Mime
City Inspector
Ra 2/Fighter 6 (eldritch knight)/Ro 1
Near human alien [half elf traits (maybe half drow, half kenku) with partial Kenku hybrid personality traits].
Urchin
Str. 10
Dex 16
Con 14
Int. 12
Wis 14
Cha. 10
Initiative +3 (Advantage, group is never surprised)
Proficiency bonus +4
Saving Throws: Strength and Dexterity
Advantage vs. charm
Resist electricity
Hp 106
AC 17. Studded leather riding suit
(attackers disadvantaged by cloak of displacement, attuned)
2 silenced pistols* +10/+9 (1d6+4)(1d6+3)
2 laser pistols +9 (1d6+3)
2 daggers (1d6+3)(1d6+3)
1 collapsible sniper rifle +9 (1d10+3)
Sneak attack 1d6
*1 is a Pistol of warning bonded (attuned)
*1 is a +1 pistol bonded (no attunement necessary)
(Can't be disarmed, teleports to his hand as bonus action)
FLUBBER RING (attunement) with blue bolt bands - Resistance to Elecricity
Per day (long rest) the user can activate the Flubber Ring to 'cast' JUMP or FEATHER FALL for a total of 10 turns, these turns do not have to be consecutive. The Flubber either spreads between the user's arms and legs to form a kind of kite-like flying suit (feather fall) or concentrates in the user's boots to allow for increased bounciness (jump)
Athletics 4 Ro
Investigation 5/8Ra
stealth 7 Urchin
Sleight of hand 7 urchin
acrobatics 7 tw
insight 6/9 tw
Perception 10/13 ra (exp)
Survival. 6/9 ra advantage vs. organized crime
Thieves tools 11 urchin (exp)
Bikes and swoops. 7
Languages:
Common
Auran
Sign language
Thieves Cant
Spell slots
1:4
2:2
Known:
Cantrips: message, mage hand
1st wiz: shield, magic missile, expeditious retreat, alarm
1st Ra: hunters mark, hail of thorns (bullets)
Message
Transmutation cantrip
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a short piece of copper wire seen into glove, using fingers to close circuit while covering mouth)
Duration: 1 round
You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear.You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence. 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn’t have to follow a straight line and can travel freely around corners or through openings.
Dungeoneers pack
Thieves tools, analogue and digital
City map
Motorcycle
Portable electronic device
Shades
Potions:
2-cure wounds 2d4+2
1 climbing
Scrolls:
Detect Magic
Fog Cloud
Jump
Speak with Animals
Ability Scores Dexterity +1, Wisdom +1, charisma +2.
Feat: Lucky
You have 3 luck points. Whenever you make an attack roll, an ability check, or a saving throw, you can spend one luck point to roll an additional d20. You can choose to spend one of your luck points after you roll the die, but before the outcome is determined. You choose which of the d20s is used for the attack roll, ability check, or saving throw.You can also spend one luck point when an attack roll is made against you. Roll a d20, and then choose whether the attack uses the attacker’s roll or yours.If more than one creature spends a luck point to influence the outcome of a roll, the points cancel each other out; no additional dice are rolled.You regain your expended luck points when you finish a long rest.
Pistol expert
• Being within 5 feet o f a hostile creature doesn’t
impose disadvantage on your ranged attack rolls.
• You can draw or stow two one-handed weapons when
you w ould normally b e able to draw or stow only one.
• You gain a +1 bonus to AC while you are wielding a
separate melee weapon in each hand.
Darkvision. (Surgical shine job from a doctor that gave him permanent night vision in exchange for 20 menthol KOOLs). 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.
Archery
You gain a +2 bonus to attack rolls you make with ranged weapons.
Two weapon fighting
Second Wind:
You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level.Once you use this feature, you must finish a short or long rest before you can use it again.
Action Surge:
Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus action.
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Favored Enemy
Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.
You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.
When you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.
Natural Explorer
When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in.While traveling for an hour or more in your favored terrain, you gain the following benefits:
• Difficult terrain doesn’t slow your group’s travel.
• Your group can’t become lost except by magical means.
• Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
• If you are traveling alone, you can move stealthily at a normal pace.
• When you forage, you find twice as much food as you normally would.
• While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.You choose additional favored terrain types at 6th and 10th level.
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.
500gp + 1d10 x25 (525-750gp)=650
Result of the throw of dice "1d10"
6
Contacts:
1. "Handler" is Mime's primary contact. Mine has no personal knowledge of handler's life and character. He could piece it together, the clues are available. He doesn't need to. Handler has always been reliable. She presumably works for the city council committee on road safety management. Mine has never met handler in person, but would likely be able to test her authenticity.
Handler has been compromised and is presumed dead.
2. "Booty Hole" is a fence with a nasty small talk habbit. He always has a variety of merchandise that can connect the dots in any number of criminal enterprises. He is an alien with an extra mouth and an extra arm. Booty Hole usually doesn't even know he has given information to Mime. Booty hole has been investigating pigeon drones.
3. Osage is a trapper who favours the outskirts of parts of the city near wilds. He knows the more open parts of the roads well. Osage has little use for civilization, but appreciates fairness and honest dealings. Mime can usually find out about unusual activity on the roads from Osage if he or any other outdoorsmen he knows have seen or heard anything.
City Inspector
Ra 2/Fighter 6 (eldritch knight)/Ro 1
Near human alien [half elf traits (maybe half drow, half kenku) with partial Kenku hybrid personality traits].
Urchin
Str. 10
Dex 16
Con 14
Int. 12
Wis 14
Cha. 10
Initiative +3 (Advantage, group is never surprised)
Proficiency bonus +4
Saving Throws: Strength and Dexterity
Advantage vs. charm
Resist electricity
Hp 106
AC 17. Studded leather riding suit
(attackers disadvantaged by cloak of displacement, attuned)
2 silenced pistols* +10/+9 (1d6+4)(1d6+3)
2 laser pistols +9 (1d6+3)
2 daggers (1d6+3)(1d6+3)
1 collapsible sniper rifle +9 (1d10+3)
Sneak attack 1d6
*1 is a Pistol of warning bonded (attuned)
*1 is a +1 pistol bonded (no attunement necessary)
(Can't be disarmed, teleports to his hand as bonus action)
FLUBBER RING (attunement) with blue bolt bands - Resistance to Elecricity
Per day (long rest) the user can activate the Flubber Ring to 'cast' JUMP or FEATHER FALL for a total of 10 turns, these turns do not have to be consecutive. The Flubber either spreads between the user's arms and legs to form a kind of kite-like flying suit (feather fall) or concentrates in the user's boots to allow for increased bounciness (jump)
Athletics 4 Ro
Investigation 5/8Ra
stealth 7 Urchin
Sleight of hand 7 urchin
acrobatics 7 tw
insight 6/9 tw
Perception 10/13 ra (exp)
Survival. 6/9 ra advantage vs. organized crime
Thieves tools 11 urchin (exp)
Bikes and swoops. 7
Languages:
Common
Auran
Sign language
Thieves Cant
Spell slots
1:4
2:2
Known:
Cantrips: message, mage hand
1st wiz: shield, magic missile, expeditious retreat, alarm
1st Ra: hunters mark, hail of thorns (bullets)
Message
Transmutation cantrip
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a short piece of copper wire seen into glove, using fingers to close circuit while covering mouth)
Duration: 1 round
You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear.You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence. 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn’t have to follow a straight line and can travel freely around corners or through openings.
Dungeoneers pack
Thieves tools, analogue and digital
City map
Motorcycle
Portable electronic device
Shades
Potions:
2-cure wounds 2d4+2
1 climbing
Scrolls:
Detect Magic
Fog Cloud
Jump
Speak with Animals
Ability Scores Dexterity +1, Wisdom +1, charisma +2.
Feat: Lucky
You have 3 luck points. Whenever you make an attack roll, an ability check, or a saving throw, you can spend one luck point to roll an additional d20. You can choose to spend one of your luck points after you roll the die, but before the outcome is determined. You choose which of the d20s is used for the attack roll, ability check, or saving throw.You can also spend one luck point when an attack roll is made against you. Roll a d20, and then choose whether the attack uses the attacker’s roll or yours.If more than one creature spends a luck point to influence the outcome of a roll, the points cancel each other out; no additional dice are rolled.You regain your expended luck points when you finish a long rest.
Pistol expert
• Being within 5 feet o f a hostile creature doesn’t
impose disadvantage on your ranged attack rolls.
• You can draw or stow two one-handed weapons when
you w ould normally b e able to draw or stow only one.
• You gain a +1 bonus to AC while you are wielding a
separate melee weapon in each hand.
Darkvision. (Surgical shine job from a doctor that gave him permanent night vision in exchange for 20 menthol KOOLs). 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.
Archery
You gain a +2 bonus to attack rolls you make with ranged weapons.
Two weapon fighting
Second Wind:
You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level.Once you use this feature, you must finish a short or long rest before you can use it again.
Action Surge:
Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus action.
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Favored Enemy
Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.
You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.
When you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.
Natural Explorer
When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in.While traveling for an hour or more in your favored terrain, you gain the following benefits:
• Difficult terrain doesn’t slow your group’s travel.
• Your group can’t become lost except by magical means.
• Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
• If you are traveling alone, you can move stealthily at a normal pace.
• When you forage, you find twice as much food as you normally would.
• While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.You choose additional favored terrain types at 6th and 10th level.
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.
500gp + 1d10 x25 (525-750gp)=650
Result of the throw of dice "1d10"
6
Contacts:
1. "Handler" is Mime's primary contact. Mine has no personal knowledge of handler's life and character. He could piece it together, the clues are available. He doesn't need to. Handler has always been reliable. She presumably works for the city council committee on road safety management. Mine has never met handler in person, but would likely be able to test her authenticity.
Handler has been compromised and is presumed dead.
2. "Booty Hole" is a fence with a nasty small talk habbit. He always has a variety of merchandise that can connect the dots in any number of criminal enterprises. He is an alien with an extra mouth and an extra arm. Booty Hole usually doesn't even know he has given information to Mime. Booty hole has been investigating pigeon drones.
3. Osage is a trapper who favours the outskirts of parts of the city near wilds. He knows the more open parts of the roads well. Osage has little use for civilization, but appreciates fairness and honest dealings. Mime can usually find out about unusual activity on the roads from Osage if he or any other outdoorsmen he knows have seen or heard anything.
Last edited by navyik on Tue Apr 03, 2018 10:31 pm; edited 13 times in total