit
Shield
3 torches
Lantern
3 flasks of oil
Black body and face paint
Tinder box
Pouch 4gp/4sp/2cp
Air Genasai
Rogue 1 /Fighter 1
Urchin
Str. 10 +0
Dex. 16. +3 (+5 save)
Con. 14 +2
Int. 13 +1 (+3 save)
Wis. 12 +1
Cha. 11. +0
HP: 18
AC: 16 (18 with Shield)
Move: 30'
Initiative: +3
Passive Perception: 15
Proficiency: +2
Long bow. +7 1d8+3
Scimitar +5 1d6+3
Rapier +5 1d8+3
Short sword +5 1d6+3
Daggers +5(+7) 1d4+3
Proficiencies:
Athletics. 2
*Acrobatics 3 (non-prof)
Insight 3
Deception 2
Sleight of hand 5
Stealth. 5(7)
Perception 3(5)
Thieves tools 5
Disguise kit. 2
Languages:
Muddle, primordial (air)
Features:
Second Wind: On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. You must finish a short or long rest before you can use it again.
Archery fighting style +2 ranged attacks
Expertise (perception, stealth)
Sneak attack 1d6
Thieves cant
Skulker:
• You can try to hide when you are lightly obscured from the creature from which you are hiding.
• When you are hidden from a creature and miss it with a ranged weapon attack, making the attack doesn't reveal your position
.• Dim light doesn’t impose disadvantage on your Wisdom (Perception) checks relying on sight.
Feature: City SecretsYou know the secret patterns and flow to cities and can find passages through the urban sprawl that others would miss. When you are not in combat, you (and companions you lead) can travel between any two locations in the city twice as fast as your speed would normally allow.
Endless breath
Levitate 1/long rest
Equipment:
Longbow
Rapier
2Quiver of 20 Arrows ea.
Short sword
Scimitar
Breast plate
Daggers (3)
Dungeoneers pack
Spyglass
5 extra rations
Thieves Tools
Blanket
Sack
Candles 3
2 Flasks
Bell
Grappling hook
Healers kit
Shield
3 torches
Lantern
3 flasks of oil
Black body and face paint
Tinder box
Pouch 4gp/4sp/2cp
Last edited by navyik on Fri Dec 16, 2016 2:29 pm; edited 14 times in total