Nine-Tenths (Extra-planar Purloiner) | ||
---|---|---|
Class: Rogue |
|
![]() ![]() |
Alignment: Chaotic Neutral | Speed: 40 feet | |
|
AC: 21 | |
Resistances: Fire, Poison, Imm vs Necrotic | ||
|
|
|
Initiative: +6,
|
|
|
|
|
Other Info | |||
---|---|---|---|
|
Lineage: Cambion |
|
|
AppearanceLooks: Pitch black skin, six fingered, yellow eyed, devilishly handsome. Obvious Graz'zt-spawn. | Temperament: Standoffish. Patient and persistent regardless of danger. | Flaws: You are a consummate professional and keep everything completely impersonal. | |
Traits: Just remember your ABP's: * Always Be Patient * Always Be Planning * Always Be Purloining |
Ideals: As far as you know your father thinks you're dead. You put in the work to keep it that way. | Bonds: You were once under the thumb of Verin. You faked your death to slip the noose, and are determined to stay free. | |
Languages: Common, Abyssal, Elvish, Drow, Draconic, Thieves Cant | Proficiencies: Simple Weapons, Finesse & Light Martial Weapons, Light Armor, Thieves' Tools, Navigator's Tools, Vehicles: Space, Playing Cards | ||
Gear |
---|
Attuned: Void Echo Armor, Doomfang Dagger, Grimoire of Endless Possibilities, Ring of the Ram, Gem of Summoning: Elemental Myrmidon (Stone) |
Gear: Dimensional Satchel, Eyes of Minute Seeing (make Investigation checks within 1' at Adv) |
Ring of the Ram: This ring has 3 charges, and it regains 1d3 expended charges daily at Dawn []. While wearing the ring, you can use a Magic action to expend 1 to 3 of its charges to make a ranged spell attack against one creature you can see within 60 feet of you. The ring produces a spectral ram's head and makes its attack roll with a +7 bonus. On a hit, for each charge you spend, the target takes 2d10 force damage and is pushed 5 feet away from you. Alternatively, you can expend 1 to 3 of the ring's charges as an action to try to break an object you can see within 60 feet of you that isn't being worn or carried. The ring makes a Strength check with a +5 bonus for each charge you spend. |
Bracers of Salvoing Shivs: These matched black leather armbands each have the shape of a small throwing dagger branded into them. As a Magic action during your turn, you can pull up to two dagger-shaped Force constructs from the bracers and immediately hurl them at one or two visible targets within 120 feet. Each target takes 1d4+1 Force damage for each projectile hurled at them. The Force constructs vanish if you don't hurl them right away, and they disappear right after they affect their target. These Force projectiles are considered to be magic missiles as per the spell. |
Lineage | ||
---|---|---|
Cambion
Darkvision. You have Darkvision with a range of 60 feet. Resistance. You have Resistance to Fire and Poison damage and Advantage to avoid or end the Poisoned condition. Spells. You know the Fire Bolt, Friends, and Thaumaturgy cantrips. As of character level 5 you always have Alter Self prepared, and can also cast it without a spell slot once per Long Rest. |
Background |
---|
Abyssal Prodigy: +2 Dexterity, +1 Intelligence, Arcana, Survival, Abyssal, Tough. |
Feats |
---|
Tough: Your maximum Hit Points are increased by 2 per character level. |
Telekinetic: +1 Intelligence. You learn the Mage Hand spell. You can cast it without Verbal and Somatic components, you can make the spectral hand Invisible, and its range increases by 30 feet when you cast it. The spells spellcasting ability is the ability increased by this feat. As a Bonus Action, you can telekinetically shove a visible creature within 30 feet. The target must succeed on a Strength saving throw (DC 8 + PB + the ability modifier of the score increased by this feat) or be moved 5 feet forward or away from you. |
War Caster: +1 Intelligence. You have Advantage on Concentration saving throws. When a creature provokes an Opportunity Attack from you by leaving your reach you can instead take a Reaction to cast a spell with a casting time of one action that targets only that creature. You can perform Somatic components while holding weapons or a Shield. |
Sharpshooter: +1 Dexterity. Your ranged attacks with weapons ignore Half and Three-Quarters cover. Being within 5 feet of an enemy doesn't impose Disadvantage on your attack rolls with Ranged weapons. Attacking at Long Range doesn't impose Disadvantage on your attack rolls with Ranged weapons. |
Speedy: +1 Dexterity. Your Speed increases by 10 feet. When you take the Dash action on your turn, Difficult Terrain doesn't cost you extra movement for the rest of that turn. Opportunity Attacks have Disadvantage against you. |
Skill Expert: +1 Dexterity. |
Thrown Weapon Fighting: When you hit with a ranged attack roll using a Thrown weapon, you gain +2 damage. |
Class: Rogue (Arcanoklept) |
---|
Class Features: Expertise [Athletics, Stealth, Sleight of Hand, Perception], Sneak Attack 9d6, Thieves' Cant, Weapon Mastery (Dagger, Hand Crossbow), Cunning Action (Bonus Action Dash, Disengage, Hide), Fighting Style (Thrown Weapon Fighting), Steady Aim (Bonus Action gain Adv on attacks, 0 Speed), Spellcasting (INT, Spell Save DC: 19), |
Cantrips: Mind Sliver, Minor Illusion, True Strike, Prestidigitation, Lineage [Fire Bolt, Thaumaturgy], Feat [Mage Hand (Invisible, +30-feet)] |
Spells: Shield, Feather Fall, Invisibility, Spider Climb, See Invisible, Misty Step, Dispel Magic, Remove Curse, Fly, Mirror Image, Ambush Rift, Lineage [Charm Person (1/LR), Darkness (1/LR)] |
Spell Slots: 1: 2: 3: |
Armor and Attacks |
---|
Armor: Void Echo Armor: 21 AC |
Attacks:
Doomfang Dagger Melee 1h, 5-feet, +15 to hit, 1d4+6 Piercing +1d4 Necrotic damage, Finesse, Light, Nick ...on crit bonus Necrotic damage cumulatively increases by 1d4 for rest of combat ...w/ True Strike: +3d6 Radiant damage ...w/ Sneak Attack: +9d6 |
Thrown 1h, 45/60, +15 to hit, 1d4+8 Piercing +1d4 Necrotic damage, Finesse, Light, Nick, Fighting Style ...on crit bonus Necrotic damage cumulatively increases by 1d4 for rest of combat ...w/ True Strike: +3d6 Radiant damage ...w/ Sneak Attack: +9d6 |
Hand Crossbow +2 1h, 100/400, +14 to hit, 1d6+8 Piercing damage, Light, Loading, Bolt, Vex ...w/ True Strike: +3d6 Radiant damage ...w/ Sneak Attack: +9d6 |
Mind Sliver 60-feet, DC 19 Int save, 4d6 Psychic damage, on fail target has -1d4 to next save |
Firebolt 120-feet, +11 to hit, 4d10 Fire damage |
Spellbook |
---|
Grimoire of Endless Possibilities This magical tome might theoretically have infinite pages as there is seemingly always more blank pages to write new spells onto, and it enjoys the indestructibility of an artifact. It is hefty and solidly bound, with metal corner caps and reinforcement. The elaborate front cover is adorned with a variety of mystical symbols around a magic circle bearing a prominent five-pointed star.
![]() ![]() |
Cantrips: All Wizard cantrips |
Level 1 Spells: Ambush Rift, Comprehend Languages [Ritual], Detect Magic [Ritual], Expeditious Retreat, Feather Fall, Fog Cloud, Grease, Identify [Ritual], Jump, Magic Missile, Protection from Good and Evil, Shield, Sleep, Tenser's Floating Disk [Ritual], Unseen Servant [Ritual] |
Level 2 Spells: Invisibility, Knock, Levitate, Mirror Image, Misty Step, Rope Trick, See Invisibility, Spider Climb, Web |
Level 3 Spells: Blink, Counterspell, Dispel Magic, Haste, Fireball, Fly, Leomund's Tiny Hut [Ritual], Remove Curse, Scryscrambler, Stinking Cloud, Water Breating [Ritual] |
Boons |
---|
Nine-Tenths once stole a Deck of Many Things from right under the snout of an ancient red dragon, and relinquished it to the Knights of the Solar Bastion, along with other sundry items. Consequently, he is greatly favored by that organization and its members and is a favorite freelance agent of theirs. He is allowed the use of the facilities and resources of The Solar Bastion, including a respectable furnished apartment, access to Bastion controlled portals to the Infinite Staircase and elsewhere, and other perks. |
While delving one of Acererak's funhouse dungeons, Nine-Tenths lucked into a folio similar to a Manual of Quickness of Action. It raised his Dexterity Maximum by 2 and allowed him to increase his Dexterity to higher than 20 via ASI's (up to his increased maximum). It also granted him Advantage on Initiative checks. |