Difference between revisions of "Tharz Dosha"

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;'''[[Ravenloft Player-Characters]]'''
+
;[[Ravenloft Player-Characters]] -&- [[Chronicle of Wayward Roads]]
 
[[File:Drow Tharz Dosha.jpg]]
 
[[File:Drow Tharz Dosha.jpg]]
 
<br>
 
<br>
Line 7: Line 7:
 
<span style="color:#000000;">'''Behavior: '''
 
<span style="color:#000000;">'''Behavior: '''
  
<span style="color:#000000;">'''History: '''
+
<span style="color:#000000;">'''History: '''Thars Dosha was born in the Underdark, child of a Priestess of Lloth. Thars was raised in the Drow city of Taer-Tashaz.  Shortly before the age of majority dwarves attacked the city and sacked the outer portion with the aid of goblin slaves.  In the sacking Thars was taken captive and dragged through the Underdark to be sold at Skull Port to Gladiatories. 
 +
<span style="color:#000000;">The training of Thars Dosha in the pits of Calyndre made him bitter and vicious as an enemy.  The human Andorgo Stonehand that helped break him out of the pits and escape taught him that there was kindness yet in the world.  Andorgo also showed him what isn't freely given away can always be burgled. 
  
 
<span style="color:#000000;">'''Recent Events:''' He and his companions were separated while exploring the Castle of Tristenoira. Though he is sure they all survived that first night in the castle, it was only by divine providence. The second day was difficult with the ghost harassing them at every turn and possessing the party's ranger. The second night, each of the adventurers was separated from the main body of the group and Tharz barely survived. He was able to escape the castle via an underground escape tunnel, sometime after dawn. Throughout the morning, he searched for any sign of other survivors, but by early afternoon, he decided that discretion might be the better part of valor. Thus he freed the horses, stored the group's collected gear in the first out-building the group had explored and took a single horse and pack pony for himself. For himself he took only his prized tools, survival gear, and his share of the group's collective wealth. By late afternoon, he had put the Castle of Tristenoira behind him as he traveled along the shore of the Lake of Red Tears. That night he took shelter in shallow cave where he could protect the horses and kindled a fire at the cave mouth. The next day was a long one as he followed a tributary of the lake north and west through narrow canons out of Forlorn and into a new land, Barovia.  
 
<span style="color:#000000;">'''Recent Events:''' He and his companions were separated while exploring the Castle of Tristenoira. Though he is sure they all survived that first night in the castle, it was only by divine providence. The second day was difficult with the ghost harassing them at every turn and possessing the party's ranger. The second night, each of the adventurers was separated from the main body of the group and Tharz barely survived. He was able to escape the castle via an underground escape tunnel, sometime after dawn. Throughout the morning, he searched for any sign of other survivors, but by early afternoon, he decided that discretion might be the better part of valor. Thus he freed the horses, stored the group's collected gear in the first out-building the group had explored and took a single horse and pack pony for himself. For himself he took only his prized tools, survival gear, and his share of the group's collective wealth. By late afternoon, he had put the Castle of Tristenoira behind him as he traveled along the shore of the Lake of Red Tears. That night he took shelter in shallow cave where he could protect the horses and kindled a fire at the cave mouth. The next day was a long one as he followed a tributary of the lake north and west through narrow canons out of Forlorn and into a new land, Barovia.  
  
 
----
 
----
== '''Second Edition Character Sheet''' ==
+
== Identity ==
Name: Tharz Dosha<br>
+
 
Race: Drow Elf<br>
+
'''''Tharz of House Zauvirr'''''
Gender: Male<br>
 
Class: Thief<br>
 
Level: 4<br>
 
Hit Points 22<br>
 
Armor class: 4    Armor type: Studded leather, or Ring mail armor<br>
 
Alignment: Chaotic Good<br>
 
  
 
== '''Ability Scores''' ==  
 
== '''Ability Scores''' ==  
STR: 13 (+1)<br>
+
'''''Tharz Dosha the Subtle'''''
CON: 13 (+1)<br>
+
 
DEX: 19 (+4)<br>
+
''Male Dark Elf Folk-Hero Rogue 4''<br>
INT: 14 (+2)<br>
+
''Chaotic Good''<br>
WIS: 10 (0)<br>
+
''Representing Bruce''<br>
CHA: 10 (0)<br>
+
 
 +
'''Strength''' 11 (+0)<br>
 +
'''Dexterity''' 20 (+5)<br>
 +
'''Constitution''' 15 (+2)<br>
 +
'''Intelligence''' 17 (+3)<br>
 +
'''Wisdom''' 13 (+1)<br>
 +
'''Charisma''' 9 (-1)<br>
 +
 +
'''Size:''' Medium<br>
 +
'''Height:''' 5' 0"<br>
 +
'''Weight:''' 105 lb<br>
 +
'''Skin:''' Black<br>
 +
'''Eyes:''' Black<br>
 +
'''Hair:''' White Straight; Beardless<br>
 +
 
 +
'''Maximum Hit Points:''' 29<br>
 +
 
 +
'''Speed:''' 30 feet<br>
 +
 
 +
;Armor Class: 17 = 10 + 2 [dragon leather] + 5 [dexterity]
 +
:Proficiency bonus: +2
 +
:Initiative modifier: + 5 = + 5 [dexterity]
 +
:Attack (handheld / thrown): + 2 + 2 [proficiency]
 +
:Attack (missile / finesse): + 7 = + 5 [dexterity] + 2 [proficiency]
 +
:Strength save: + 0
 +
:Dexterity save: + 7 = + 5 [dexterity] + 2 [proficiency]
 +
:Constitution save: + 2 = + 2 [constitution]
 +
:Intelligence save: + 5 = + 3 [intelligence] + 2 [proficiency]
 +
:Wisdom save: + 1 = + 1 [wisdom]
 +
:Charisma save: -1 = -1 [charisma]
 +
:Insight (passive): 11 (16 with advantage)
 +
:Investigation (passive): 17 (22 with advantage)
 +
:Perception (passive): 13 (18 with advantage)
 +
 
 +
;Carry: 165 lb maximum
 +
:For groups using the optional encumbrance rules:
 +
:If carrying more than 55 lb, encumbered -- -10 on speed
 +
:If carrying more than 110 lb, heavily encumbered -- -20 on speed, disadvantage on ability checks, attack rolls, and saves involving strength, constitution, and/or dexterity
 +
 
 +
'''Languages:''' Common, Elvish, Thieves' Cant, Undercommon
 +
 
 +
;Attack
 +
:Unarmed strike [+2 to hit; 1 bludgeoning]
 +
:2 Daggers [+7 to hit; 1d4+5 piercing, 1 lb, finesse, light, thrown (range 20/60)]
 +
:Short Bow [+7 to hit; 1d6+5 piercing, 2 lb, ammunition (range 80, 320), two-handed]
 +
:Rapier [+7 to hit; 1d8+5 piercing, 2 lb, finesse]
 +
:Short Sword [+7 to hit; 1d6+5 piercing, 2 lb, finesse, light]
 +
:Crossbow, hand [+7 to hit; 1d6+5 piercing, 3 lb, ammunition (range 30/120), light, loading]
 +
 
 +
;Armor
 +
:Dragon leather [light; + 2 AC; 15 lb.]
 +
 
 +
;Feats:
 +
* Acrobatics - Dex 7 = +5 + 2
 +
* Animal Handling - Wis 3 = +1 + 2
 +
* Arcana - Int 3 = +3
 +
* Athletics - Str 0 = +0
 +
 +
Deception Cha -1 =
 +
-1
 +
 +
History Int 5 =
 +
+3
 +
+ 2
 +
Insight Wis 1 =
 +
+1
 +
 +
Intimidation Cha -1 =
 +
-1
 +
 +
Investigation Int 7 =
 +
+3
 +
+ 2 + 2 [expertise]
 +
 
 +
Medicine Wis 1 =
 +
+1
 +
 +
 
 +
Nature Int 3 =
 +
+3
 +
 +
 
 +
Perception Wis 3 =
 +
+1
 +
+ 2
 +
 
 +
Performance Cha -1 =
 +
-1
 +
 +
 
 +
Persuasion Cha -1 =
 +
-1
 +
 +
 
 +
Religion Int 3 =
 +
+3
 +
 +
 
 +
Sleight of Hand Dex 5 =
 +
+5
 +
 +
 
 +
'''Stealth''' Dex 9 =
 +
+5
 +
+ 2 + 2 [expertise]
 +
 
 +
Survival Wis 3 =
 +
+1
 +
+ 2
 +
 
 +
;Check any artisan tools with which Tharz Dosha is proficient:
 +
:Boyer / fletcher tools
 +
   
 +
;Check any instruments with which Tharz Dosha is proficient:
 +
:Bagpipes
 +
   
 +
;Check any games with which Tharz Dosha is proficient:
 +
:Dragon Chess
 +
   
 +
;Check any other tools with which Tharz Dosha is proficient:
 +
:Climber's kit
 +
:Thieves' tools
 +
 
 +
;Elf
 +
:Elves receive +2 dexterity (already included).
 +
:Darkvision (see 60 feet black-and-white in pitch-dark)
 +
:Advantage on saving throws against being charmed; immune to magical sleep
 +
:All elves have a bonus proficiency in perception
 +
:Trance: Instead of sleeping, spend four hours in a sleep-like state but remain fully aware of surroundings.
 +
 
 +
;Drow / Dark Elf (subrace)
 +
:Dark Elves receive +1 charisma (already included).
 +
:Darkvision -- see in black and white to 120 feet even in darkness.
 +
:Advantage on perception (wisdom) checks, except in sunlight
 +
:Disadvantage on attack rolls and sight-perception (wisdom) checks in sunlight.
 +
:Advantage on saving throws against being charmed; immune to magical sleep.
 +
:Dancing lights, faerie fire 1/day (level 3), darkness 1/day (level 5), charisma is magic ability.
 +
:Instead of sleeping, spend four hours in a sleep-like state but remain fully aware of surroundings.
 +
:I added drow sign language as a free language for you.
 +
 
 +
;Folk Hero
 +
:You can find a welcome and protection from ordinary people as long as you are decent.
 +
:You can probably operate ordinary land vehicles.
 +
:You are proficient with one set of artisan tools.
 +
 
 +
;Rogue
 +
:Proficient in using thief tools.
 +
:Level 1: Expertise with four skills / tools gives double proficiency bonus on checks: Investigation; Stealth; .
 +
:Level 1: Thieves cant
 +
:Level 1: Sneak attack deals extra 1d6
 +
:Level 2: Cunning action -- take a second action to dash, disengage or hide
 +
:Level 3: Sneak attack deals extra 2d6
  
== '''Rogue / Thief Skills''' ==
+
    Level 5: Sneak attack deals extra 3d6
Pick Pockets: 49<br> 
 
Open Locks: 33<br> 
 
Find & Remove Traps: 23<br> 
 
Move Silently: 38<br> 
 
Hide in Shadows: 38<br> 
 
Detect Noise: 38<br> 
 
Climb Walls: 78<br> 
 
Read Languages: 18<br>
 
  
== '''Backstab Multiplier:''' x3 ==
+
    Level 5: Evasion -- you can use your reaction to take only half damage from an enemy you can see
  
== '''Non-Weapon Proficiencies''' ==  
+
    Level 5: Uncanny dodge -- no damage if a dexterity save is made, half damage if failed
 +
 
 +
    Level 7: Sneak attack deals extra 4d6
 +
 
 +
    Level 9: Sneak attack deals extra 5d6
 +
 
 +
    Level 11: Reliable talent -- when using abilities with proficiencies, all d20 rolls are 10 or better
 +
 
 +
    Level 11: Sneak attack deals extra 6d6
 +
 
 +
    Level 13: Sneak attack deals extra 7d6
 +
 
 +
    Level 14: Blindsense -- sense invisible if you can hear
 +
 
 +
    Level 15: Slippery mind -- gain proficiency in wisdom saving throws
 +
 
 +
    Level 15: Sneak attack deals extra 8d6
 +
 
 +
    Level 17: Sneak attack deals extra 9d6
 +
 
 +
    Level 18: Elusive -- if you can move, creatures cannot benefit from advantage in attacks against you
 +
 
 +
    Level 19: Sneak attack deals extra 10d6
 +
 
 +
    Level 20: Stroke of Luck -- once between short rests, turn a miss into a hit, or automatic success on a failed ability check
 +
 
 +
;Thief (rogue archetype)
 +
:Level 3: Burglary / Second Story Work -- climb at full speed, add your dexterity modifier to distances jumped.
 +
:Level 3: Fast hands -- can use cunning action to make sleight of hands checks, use thief tools on a trap, open a lock or use something in the environment.
 +
 
 +
    Level 9: Supreme sneak -- advantage to hide.
 +
 
 +
    Level 13: Use magic device
 +
 
 +
    Level 17: Thief reflexes. Take an extra turn at initiative - 10 on the first round of any battle.
 +
 
 +
First Ability Score Improvement: +1 intelligence; +1 wisdom;
 +
 
 +
Class HP rolled
 +
Level 1: Rogue 8
 +
Level 2: Rogue 3
 +
Level 3: Rogue 6
 +
Level 4: Rogue 4
 +
 
 +
 +
 
 +
Hit Dice For Healing
 +
Regain half with each long rest. Use as needed during long or short rests.
 +
 
 +
Death Saving Throws:
 +
 
 +
    Successes
 +
    Failures
 +
 
 +
Tharz Dosha's Equipment:
 +
 
 +
    26 lb
 +
 
 +
    1 lb
 +
    2 lb
 +
 
 +
    5 lb
 +
    2 lb
 +
 
 +
 
 +
    5 lb
 +
    3 lb
 +
    2 lb
 +
    2 lb
 +
    3 lb
 +
    10 lb
 +
    10 lb
 +
    10 lb
 +
    8 lb
 +
 
 +
 
 +
    5 lb
 +
 
 +
    1 lb
 +
    Weapons / Armor / Shield (from above)
 +
 
 +
    Arrows (quiver of 20) x 1
 +
    Crossbow bolts (quiver of 20) x 1
 +
 
 +
    Backpack
 +
    Ball bearings (bag of 1000)
 +
    Bell
 +
    Candles x 5
 +
    Crowbar
 +
    Hammer
 +
    Lantern (hooded)
 +
    Oil flasks x 2
 +
    Pitons (bag of 4) x 10
 +
    Pot, iron
 +
    Rations (1 day) x 5
 +
    Rope (50', hempen) x 1
 +
    Shovel / Spade
 +
    String, ten feet x1
 +
 
 +
    Waterskins x 1
 +
 
 +
    Thieves' tools (proficient)
 +
    _____
 +
    95 lb
 +
    Total
 +
 
 +
== '''Rogue Special Skills''' ==
 +
Sneak Attack (2d6)<br>
 +
Trap-finding ()<br>
 +
Evasion ()<br>
 +
Trap Sense (+1)<br>
 +
Uncanny Dodge ()<br>
 +
 
 +
== '''Class Skills''' ==  
 
Appraising (Int)<br>
 
Appraising (Int)<br>
 +
Balance (Dex)<br>
 
Blind-fighting<br>
 
Blind-fighting<br>
Fire-building<br>
 
 
Gaming<br>
 
Gaming<br>
 
Jump (Str)<br>
 
Jump (Str)<br>
 
Reading Lips<br>
 
Reading Lips<br>
 
Ride - Land-based (Dex)<br>
 
Ride - Land-based (Dex)<br>
Tightrope Walking<br>
+
Survival (Wis)<br>
 
Tumble (Dex)<br>
 
Tumble (Dex)<br>
  
Line 66: Line 317:
  
 
== '''Weapon Proficiencies''' ==
 
== '''Weapon Proficiencies''' ==
'''Knife:''' (A couple dozen on his person.)<br>
+
'''All - Simple Weapons:'''<br>
  
'''Club:''' A crowbar it grants a +2 circumstance bonus on Strength checks made for such purposes. If used in combat, treat a crowbar as a one-handed improvised weapon that deals bludgeoning damage equal to that of a club of its size. ''Alchemical Silver:'' A complex process involving metallurgy and alchemy can bond silver to a weapon made of steel so that it bypasses the damage reduction of creatures such as lycanthropes. On a successful attack with a silvered weapon, the wielder takes a –1 penalty on the damage roll (with the usual minimum of 1 point of damage). The alchemical silvering process can’t be applied to nonmetal items, and it doesn’t work on rare metals such as adamantine, cold iron, and mithral. Alchemical silver has 10 hit points per inch of thickness and hardness 8. '''''(Enchanted with the Light Spell)'''''<br>
+
'''Crowbar:''' A crowbar is a club that grants a +2 circumstance bonus on Strength checks made for such purposes. If used in combat, treat a crowbar as a one-handed improvised weapon that deals bludgeoning damage equal to that of a club of its size. ''Alchemical Silver:'' A complex process involving metallurgy and alchemy can bond silver to a weapon made of steel so that it bypasses the damage reduction of creatures such as lycanthropes. On a successful attack with a silvered weapon, the wielder takes a –1 penalty on the damage roll (with the usual minimum of 1 point of damage). The alchemical silvering process can’t be applied to nonmetal items, and it doesn’t work on rare metals such as adamantine, cold iron, and mithral. Alchemical silver has 10 hit points per inch of thickness and hardness 8. '''''(Enchanted with the Light Spell)'''''<br>
 +
 
 +
'''Hand Crossbow:'''
 +
 
 +
'''Knives:''' (A couple dozen on his person.)<br>
 +
 
 +
'''Sap:'''
  
 
'''Short bow:''' (mechanical, disassembling)<br>
 
'''Short bow:''' (mechanical, disassembling)<br>
  
'''Short Sword:'''<br>
+
'''Rapier:'''<br>
  
 
== '''Gear''' ==
 
== '''Gear''' ==
Line 91: Line 348:
  
 
== '''Magic Items''' ==
 
== '''Magic Items''' ==
Potion of Healing (1-8hp)<br>
+
* Potions of Healing<br>
Potion of Spider Climb<br>
+
* Potion of Spider Clairvoyance<br>
 +
* Potion of Spider Climb<br>
 +
* Potion of Spider Frost-Giant Strength<br>
 +
* Potion of Gaseous Form<br>
 +
* +1 Short Sword<br>
  
 
== '''Treasure''' ==
 
== '''Treasure''' ==
125 GP (buried outside town)<br>
+
50 GP<br>
 
77 SP<br>
 
77 SP<br>
 
55 CP<br>
 
55 CP<br>
Silver Goblet worked with amethysts<br>
+
 
2 Silver chains with moon-stone amulets<br>
+
== '''Experience Earned''' ==
 +
 
 +
Gaming session 7/2014: 2,389 XP
  
 
== '''Drow Modifications''' ==
 
== '''Drow Modifications''' ==
 
http://www.dandwiki.com/wiki/SRD:Elves,_Dark%E2%80%94Drow_%28Race%29
 
http://www.dandwiki.com/wiki/SRD:Elves,_Dark%E2%80%94Drow_%28Race%29
 +
 +
== '''People & Places''' ==
 +
=== 04/15/2023 ===
 +
* Nicolai Androv - Coffin Maker (clawed and blinded by a mummified cat)
 +
* Gorki - brought the sarcophagus with the mummified cat inside
 +
* Kantora - Nova Vasa (Land of grasslands and famed for horses)
 +
* Inn (Maiden's Scarf)
 +
* Temple of the Lawgiver (Nicolai taken here to be healed)
 +
* Prince Offmar (Head of Bolshnik family & there are five ruling families in Kantora)
 +
** Vadmantis Bolshnik - father of Prince Offmar
 +
* Yevgini Casselov - Leather merchant (attacked by stray cats)
 +
* Vladamius Stephanus - Injured in a riding accident when horse startled by large cat - encountered in the Inn)
 +
 +
 +
----
 +
Pavlo Vinici - Inn Keeper<br>
 +
Petro - Stable boy<br>
 +
Sabha Cic<br>
 +
Marjan Newzan<br>
 +
 +
=== Original Adventuring Group ===
 +
* [[Cedre of Yar]] -- A Young and Beautiful Cleric of Yar
 +
* William Greenfeathers: Ranger who entered Forlorn with Thars Dosha
 +
* Gillian Yamor: Priestess who entered Forlorn with Thars Dosha
 +
* Sleshtak Silveraxe: Dwarf warrior who entered Forlorn with Thars Dosha
  
 
== '''Websites''' ==
 
== '''Websites''' ==
 +
http://www.dandwiki.com/wiki/SRD:Rogue
 +
 
http://www.dandwiki.com/wiki/3.5e_Equipment
 
http://www.dandwiki.com/wiki/3.5e_Equipment
  
Line 110: Line 400:
  
 
http://www.dandwiki.com/wiki/Skills
 
http://www.dandwiki.com/wiki/Skills
 +
 +
[http://roll-dice-online.com Online Dice Roller]
 +
 +
http://www.pathguy.com/ddnext.html

Latest revision as of 13:44, 30 September 2023

Ravenloft Player-Characters -&- Chronicle of Wayward Roads

Drow Tharz Dosha.jpg

Appearance:

Behavior:

History: Thars Dosha was born in the Underdark, child of a Priestess of Lloth. Thars was raised in the Drow city of Taer-Tashaz. Shortly before the age of majority dwarves attacked the city and sacked the outer portion with the aid of goblin slaves. In the sacking Thars was taken captive and dragged through the Underdark to be sold at Skull Port to Gladiatories. The training of Thars Dosha in the pits of Calyndre made him bitter and vicious as an enemy. The human Andorgo Stonehand that helped break him out of the pits and escape taught him that there was kindness yet in the world. Andorgo also showed him what isn't freely given away can always be burgled.

Recent Events: He and his companions were separated while exploring the Castle of Tristenoira. Though he is sure they all survived that first night in the castle, it was only by divine providence. The second day was difficult with the ghost harassing them at every turn and possessing the party's ranger. The second night, each of the adventurers was separated from the main body of the group and Tharz barely survived. He was able to escape the castle via an underground escape tunnel, sometime after dawn. Throughout the morning, he searched for any sign of other survivors, but by early afternoon, he decided that discretion might be the better part of valor. Thus he freed the horses, stored the group's collected gear in the first out-building the group had explored and took a single horse and pack pony for himself. For himself he took only his prized tools, survival gear, and his share of the group's collective wealth. By late afternoon, he had put the Castle of Tristenoira behind him as he traveled along the shore of the Lake of Red Tears. That night he took shelter in shallow cave where he could protect the horses and kindled a fire at the cave mouth. The next day was a long one as he followed a tributary of the lake north and west through narrow canons out of Forlorn and into a new land, Barovia.


Identity

Tharz of House Zauvirr

Ability Scores

Tharz Dosha the Subtle

Male Dark Elf Folk-Hero Rogue 4
Chaotic Good
Representing Bruce

Strength 11 (+0)
Dexterity 20 (+5)
Constitution 15 (+2)
Intelligence 17 (+3)
Wisdom 13 (+1)
Charisma 9 (-1)

Size: Medium
Height: 5' 0"
Weight: 105 lb
Skin: Black
Eyes: Black
Hair: White Straight; Beardless

Maximum Hit Points: 29

Speed: 30 feet

Armor Class
17 = 10 + 2 [dragon leather] + 5 [dexterity]
Proficiency bonus: +2
Initiative modifier: + 5 = + 5 [dexterity]
Attack (handheld / thrown): + 2 + 2 [proficiency]
Attack (missile / finesse): + 7 = + 5 [dexterity] + 2 [proficiency]
Strength save: + 0
Dexterity save: + 7 = + 5 [dexterity] + 2 [proficiency]
Constitution save: + 2 = + 2 [constitution]
Intelligence save: + 5 = + 3 [intelligence] + 2 [proficiency]
Wisdom save: + 1 = + 1 [wisdom]
Charisma save: -1 = -1 [charisma]
Insight (passive): 11 (16 with advantage)
Investigation (passive): 17 (22 with advantage)
Perception (passive): 13 (18 with advantage)
Carry
165 lb maximum
For groups using the optional encumbrance rules:
If carrying more than 55 lb, encumbered -- -10 on speed
If carrying more than 110 lb, heavily encumbered -- -20 on speed, disadvantage on ability checks, attack rolls, and saves involving strength, constitution, and/or dexterity

Languages: Common, Elvish, Thieves' Cant, Undercommon

Attack
Unarmed strike [+2 to hit; 1 bludgeoning]
2 Daggers [+7 to hit; 1d4+5 piercing, 1 lb, finesse, light, thrown (range 20/60)]
Short Bow [+7 to hit; 1d6+5 piercing, 2 lb, ammunition (range 80, 320), two-handed]
Rapier [+7 to hit; 1d8+5 piercing, 2 lb, finesse]
Short Sword [+7 to hit; 1d6+5 piercing, 2 lb, finesse, light]
Crossbow, hand [+7 to hit; 1d6+5 piercing, 3 lb, ammunition (range 30/120), light, loading]
Armor
Dragon leather [light; + 2 AC; 15 lb.]
Feats
  • Acrobatics - Dex 7 = +5 + 2
  • Animal Handling - Wis 3 = +1 + 2
  • Arcana - Int 3 = +3
  • Athletics - Str 0 = +0

Deception Cha -1 = -1

History Int 5 = +3 + 2 Insight Wis 1 = +1

Intimidation Cha -1 = -1

Investigation Int 7 = +3 + 2 + 2 [expertise]

Medicine Wis 1 = +1


Nature Int 3 = +3


Perception Wis 3 = +1 + 2

Performance Cha -1 = -1


Persuasion Cha -1 = -1


Religion Int 3 = +3


Sleight of Hand Dex 5 = +5


Stealth Dex 9 = +5 + 2 + 2 [expertise]

Survival Wis 3 = +1 + 2

Check any artisan tools with which Tharz Dosha is proficient
Boyer / fletcher tools
Check any instruments with which Tharz Dosha is proficient
Bagpipes
Check any games with which Tharz Dosha is proficient
Dragon Chess
Check any other tools with which Tharz Dosha is proficient
Climber's kit
Thieves' tools
Elf
Elves receive +2 dexterity (already included).
Darkvision (see 60 feet black-and-white in pitch-dark)
Advantage on saving throws against being charmed; immune to magical sleep
All elves have a bonus proficiency in perception
Trance: Instead of sleeping, spend four hours in a sleep-like state but remain fully aware of surroundings.
Drow / Dark Elf (subrace)
Dark Elves receive +1 charisma (already included).
Darkvision -- see in black and white to 120 feet even in darkness.
Advantage on perception (wisdom) checks, except in sunlight
Disadvantage on attack rolls and sight-perception (wisdom) checks in sunlight.
Advantage on saving throws against being charmed; immune to magical sleep.
Dancing lights, faerie fire 1/day (level 3), darkness 1/day (level 5), charisma is magic ability.
Instead of sleeping, spend four hours in a sleep-like state but remain fully aware of surroundings.
I added drow sign language as a free language for you.
Folk Hero
You can find a welcome and protection from ordinary people as long as you are decent.
You can probably operate ordinary land vehicles.
You are proficient with one set of artisan tools.
Rogue
Proficient in using thief tools.
Level 1: Expertise with four skills / tools gives double proficiency bonus on checks: Investigation; Stealth; .
Level 1: Thieves cant
Level 1: Sneak attack deals extra 1d6
Level 2: Cunning action -- take a second action to dash, disengage or hide
Level 3: Sneak attack deals extra 2d6
   Level 5: Sneak attack deals extra 3d6
   Level 5: Evasion -- you can use your reaction to take only half damage from an enemy you can see
   Level 5: Uncanny dodge -- no damage if a dexterity save is made, half damage if failed
   Level 7: Sneak attack deals extra 4d6
   Level 9: Sneak attack deals extra 5d6
   Level 11: Reliable talent -- when using abilities with proficiencies, all d20 rolls are 10 or better
   Level 11: Sneak attack deals extra 6d6
   Level 13: Sneak attack deals extra 7d6
   Level 14: Blindsense -- sense invisible if you can hear
   Level 15: Slippery mind -- gain proficiency in wisdom saving throws
   Level 15: Sneak attack deals extra 8d6
   Level 17: Sneak attack deals extra 9d6
   Level 18: Elusive -- if you can move, creatures cannot benefit from advantage in attacks against you
   Level 19: Sneak attack deals extra 10d6
   Level 20: Stroke of Luck -- once between short rests, turn a miss into a hit, or automatic success on a failed ability check
Thief (rogue archetype)
Level 3: Burglary / Second Story Work -- climb at full speed, add your dexterity modifier to distances jumped.
Level 3: Fast hands -- can use cunning action to make sleight of hands checks, use thief tools on a trap, open a lock or use something in the environment.
   Level 9: Supreme sneak -- advantage to hide.
   Level 13: Use magic device
   Level 17: Thief reflexes. Take an extra turn at initiative - 10 on the first round of any battle.

First Ability Score Improvement: +1 intelligence; +1 wisdom;

Class HP rolled Level 1: Rogue 8 Level 2: Rogue 3 Level 3: Rogue 6 Level 4: Rogue 4


Hit Dice For Healing Regain half with each long rest. Use as needed during long or short rests.

Death Saving Throws:

   Successes
   Failures

Tharz Dosha's Equipment:

   26 lb
   1 lb
   2 lb
   5 lb
   2 lb


   5 lb
   3 lb
   2 lb
   2 lb
   3 lb
   10 lb
   10 lb
   10 lb
   8 lb


   5 lb
   1 lb
   	Weapons / Armor / Shield (from above)
   Arrows (quiver of 20) x 1
   Crossbow bolts (quiver of 20) x 1
   Backpack
   Ball bearings (bag of 1000)
   Bell
   Candles x 5
   Crowbar
   Hammer
   Lantern (hooded)
   Oil flasks x 2
   Pitons (bag of 4) x 10
   Pot, iron
   Rations (1 day) x 5
   Rope (50', hempen) x 1
   Shovel / Spade
   String, ten feet x1
   Waterskins x 1
   Thieves' tools (proficient)
   _____
   95 lb	
   Total

Rogue Special Skills

Sneak Attack (2d6)
Trap-finding ()
Evasion ()
Trap Sense (+1)
Uncanny Dodge ()

Class Skills

Appraising (Int)
Balance (Dex)
Blind-fighting
Gaming
Jump (Str)
Reading Lips
Ride - Land-based (Dex)
Survival (Wis)
Tumble (Dex)

Spell-like Abilities

Darkvision - [1] - Innate & at will.
Dancing Lights - [2] - (once per day)
Darkness - [3] - (once per day)
Detect Good - [] - (once per day)
Detect Magic - [] - (once per day)
Faerie Fire - [] - (once per day)
Levitate - [] - (once per day)

Armor

Thieves' Leather:

Weapon Proficiencies

All - Simple Weapons:

Crowbar: A crowbar is a club that grants a +2 circumstance bonus on Strength checks made for such purposes. If used in combat, treat a crowbar as a one-handed improvised weapon that deals bludgeoning damage equal to that of a club of its size. Alchemical Silver: A complex process involving metallurgy and alchemy can bond silver to a weapon made of steel so that it bypasses the damage reduction of creatures such as lycanthropes. On a successful attack with a silvered weapon, the wielder takes a –1 penalty on the damage roll (with the usual minimum of 1 point of damage). The alchemical silvering process can’t be applied to nonmetal items, and it doesn’t work on rare metals such as adamantine, cold iron, and mithral. Alchemical silver has 10 hit points per inch of thickness and hardness 8. (Enchanted with the Light Spell)

Hand Crossbow:

Knives: (A couple dozen on his person.)

Sap:

Short bow: (mechanical, disassembling)

Rapier:

Gear

Standard Adventurer's Kit

This kit consists of basic items that the average adventurer needs.

Contains: Backpack, Bedroll, Belt Pouch, Flint & Steel, Hooded Lantern with three pints of Oil, Trail Rations for seven days, Sack, Waterskin, and a Whetstone

Cost: 16 gold

Weight: 27 lb.


Sun-Glasses:
Spidersilk Rope: Spidersilk rope, made only by sentient giant spiders, is sturdier and finer than any other type of rope. This rope has 6 hit points and can be burst with a DC 25 Strength check. It is incredibly supple and slightly adhesive, and thus provides a +2 circumstance bonus on Use Rope checks and on Climb checks to climb the rope. An average spidersilk rope costs 50 gp, weighs 5 lb. and is 50 feet long.
Traveling Duster: A duster is a coat, used by horsemen to protect their outer clothes from dust. It is a long coat that stretches down to about ankle length, with a slit in the back that stretches from the hip down. A traveling duster is a duster that is more heavily re-enforced than a normal duster, with leather at all the bending points, and additional rivets on the seams. For an additional ten gold, one can have their duster reinforced even further, allowing it to act as a non-magical armor enchancement, which adds 2 to armor class although it adds 5% to arcane spell failure. A duster cannot be worn over full plate armor. Any small weapon hidden under a duster gains +2 against being found.

Magic Items

  • Potions of Healing
  • Potion of Spider Clairvoyance
  • Potion of Spider Climb
  • Potion of Spider Frost-Giant Strength
  • Potion of Gaseous Form
  • +1 Short Sword

Treasure

50 GP
77 SP
55 CP

Experience Earned

Gaming session 7/2014: 2,389 XP

Drow Modifications

http://www.dandwiki.com/wiki/SRD:Elves,_Dark%E2%80%94Drow_%28Race%29

People & Places

04/15/2023

  • Nicolai Androv - Coffin Maker (clawed and blinded by a mummified cat)
  • Gorki - brought the sarcophagus with the mummified cat inside
  • Kantora - Nova Vasa (Land of grasslands and famed for horses)
  • Inn (Maiden's Scarf)
  • Temple of the Lawgiver (Nicolai taken here to be healed)
  • Prince Offmar (Head of Bolshnik family & there are five ruling families in Kantora)
    • Vadmantis Bolshnik - father of Prince Offmar
  • Yevgini Casselov - Leather merchant (attacked by stray cats)
  • Vladamius Stephanus - Injured in a riding accident when horse startled by large cat - encountered in the Inn)



Pavlo Vinici - Inn Keeper
Petro - Stable boy
Sabha Cic
Marjan Newzan

Original Adventuring Group

  • Cedre of Yar -- A Young and Beautiful Cleric of Yar
  • William Greenfeathers: Ranger who entered Forlorn with Thars Dosha
  • Gillian Yamor: Priestess who entered Forlorn with Thars Dosha
  • Sleshtak Silveraxe: Dwarf warrior who entered Forlorn with Thars Dosha

Websites

http://www.dandwiki.com/wiki/SRD:Rogue

http://www.dandwiki.com/wiki/3.5e_Equipment

http://www.dandwiki.com/wiki/SRD:Adventuring_Gear

http://www.dandwiki.com/wiki/Skills

Online Dice Roller

http://www.pathguy.com/ddnext.html