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Scat v2
Scat v2
INSPIRATION
STRENGTH If cornered he will scratch and kick his
15 +4 30 way through it. Growing up on the streets
15 +2 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED
he learnt not to trust, hoard his things
(unless they're children), steal and grab
whatever gold and food he can get.
+2 PERSONALITY TRAITS
18
●
+6
3
Dexterity
Constitution
27 safty for others (giving them his food, or
matrials) He doesn't share money though.
CURRENT HIT POINTS IDEALS
● -1
Intelligence
+4 1
Wisdom
Took care of a small child, before
1
Charisma one day they just dissapeared. (Still
CONSTITUTION SAVING THROWS keeping an eye out for them).
TEMPORARY HIT POINTS BONDS
17
●
+8
Acrobatics (Dex) Total SUCCESSES Will take anything shiny, and if in
+3 dangorus situations fight or flight will
+1
Animal Handling (Wis) 3d8 FAILURES
be activted, he will rarly chose flight.
0
Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE
+2
Athletics (Str)
10
+1
0
Deception (Cha)
History (Int)
NAME ATK BONUS DAMAGE/TYPE Nimble Bodied. Your lightweight body and innate dexterity grant you advantage on Dex
saving throws, and make you proficient in stealth and acrobatics.
big knives +6 1d6+6 Junk food gourmet: You are immune to any kind of disease and you can eat what most
races would find not only bad tastling, but deadly.
0 +1
Insight (Wis) Vermin Bite: Once per long rest, nezumi can attempt a melee bite attack, if iy hits, the
target takes 1d6 damage and must make a constitution saving throw (DC equal tp 8+ your
proficiency bonus + your constitution modififier), if they fail take n extra 1d4 necroyic
●
+6
Intimidation (Cha) Dagger +6 1d4+6 damage for 1 minute each time they are succesfully damaged, if they succeed there is no
aditional effect. Cretures immune to disease are immune to this ability.
WISDOM 0
Investigation (Int) Darkvision. Dwelling in twilight swamps and acting under the shadow of darkness, you
can see 60ft in dim light as if it were bright light and in darkness as if it were dim light. You
cant decern colour in darkness only in shades of red.
+1
Medicine (Wis)
12
0
Nature (Int)
gloves of stealing- While wearing them, you gain a +5 bonus to Dexterity (Sleight of Hand)
checks and Dexterity checks made to pick locks.
(*Traits found on mutiple different sites, fine if you take some away :] )
Tail: Basic functions. (closing a door, tap someones sholder), Mainly keeps it around his
Mothers knife (dagger)- .This weapon gleams with all the light of the moon before it’s torso, under his shirt.
+1 +1
Perception (Wis) night.
While outside at nighttime, this weapon is invisible unless detected by magic means. Cunning Action
However, whomever last caused harm with this weapon knows where it is, within 30′. Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You
Performance (Cha)
+1 can take a bonus action on each of your turns in combat. This action can be used only to
Whilst using this weapon through a Surprise Round, your attack rolls with it gain a +3.
take the Dash, Disengage, or Hide action.
While at nighttime conditions, any creature damaged by this weapon may take two Radiant
Persuasion (Cha)
● +5 as a bonus action you can spend up to 3 of your hit die to give an ally temp hit points equal
CHARISMA damage at the start of their turn to get 1d8 turns. This effect cant pile more than once on a
creature within 1 hour. to the amount rolled also take that much damage
Religion (Int)
0 you gain a fly speed of 30ft
Once per day as a standard action, you can expel moonlight from the weapon into a
13 +9
Sleight of Hand (Dex)
monster within 10′ that will see you. That creature must succeed on a Constitution Saving
Throw of DC 11 + Proficiency Bonus or be blinded until the end of your next turn. This
ability doesn’t need it to be nighttime or for you to be out to use it.
as a bonus action you can spend up to 3 of your hit die to give an ally temp hit points equal
to the amount rolled also take that much damage
Stealth (Dex)
● +8 3rd-level Phantom feature
+1 Echoes of those who have died cling to you. Whenever you finish a short or long rest, you
Survival (Wis)
+1 can choose one skill or tool proficiency that you lack and gain it, as a ghostly presence
shares its knowledge with you. You lose this proficiency when you use this feature to
choose a different proficiency that you lack.
As you nudge someone closer to the grave, you can channel the power of death to harm
someone else as well. Immediately after you deal your Sneak Attack damage to a creature
on your turn, you can target a second creature that you can see within 30 feet of the first
13 PASSIVE WISDOM (PERCEPTION)
- 2 Big Butcher Knife (meat cleaver) (Duel-weild time baby)
- 2 Daggers
- Explorer's Pack
creature. Roll half the number of Sneak Attack dice for your level (round up), and the
second creature takes necrotic damage equal to the roll's total, as wails of the dead sound
CP - A Backpack around them for a moment.
- A Bedroll
- A Mess kit You can use this feature a number of times equal to your proficiency bonus, and you regain
- A Tinderbox all expended uses when you finish a long rest.
- 10 torches
Black Dice
Common Launges. SP - 10 days of Rations
- A Waterskin Adds an extra 1d6 to any roll that uses a d20 (3 uses per long rest)
- 50 feet of Hempen rope
Proficiencies - Leather Armor
- Thieves' Tools
Armor: light armor EP
- Sharp Nail, claw things. (1d4 damage)
Bag of holding
3x HP
Weapons: simple weapons, hand 1x ICHOR
Fashion cloak
crossbows, longswords, rapiers, nuke orb
Dragon statue
shortswords
GP 3000 holy water
clear gem
Crystal blood vile
Tools: thieves' tools x20 fey dust
rat pet
The Gamblers Dice
Saving Throws: Dexterity, PP
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
18 136cm (4.6'') 30kg
AGE HEIGHT WEIGHT
Scat Wright
Ruby (one is rainbow :) Tan Black and White
CHARACTER NAME EYES SKIN HAIR
SYMBOL
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
I don't think i do anything here :)) NO what?? what's magic?
0 CANTRIPS 3 6
SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED
1 7
EPAR
SPELL NAME
ED
PR
4
SPELLS KNOWN
9
fixboat (this is a joke)
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.