== Combat ==
Initiative: 14
Attack Bonus: +0 for HTH / +1 for Ranged
Attacks
Primary Melee Attack: Shortsword (1d6)
*Secondary Melee Attack: Dagger (1d4)
*Primary Ranged Attack:
==Class Abilities/Languages/Skills/Unique Features ==
===Class Abilities===
Backstab - once per turn, when making a melee attack against a target that is surprised by you, gain a +4 attack bonus and inflict an additional 1d8 damage.
Finisher - At 1st level you are already adept at picking off injured foes. When you hit a Wounded target (p.83), you may add your backstab damage (once per target, and melee attacks only).
Tricks & Techniques
Cat's Grace - Subject to GM discretion, you may turn a failed save or check relating to climbing, acrobatics, or falling, into a success.
Hidden Blade - You may reroll a failed melee attack.
Choking Dust - Up to 1d4 targets within Melee range must make a Luck(Con) save or be rendered mute for 1d4 rounds.
===Languages===
Argosan
===Skills===
Stealth (DEX) - Hiding and moving silently. Often opposed by Perc (Detection).
Sleight of Hand (DEX) - Picking pockets, palming, hiding small objects on your person or planting objects on others.
Traps & Locks (DEX) - Picking non-magical locks, setting and disarming non-magical traps. Noticing traps is covered by Perc (Detection). Some traps might require the character to be skilled in Traps & Locks to attempt a disarm.
Acrobatics (DEX) - Climbing, jumping, tumbling, parkour, escapology, and tests of agility. May assist with standing up from Prone (p.70).
Gather Info (CHA or INT) - Rumour hunting, rumour mongering, canvassing for witnesses or a missing person or item, extended researching (eg: monster weaknesses or other specifics, the location of a lost ruin, etc).
Detection (PERC) - General state of alertness as well as purposeful searching. Detecting traps, ambushes, clues, secret doors, and so on.
Apothecary (INT) - First aid (including using Healer’s Kits), injury recovery, poisons, biology, treating disease. Healer Kit's cost about 5d10+50 sp for two uses.
==Religion==
Deity: Argona (the Starmaiden)
Patron Benefit(s):
Favor:
Blessings:
Name: Drasig Brak Race/Class/Level: Dwarven Cultist 1 XP: 0/10 XP Background: Brak is the youngest of twelve dwarven brothers, and left the mines to seek his fame and fortune aboveground, only to find that he often has to return to the same dank underground world in order to make a living.
*Actually, and thief, too. Age: 32 Party Bond: 1st degree friends with ybn because of Town Militia, 1st degree friends with Rex because of caravan attack, and 2nd degree friends with guru
Hit Points: 12 Armor Class: 12 Luck: 11 Rerolls: 1 DDM: 1 Death Save: 13 Injuries:
== Attributes == STR 12 DEX 9 CON 10 INT 13 (+1) PERC 9 WILL 18 (_3) CHA 10
==Class Abilities/Languages/Skills/Unique Features ==
===Race Abilities===
*Advantage when resisting poison
*Advantage when resisting magic (but beneficial magic is half as efficacious)
*Perception check to sniff out valuable metals or minerals at Close range
*May require Will check to avoid being tempted by wealth
===Class Abilities===
===Languages===
*Argosan
*Dwarven
*Goblin
===Skills===
*Apothecary
*Divine Lore
*Deception
*Gather Info
*General Lore
*Traps and Locks
==Religion==
Sacred Lore. Deity: Graxus Patron Benefit(s):
*Trained for War. Use all melee weapons
*Offering of Blood. Use rerolls for melee attack and damage rolls. Favor: Blessings: One per adventure
*Turning
*Spell-like blessing: Cleansing Charm
*Spell-like blessing: Pierce the Veil
Name: Shysie (Silent Little One) Race/Class/Level: Female Half-Skorn / Monk / 1st XP: 0/10 XP Background: Galley Slave Age: 31 Party Bond:
Childhood Friends (Miebies)
Caravan Attack (Drasig Brak)
Hit Points: 14 Armor Class: 12 Luck: 11 Rerolls: 1 DDM: 1 Death Save: 15 Injuries:
== Attributes == STR 10 (0) DEX 13 (+1) CON 12 (0) INT 18 (+3) PERC 7 (-1) WILL 18 (+3) CHA 14 (+1)
== Combat == Initiative: 15 (+2) Attack Bonus: 0
Attacks
*Primary Melee Attack: Unarmed Attack (+1 to hit 1d6+1 damage (natural 19 1d12+1 damage), 1 bonus attack per round
*Secondary Melee Attack: Staff (+ 1 to hit 1d6+1 damage)
*Primary Ranged Attack: None
==Racial Abilities/Unique Features ==
Half-Skorn have better night vision than most humans, but are just as blind in the absence of light.
Gain advantage on strength related tests (excluding melee attack and damage rolls).
Gain advantage to resist disease or parasites.
Disadvantage on intelligence related checks (excluding spell casting and Initiative checks).
Gain a +2 bonus on Death saves (does not stack with the +2 healing magic bonus or similar).
The GM might require a Will check to resist showing dominance or fearlessness in the face of an overt challenge.
==Class Abilities/Languages/Skills/Unique Features ==
===Class Abilities===
MARTIAL ARTS
You are a master of unarmed combat, causing 1d6 damage (Nat 19 Blunt Trauma 1d12) with your hands, feet, and other body parts. You may apply your Dex mod to your melee attack and damage rolls (armed or unarmed) rather than Strength. You make an Extra attack each turn with a punch, kick, headbutt, etc, as if Two Weapon Fighting, but this Extra attack does not suffer disadvantage (p.80)
MONK TECHNIQUES
Mind over Matter You delay the effect of a persistent physical injury (eg a Trauma or Injuries & Setbacks result) until the next Long Rest. Only one injury may be delayed at a time.
Moment of Clarity Until the end of your next turn,you ignore penalties due to poor visibility, and may make a Will check to pinpoint invisible or hidden foes within Far range.
Perfection of Will When required to make a Luck (Will) save, you may trigger this ability to make a Will check instead.
Name: Baldwin
Race/Class/Level: Human / Fighter / 1
XP: 0/10 XP
Background: Miner
Age: 35
Party Bond: ybn is 1st degree friends with guru because of plague, 1st degree friend with tk because of Town Militia, and 2nd degree friends with Rex.
Hit Points: 16
Armor Class: 14
Luck: 11
Rerolls: 2
DDM: 1
Death Save: 11
Injuries:
== Attributes ==
STR 17 (+3)
DEX 11
CON 13 (+1)
INT 10
PERC 13 (+1)
WILL 14 (+1)
CHA 10
==Class Abilities/Languages/Skills/Unique Features ==
===Class Abilities===
*Adaptable
** Two Hander - When using a melee weapon two handed, gain adv when rolling damage
** Opportunist - When you reduce a foe to zero hit points with a melee or thrown attack, immediately make another melee or thrown attack
** Unarmed - Your unarmed attacks cause 1d6 damage instead of 1d2. On a Nat 19, you may grab or disarm a foe.
*Deadly Strikes - When using a weapon your crit range expands to 19-20, and Nat 19 effects also occur on a crit
===Languages===
Argosan