Oomaq - Varana Rogue

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ThreeBFour
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Oomaq - Varana Rogue

#1

Post by ThreeBFour » Sun Apr 22, 2018 1:27 pm

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Character Info
Name: Oomaq Class & Level: Rogue 1 Background: Guild Artisan
Race: Varana Alignment: Chaotic Good Experience Points:

Most Used Stats
AC: 14
Initiative: +5
Proficiency Bonus: +2
Speed: 30’
Current Hit Points: 8
Hit Points Max: 8

Hit Dice Available: 1d8
Hit Dice Total :evil: 1d8


Death Saves:
Life/Death

Passive Perception: 11
Inspiration:
Personality
Attacks
• Rapier: Weapon Bonus (+5), Piercing, 1d8+3, Finesse
• Shortbow: Weapon Bonus (+5), Piercing, 1d6, 2-Handed, Range (80/320), 20 Arrows
• Daggers x2: Weapon Bonus (+5), Piercing, 1d4+3, Finesse, Light, Thrown (20/60)
WeaponAttack BonusDamage/TypeRange (normal/Max)quantity
Rapier:+51d8+3 Piercing (finesse)
Shortbow:+51d6+380/32020 Arrows
Dagger(Primary Hand)+51d4+3
Dagger(Offhand Attack)+51d4

Characteristics
Charisma: 13 (+1)
Wisdom: 8 (-1)
Intelligence: 16 (+3)
Strength: 12 (+1)
Dexterity: 16 (+3)
Constitution: 10 (+0)

Saves (* means proficient)
+1 Charisma
-1 Wisdom
+5 Intelligence*
+1 Strength
+5 Dexterity*
+0 Constitution


Skills (* means proficient)
1. +5 Acrobatics (Dex)*
2. -1 Animal handling (Wis)
3. +3 Arcana (Int)
4. +3 Athletics (Str)* (+5 Climb Checks)
5. +1 Deception (Cha)
6. +3 History (Int)
7. +1 Insight (Wis)*
8. +1 Intimidation (Cha)*
9. +3 Investigation (Int)
10. -1 Medicine (Wis)
11. +3 Nature (Int)
12. +1 Perception (Wis)*
13. +1 Performance (Cha)
14. +3 Persuasion (Cha)*
15. +3 Religion (Int)
16. +7 Sleight of Hand (Dex)*
17. +5 Stealth (Dex)*
18. -1 Survival (Wis)

Proficiencies and Languages
• Tool Proficiency: Thieves Tools (Expertise)
• Tool Proficiency: Jewelers Tools
• Common
• Sylvan
• Elvish

Racial Abilities
• Expert Climber: Proficiency in Athletics skill. Double Proficiency Bonus when climbing.
• Darkvision: 60’
• Prehensile Tail: Can use tail to carry and grab items up to 2lbs.
Special Abilities
• Expertise: Sleight of Hand and Thieves Tools are double Proficiency Bonus.
• Sneak Attack: 1d6
• Thieves’ Cant

Magic Items


Feats


Equipment:
Armor:
• Leather Armor: Armor Class (11+3dex), Max Dex (-), Stealth (-), 10lbs

Weapons:
• Rapier: Weapon Bonus (+5), Piercing, 1d8+3, Finesse
• Shortbow: Weapon Bonus (+5), Piercing, 1d6, 2-Handed, Range (80/320), 20 Arrows
• Daggers x2: Weapon Bonus (+5), Piercing, 1d4+3, Finesse, Light, Thrown (20/60)
inventory
Wealth
• 0 Platinum
• 15 Gold
• 0 Electum
• 0 Silver
• 0 Copper
• Art Work
• Gems

Gear
• Thieve’s Tools (1 lb)
• Jeweler’s Tools (2 lbs)
• Burglar’s Pack (47½ lbs)
. • Backpack
. • 1,000 Ball Bearings
. • 10’ String
. • Bell
. • 5 Candles
. • Crowbar
. • Hammer
. • 10 Pitons
. • Hooded Lantern
. • 2 Flasks of Oil
. • 5 Days Rations
. • Tinderbox
. • Waterskin
. • 50’ Hempen Rope
• Travel Clothes
• Guild Letter of Introduction.
  • 3 Silver rings with a semiprecious stone in each (1gp each)
    Pair of Silver earings with Garnets (1gp)

Oomaq was 4 when hey started his life of crime. He decided that the Tribal Chief really didn’t need that fancy stick with those shiny rocks anymore. Unfortunately, the Chief didn’t agree with that, and so Ah’maq took his scepter back and paddled his son’s bottom and then sat him down for a talk. It was explained that stealing other peoples’ things was not right.
“But Father, isn’t stealing what the warriors do when they attacked the Orc tribe across the river and bring back stuff?” There were days that Ah’maq wished his son wasn’t so bright.
Over the next few years various forms of the conversation took place between Oomaq and Ah’maq, as Oomaq brought home various items taken from members of the Tribe. But one day the talk didn’t happen when he had broken into the Shaman’s place bring out several items. He questioned his father about this, because it had become a game to him with his father. His father told him that the shaman was an evil being, but because of his powers it was difficult to get rid of him. Oomaq asked if it was okay then if he stole from bad people, especially if he gave the stuff to those who had need of those things, which he’d been doing already. His father agreed.
When he turned ten Oomaq was apprenticed to one of the artisans in a village, near the edge of the jungle, with whom they traded regularly. The Elvin jeweler taught how to make things of beauty, while turning a blind eye to Oomaq’s extra activities, even giving profits from the “acquired” gems and gold to the needy. Shilir Evergreen sent Oomaq out on his own two weeks ago with all he needed to make his own way.
Last edited by ThreeBFour on Mon Apr 23, 2018 2:11 am, edited 4 times in total.

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swrider
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Re: Oomaq - Varana Rogue

#2

Post by swrider » Sun Apr 22, 2018 4:24 pm

I will clean this up a bit when i get home make the formatting a little cleaner and add in the attacks section.

Also your ac is 17 it is 14 from the armor and + 3 for your dex. Since your armor does not have a max dex

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ThreeBFour
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Re: Oomaq - Varana Rogue

#3

Post by ThreeBFour » Sun Apr 22, 2018 4:56 pm

swrider wrote:
Sun Apr 22, 2018 4:24 pm
I will clean this up a bit when i get home make the formatting a little cleaner and add in the attacks section.

Also your ac is 17 it is 14 from the armor and + 3 for your dex. Since your armor does not have a max dex
I was just making sure I got something in place. And I guess I missed reading something about armor, because I saw it say 11+DEX Mod in the table, but I didn't realize you get to add your DEX again.
I would have gone with the D&D Beyond creation, but they're miss several of the backgrounds from the book and add Haunted.

I just finished up at Church so I hope to be able to do some cleaning up of it as well, along with a couple of minor changes to better fit the background I hopefully will have post this evening.

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swrider
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Re: Oomaq - Varana Rogue

#4

Post by swrider » Sun Apr 22, 2018 5:01 pm

You are right. I mistook your 14 as being the AC form the armor not the combined two. So your AC is 14. I too just got home from church. Shouldn't have for a while, but my wife got pooped on by a bird just as we walked in and then I got pooped on by a baby. The three of us needed to change so we came home.

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swrider
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Re: Oomaq - Varana Rogue

#5

Post by swrider » Sun Apr 22, 2018 5:04 pm

I made the formatting changes I care about. Mostly the death saving throws and attacks. I added an offhand attack with you dagger as I assume you will be using either the rapier and the dagger or two daggers. Offhand attacks work a little different but are great for a rogue. They give you an extra change to deal your sneak attack damage.

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swrider
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Re: Oomaq - Varana Rogue

#6

Post by swrider » Sun Apr 22, 2018 5:05 pm

ThreeBFour wrote:
Sun Apr 22, 2018 4:56 pm


I just finished up at Church so I hope to be able to do some cleaning up of it as well, along with a couple of minor changes to better fit the background I hopefully will have post this evening.
If those are not mechanical changes ( they change a bonus or a stat) this character is approved. If they do just make a post letting me know when you are done and I'll look over the mechanics.

Please make a post either way, i try to incorporate the fluff into the game and would like to read the finished version.

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ThreeBFour
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Re: Oomaq - Varana Rogue

#7

Post by ThreeBFour » Sun Apr 22, 2018 6:50 pm

No mechanical changes. Do you have a problem with him using part of the starting 15gp to already have some minor jewelry 💍 pieces on hand, i.e. Semiprecious gems and silver pieces?

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swrider
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Re: Oomaq - Varana Rogue

#8

Post by swrider » Sun Apr 22, 2018 7:17 pm

That is fine it is still wealth.

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