====== Daniel Durand ======= Class: Rogue/Swashbuckler archetype Rgue - Swashbuckler Archetype http://gdnd.wikidot.com/roguesubclass:swashbuckler Level: 5 (Proficiency Bonus: +3) Hit Dice: d8 HP: 35/35 AC: 15 if unarmored Fortune: 6 Fate: 3 Luck: 3 Strength 11 Dexterity 20 Constitution 12 Intelligence 16 Wisdom 14 Charisma 15 Rogue Hit Points Hit Dice: 1d8 per level Hit Points at 1st level: 8 + Con mod Hit Points at Higher levels: 1d8 + Con mod per level above 1st. Proficiencies: Armor: Light Armor Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords. Tools: Thieve's Tools Saving Throws: Dexterity, Intelligence Skills: Acrobatics, Insight, Perception, Persuasion. Equipment: a rapier (walking stick) and a shortsword Choose: an explorer's pack Leather armor, two daggers, and thieve's tools Charlatan You have always had a way with people. You know what makes them tick, you can tease out their hearts' desires after a few minutes of conversation, and with a few leading questions you can read them like they were children's books. It's a useful talent, and one that you're perfectly willing to use for your advantage. You know what people want and you deliver, or rather, you promise to deliver. Common sense should steer people away from things that sound too good to be true, but common sense seems to be in short supply when you're around. The bottle of pink-colored liquid will surely cure that unseemly rash, this ointment — nothing more than a bit of fat with a sprinkle of silver dust — can restore youth and vigor, and there's a bridge in the city that just happens to be for sale. These marvels sound implausible, but you make them sound like the real deal. Skill Proficiencies: Deception, Sleight of Hand Tool Proficiencies: Disguise kit, forgery kit Equipment: A set of fine clothes, a disguise kit, tools of the con of your choice (ten stoppered bottles filled with colored liquid, a set of weighted dice, a deck of marked cards, or a signet ring of an imaginary duke), and a belt pouch containing 15 gp Favorite Schemes Every charlatan has an angle he or she uses in preference to other schemes. Choose a favorite scam or roll on the table below. d6 Scam 1 I cheat at games of chance. 2 I shave coins or forge documents. 3 I insinuate myself into people's lives to prey on their weakness and secure their fortunes. 4 I put on new identities like clothes. 5 I run sleight-of-hand cons on street corners. 6 I convince people that worthless junk is worth their hard-earned money. Feature: False Identity You have created a second identity that includes documentation, established acquaintances, and disguises that allow you to assume that persona. Additionally, you can forge documents including official papers and personal letters, as long as you have seen an example of the kind of document or the handwriting you are trying to copy. Suggested Characteristics Charlatans are colorful characters who conceal their true selves behind the masks they construct. They reflect what people want to see, what they want to believe, and how they see the world. But their true selves are sometimes plagued by an uneasy conscience, an old enemy, or deep-seated trust issues. d8 Personality Trait 1 I fall in and out of love easily, and am always pursuing someone. 2 I have a joke for every occasion, especially occasions where humor is inappropriate. 3 Flattery is my preferred trick for getting what I want. 4 I'm a born gambler who can't resist taking a risk for a potential payoff. 5 I lie about almost everything, even when there's no good reason to. 6 Sarcasm and insults are my weapons of choice. 7 I keep multiple holy symbols on me and invoke whatever deity might come in useful at any given moment. 8 I pocket anything I see that might have some value. d6 Ideal 1 Independence. I am a free spirit — no one tells me what to do. (Chaotic) 2 Fairness. I never target people who can't afford to lose a few coins. (Lawful) 3 Charity. I distribute the money I acquire to the people who really need it. (Good) 4 Creativity. I never run the same con twice. (Chaotic) 5 Friendship. Material goods come and go. Bonds of friendship last forever. (Good) 6 Aspiration. I'm determined to make something of myself. (Any) d6 Bond 1 I fleeced the wrong person and must work to ensure that this individual never crosses paths with me or those I care about. 2 I owe everything to my mentor — a horrible person who's probably rotting in jail somewhere. 3 Somewhere out there, I have a child who doesn't know me. I'm making the world better for him or her. 4 I come from a noble family, and one day I'll reclaim my lands and title from those who stole them from me. 5 A powerful person killed someone I love. Some day soon, I'll have my revenge. 6 I swindled and ruined a person who didn't deserve it. I seek to atone for my misdeeds but might never be able to forgive myself. d6 Flaw 1 I can't resist a pretty face. 2 I'm always in debt. I spend my ill-gotten gains on decadent luxuries faster than I bring them in. 3 I'm convinced that no one could ever fool me the way I fool others. 4 I'm too greedy for my own good. I can't resist taking a risk if there's money involved. 5 I can't resist swindling people who are more powerful than me. 6 I hate to admit it and will hate myself for it, but I'll run and preserve my own hide if the going gets tough. Expertise At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. At 6th level, you can choose two more of your proficiencies (in skills or with thieves' tools) to gain this benefit. Sneak Attack Beginning at 1st level, you know how to strike subtly and exploit a foe's distraction. 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. The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table. Thieve's 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 sue h 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. Cunning Action Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action. Roguish Archetype: Swashbuckler At 3rd level, you choose an archetype that you emulate in the exercise of your rogue abilities. Your archetype choice grants you features at 3rd level and then again at 9th, 13th, and 17th level. Ability Score Improvement At 4th level, and again at 8th, 10th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or increase two ability scores by 1 each. As usual, you cannot increase an ability score above 20 using this ability. Alternatively, you can choose to gain a single feat of your choice. You may choose from this list, and potentially more depending on the individual campaign; ask the DM for more details. Uncanny Dodge Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you. Domain/Archetype Features FANCY FOOTWORK When you choose this archetype at 3rd level, you learn how to land a s trike and then slip away without reprisal. During your turn, if you make a melee attack against a creature, that creature can't make opportunity attacks against you for the rest of your turn. RAKISH AUDACITY Starting at 3rd level, your unmistakable confidence propels you into battle. You can add your Charisma modifier to your initiative rolls. In addition, you don't need advantage on your attack roll to use your Sneak Attack if no creature other than your target is within 5 feet of you. All the other rules for the Sneak Attack class feature still apply to you. ===== Story Bonuses ===== Nothing to See Here- gain advantage with an check involving concealment of a dead or unconscious person. You've had practice! Reputation: Bumbling Sleuths: The Western Star Railroad believes that you didn't entirely solve the crime. They are dubious about your competence. Record this reputation and gain advantage on Stealth against railroad employees. Reputation: Skull Crusher. This reputation means the ranch will give you a free stay any time you pass through. Employees will have a Friendly reaction toward you. ==== Equipment ==== Rapier Boots of Comfort Mana Pistol with 20 MP Crystal Pouch of 20 bullets Two spare MP 20 crystals Spare clothing Personal pocketwatch A few changes of clothes and such, personal grooming and similar items, with most of the heavier 'you plan to be in a wagon or on an adventure for a long time' stuff in with the cargo. 250 gp Brilliant Plan fund for coming up with useful items when necessary 30 gp Frontier Marshals Deputy Badge: Can apply for work as a Marshal.