Human, Criminal (Spy), Rogue[1], Fighter [1]

Strength Dexterity Constitution Intelligence Wisdom Charisma
10 [+0] 19 [+4] 13 [+1] 13 [+1] 10 [+0] 11 [+0]

Speed: 30ft
Size: Medium
Wounds: 10 (1D8 + 1D10)
Saving Throws: Dexterity, Intelligence
Proficiency: +2
Experience: 465 [Level 1. Next (3) at 900]
AC: 15

Weapons: Simple weapons, Martial weapons
Armour: Light Armour. Medium Armour, Shields
Tools: Thieves' Tools, Dice.
Skills: Deception x 2, Stealth x 2, Intimidation, Sleight of Hand, Investigation, Insight.
Languages: Common, Dwarven.

Feats and Abilities:

  • Sneak Attack: Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.
  • Thieves' Cant: During your rogue training you learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves’ cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly. In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.
  • Criminal Contact: You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you.
  • Archery: You gain a +2 bonus to attack rolls you make with ranged weapons.
  • 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.

Shortbow and Quiver of 31 arrows
Burglar’s pack (Includes a backpack, a bag of 1,000 ball bearings, 10 feet of string, a bell, 5 candles, a crowbar, a hammer, 10 pitons, a hooded lantern, 2 flasks of oil, 2 days rations, a tinderbox, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.)
Bed Roll
Leather armour
2 Daggers
A crowbar
A set of dark common clothes including a hood
Belt Pouch
Black Coin
Elven Coin Purse
Cast Iron Pot
Cast Iron Skillet
1x Empty Scroll Case
1x Finely Made Black Arrow (+1)
Deed to Wisethorne Farmstead and 7 acres of farmland to the South-West of RedLarch

Platinum: 0
Gold: 76
Electrum: 0
Silver: 70
Copper: 110


Pippa Wisethorne

Strength Dexterity Constitution Intelligence Wisdom Charisma
10 [+0] 10 [+0] 10 [+0] 10 [+0] 10 [+0] 10 [+0]

Speed: 30ft
Size: Medium
Wounds: 5
Age: 16

Skills: Nature, Survival
Languages: Common

Belt Knife
Coin Purse
Traveller's Clothes

Platinum: 0
Gold: 2
Electrum: 0
Silver: 7
Copper: 11

Unless otherwise stated, the content of this page is licensed under Creative Commons Attribution-ShareAlike 3.0 License