Character Info
Name: Oomaq Class & Level: Rogue 5 Background: Guild Artisan
Race: Varana Alignment: Chaotic Good Experience Points:
Height: 4'-8". Weight: 132 lbs. Whitish-Silver hair covering the body, longer on head and wrists/forearms. Generally wears travelers' clothes with extra pockets.
Most Used Stats
AC: 16
Initiative: +5
Proficiency Bonus: +3
Speed: 30’
Current Hit Points: 38
Hit Points Max: 38
Hit Dice Available: 5d8
Hit Dice Total 5d8
Death Saves:
Life/Death |
Passive Perception: 17
Passive Investigation: 20
Inspiration:
Personality
Attacks
• Rapier: Weapon Bonus (+6), Piercing, 1d8+3, Finesse
• Shortbow: Weapon Bonus (+6), Piercing, 1d6, 2-Handed, Range (80/320), 20 Arrows
• Daggers x2: Weapon Bonus (+6), Piercing, 1d4+3, Finesse, Light, Thrown (20/60)
Weapon | Attack Bonus | Damage/Type | Range (normal/Max) | quantity |
Rapier: | +6 | 1d8+3 Piercing (finesse) | ||
Shortbow: | +6 | 1d6+3 | 80/320 | 20 Arrows |
Dagger(Primary Hand) | +6 | 1d4+3 | ||
Dagger(Offhand Attack) | +6 | 1d4 |
Characteristics
Charisma: 13 (+1)
Wisdom: 9 (-1)
Intelligence: 16 (+3)
Strength: 12 (+1)
Dexterity: 16 (+3)
Constitution: 10 (+0)
Saves (* means proficient)
+1 Charisma
-1 Wisdom
+6 Intelligence*
+1 Strength
+6 Dexterity*
+0 Constitution
Skills (* means proficient)
1. +6 Acrobatics (Dex)*
2. -1 Animal handling (Wis)
3. +3 Arcana (Int)
4. +4 Athletics (Str)* (+5 Climb Checks)
5. +1 Deception (Cha)
6. +3 History (Int)
7. +2 Insight (Wis)*
8. +2 Intimidation (Cha)*
9. +3 Investigation (Int)
10. -1 Medicine (Wis)
11. +3 Nature (Int)
12. +2 Perception (Wis)*
13. +1 Performance (Cha)
14. +4 Persuasion (Cha)*
15. +3 Religion (Int)
16. +8 Sleight of Hand (Dex)*
17. +6 Stealth (Dex)*
18. -1 Survival (Wis)
Proficiencies and Languages
• Tool Proficiency: Thieves Tools (Expertise)
• Tool Proficiency: Jewelers Tools
- Tool Proficiency: Disguise Kit
- Tool Proficiency: Forgery Kit
- Gaming Set Proficiency: Dragon Chess
• Language: Sylvan
• Language: Elvish
- Language: Undercommon
- Language: Orcish
• 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: 2d6
• Thieves’ Cant
Uncanny Dodge
- Cunning Action
- Roguish Archetype: Mastermind
Magic Items
• Pole of collapsing
Feats
• Observant +1 Wisdom.; Ability to read lips; +5 to Passive Perception & Passive Investigation.
Equipment:
Armor:
• Studded Leather Armor: Armor Class (12+3dex), Max Dex (-), Stealth (-), 13lbs
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)
- Handaxe: Weapon Bonus (+5), Slashing, 1d6+3 Light, Thrown (20/60)
Wealth
• 0 Platinum
• 259 Gold
• 0 Electum
• 97 Silver
• 133 Copper
• Art Work
• Gems - Sardonyx (x2)
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.
- Bedroll
- Blanket
- Barrel
- Caltrops (x2)
- Lock
- Forgery Kit
- Dragon Chest Set
- 3 Silver rings with a semiprecious stone in each (1gp)
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.