The Blue Avenger
Kobold
Ra 2 / Ro 8
Str 8
Dx. 18
Con 14
Int 12
Wis 14
Cha 8
Hp 72
Ac 21 / 18 (mage armor 3, dex 4, shield 2, defense 1, cloak 1)
Moontouched Scimitar +8 1d6+4
Hand crossbow +8. 1d6+4
Daggers (2) +8. 1d4+4
Common
Draconic
Goblin
Thieves' Cant
Proficiency +4
Athletics 3
Acrobatics 8
Stealth 12*
Investigation 9*
Insight 6
Perception 10*
Thieves tools 12*
Checkers 6*
*expertise
Spells 3/4/2
C mage hand, green flame blade, chill touch
1 ra cure wounds, hunters mark
1 ro magic missle, silent image, hideous laughter, mage armor
2 ro mirror image, invisibility
Kobold Features:
• Within 60 feet of you, treat dim light as bright, darkness as dim light
• You can give your allies advantage until the end of your next turn against foes that can see you within 10 feet of you as an action (1/rest)
• You have advantage vs creatures adjacent to an ally
• When in sunlight you have disadvantage to perception and attacks
Far Traveler Feature:
• Your foreign nature can gain you access to those curious about your homeland
Ranger Features:
• Enemy Aberrations advantage on survival and Int checks concerning your chosen creature type, and you know a language spoken by those creatures
• Terrain Underdark advantage on Wis and Int checks concerning your chosen terrain, and bonuses while traveling through that terrain (see rules)
Rogue Features:
• Double proficiency with chosen skills
• Sneak Attack (4d6)
• Understand a secret language
• Double proficiency with chosen skills/tools (Perception,Thieves' Tools)
• You can dash, disengage, or hide as a bonus action
• Fighting Style - Defense +1 AC while wearing armor
• Rogue Archetype: Arcane Trickster
• Special abilities with mage hand (see rules)
• You can use a reaction to take half damage when hit by a foe that you see
• Double proficiency with chosen skills (Investigation,Stealth)
• When you would make a Dex save for half damage, you take no damage if you pass or half damage if you do not
Lucky (3/day)
Major items
Winged boots (unc) att
Wand magic missle (unc)
Cloak of protection (unc). att
Minor items
Mithral halfplate (unc)
Wand of magic detection (Unc) 3/1d3
Lantern of revealing (Unc)
Ruby of warmage (c). Att
Moontouched Scimitar (c)
(40) bolts
4 silver bolts
burgler’s pack but with silk rope
Bedroll
5 extra rations
Silver dagger
set of traveler's clothes
Checkers/backgammon set
rough map of area
piece of jewelry (worth 10gp)
pouch
Ball of string
Empty sacks (2)
Bag of marbles
Bag of pepper
Bag of cornmeal
Empty flask
Glass rock
Hunk of moldy cheese
Wad of weeds
7 purple feathers
Small stuffed bunny
Towel
Flask of slime
Dirty old boot
Tiny sewing kit
Mummified shrunken monkey head
Fishing tackle
Bag of tin soldiers (Caltrops)
Antitoxin
Petrified egg
Cool stick
Rock shaped like a squid
Kobold
Ra 2 / Ro 8
Str 8
Dx. 18
Con 14
Int 12
Wis 14
Cha 8
Hp 72
Ac 21 / 18 (mage armor 3, dex 4, shield 2, defense 1, cloak 1)
Moontouched Scimitar +8 1d6+4
Hand crossbow +8. 1d6+4
Daggers (2) +8. 1d4+4
Common
Draconic
Goblin
Thieves' Cant
Proficiency +4
Athletics 3
Acrobatics 8
Stealth 12*
Investigation 9*
Insight 6
Perception 10*
Thieves tools 12*
Checkers 6*
*expertise
Spells 3/4/2
C mage hand, green flame blade, chill touch
1 ra cure wounds, hunters mark
1 ro magic missle, silent image, hideous laughter, mage armor
2 ro mirror image, invisibility
Kobold Features:
• Within 60 feet of you, treat dim light as bright, darkness as dim light
• You can give your allies advantage until the end of your next turn against foes that can see you within 10 feet of you as an action (1/rest)
• You have advantage vs creatures adjacent to an ally
• When in sunlight you have disadvantage to perception and attacks
Far Traveler Feature:
• Your foreign nature can gain you access to those curious about your homeland
Ranger Features:
• Enemy Aberrations advantage on survival and Int checks concerning your chosen creature type, and you know a language spoken by those creatures
• Terrain Underdark advantage on Wis and Int checks concerning your chosen terrain, and bonuses while traveling through that terrain (see rules)
Rogue Features:
• Double proficiency with chosen skills
• Sneak Attack (4d6)
• Understand a secret language
• Double proficiency with chosen skills/tools (Perception,Thieves' Tools)
• You can dash, disengage, or hide as a bonus action
• Fighting Style - Defense +1 AC while wearing armor
• Rogue Archetype: Arcane Trickster
• Special abilities with mage hand (see rules)
• You can use a reaction to take half damage when hit by a foe that you see
• Double proficiency with chosen skills (Investigation,Stealth)
• When you would make a Dex save for half damage, you take no damage if you pass or half damage if you do not
Lucky (3/day)
Major items
Winged boots (unc) att
Wand magic missle (unc)
Cloak of protection (unc). att
Minor items
Mithral halfplate (unc)
Wand of magic detection (Unc) 3/1d3
Lantern of revealing (Unc)
Ruby of warmage (c). Att
Moontouched Scimitar (c)
(40) bolts
4 silver bolts
burgler’s pack but with silk rope
Bedroll
5 extra rations
Silver dagger
set of traveler's clothes
Checkers/backgammon set
rough map of area
piece of jewelry (worth 10gp)
pouch
Ball of string
Empty sacks (2)
Bag of marbles
Bag of pepper
Bag of cornmeal
Empty flask
Glass rock
Hunk of moldy cheese
Wad of weeds
7 purple feathers
Small stuffed bunny
Towel
Flask of slime
Dirty old boot
Tiny sewing kit
Mummified shrunken monkey head
Fishing tackle
Bag of tin soldiers (Caltrops)
Antitoxin
Petrified egg
Cool stick
Rock shaped like a squid
Last edited by navyik on Thu May 21, 2020 12:52 am; edited 12 times in total