Statistics
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Proficiency: [[PROF]] |
Passive Perception: [[PP]] |
Initative: [[Initiative]] |
Hit Points: [[HP]] |
Armor Class: [[CA]] |
Speed: [[SPEED]] |
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Strength |
[[STR_MOD]] ([[STR]]) |
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Intelligence |
[[INT_MOD]] ([[INT]]) |
Dexterity |
[[DEX_MOD]] ([[DEX]]) |
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Wisdom |
[[WIS_MOD]] ([[WIS]]) |
Constitution |
[[CON_MOD]] ([[CON]]) |
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Charisma |
[[CHA_MOD]] ([[CHA]]) |
Saving Throws |
Modifier |
Strength |
[[STR_ST]] |
Dexterity |
[[DEX_ST]] |
Constitution |
[[CON_ST]] |
Intelligence |
[[INT_ST]] |
Wisdom |
[[WIS_ST]] |
Charisma |
[[CHA_ST]] |
Skills |
Modifier |
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Skills |
Modifier |
Acrobatics |
[[Acrobatics]] |
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Medicine |
[[Medicine]] |
Animal Handling |
[[AnimalHandling]] |
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Nature |
[[Nature]] |
Arcana |
[[Arcana]] |
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Perception |
[[Perception]] |
Athletics |
[[Athletics]] |
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Performance |
[[Performance]] |
Deception |
[[Deception]] |
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Persuasion |
[[Persuasion]] |
History |
[[History]] |
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Religion |
[[Religion]] |
Insight |
[[Insight]] |
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SleightOfHand |
[[SleightOfHand]] |
Intimidation |
[[Intimidation]] |
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Stealth |
[[Stealth]] |
Investigation |
[[Investigation]] |
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Survival |
[[Survival]] |
Other Proficiencies:
- thieves tools
- herbalism kits (subclass)
- dice set
- Skills: 2 from bg, 3 from class, 2 from Kenku Recall, 1 from Subclass
Equipment
- Rapier (d20+dex+prof, d8+dex)
- Leather Armor
- Dagger (d20+dex+prof, d4+dex)
Features and Traits
Race
- Base Stats (11, 13, 16, 13, 17, 17)
- Languages: Common, Elvish, Dwarvish, Gnomish
- Ability Score: (+1 Dex, +1 Wisdom, +1 Charisma)
- Criminal Contact: You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you.
- Expert Duplication: When you copy writing or craftwork produced by yourself or someone else, you have advantage on any ability checks you make to produce an exact duplicate.
- Kenku Recall: (prof Survival Insight) When you make an ability check using any skill in which you have proficiency, you can give yourself advantage on the check before rolling the d20 (Charges = Proficiency, Recharge on Long Rest)
- Mimicry You can accurately mimic sounds you have heard, including voices. A creature that hears the sounds you make can tell they are imitations only with a successful Wisdom (Insight) check against a DC of 8 + proficiency + Charisma.
Class
- Ability Score Improvements:
- Bardic Inspiration D8
- Jack of all Trades half proficiency for rolls without proficiency
- Song of Rest D8
- Bonus Proficiencies Herbalism Kits, 2 Languages, 1 Skill
- Wanderer’s Lore: When a creature has a Bardic Inspiration die granted by you, they may make a single Arcana, History, Nature, or Religion check with advantage. The creature may choose whether or not to add the Bardic Inspiration die to this roll.
- Expertise (2) Perception, Deception
- Font Of Inspiration: Recover Inspiration on short rest
- Countercharm:
Feats
- Telekinetic:
- Mage Hand cantrip: no components, invisible, range +30 feet. Spellcasting ability Wisdom.
- Bonus Action, you can telekinetically shove one creature you can see within 30 feet of you Target Strength saving throw (DC 8 + [[PROF]] + [[WIS_MOD]]) or be moved 5 feet toward you or away from you. A creature can willingly fail this save.
Tricks
- Traveler’s Tricks (4): Traveler’s Tricks represent skills, techniques, and useful pieces of knowledge picked up along the way. Each one requires you to expend a use of your Bardic Inspiration, and takes a bonus action to use unless otherwise specified.
- Evocation Lesson (Dissonant Whispers): Use one of your Bardic Inspiration when you cast this spell:
- change the type of damage (acid, cold, fire, lightning, or thunder)
- add to dmg bardic die + [[WIS_MOD]].
- Warding Trick: Use one of your Bardic Inspiration as an action, giving to an ally a ward (as long as you mantain concentration, max 10min):
- give temp hp (inspiration die + [[WIS_MOD]]) to an ally
- when a creature deals damage to warded ally, wisdom saving throw, on fail take bardic die radiant damage
- Favorite Trick: (Warding Trick) If you roll initiative and have no Bardic Inspiration: regain one use of it only for your favorite trick.
Background
Pennino é un Kenku cresciuto nei dintorni di Candlekeep, in una comunitá di membri della sua razza che si guadagna da vivere derubando gli intellettuali diretti alla biblioteca. Fin da piccolino viene istruito ad aiutare la banda semplicemente distraendo le vittime, per fargli abbassare la guardia.
Proprio dai brevi discorsi distraenti il giovane Pennino scopre che i libri si possono leggere, e ottiene l’idea stessa di farlo, cosí, dopo un furto, prende e legge parte della refurtiva, venendo a conoscenza di un mondo al di fuori delle sue piccole conoscenze. Continua cosí le sue opere criminali, ma con una visione nuova.
Passa il tempo, e Pennino ottiene sempre piú idee, ma due sono le piú importanti: l’idea di avere un diario, per non scordarsi di quello che scopre, e l’idea del viaggio, per scoprire cose nuove. Cosí parte, di nascosto, seguendo i racconti che ha letto, alla volta di nuove scoperte, accompagnato solo dal suo diario. Sulla strada incontra Sahir, e decide di seguirlo verso Waterdeep, anche per apprendere qualcosa di nuovo dalla sua magia.
Description
Pennino è un Kenku dal manto nero, che indossa una mantellina bianco-gialla. Porta con se uno zaino, un diarietto, uno stocco e un Dulcimer. Parla in maniera sconnessa, come molti Kenku, e spesso va a riguardare il diario per ricordarsi vecchi discorsi o eventi importanti, prima di cambiare tono e imitare una voce sentita in passato.
Spells
Spellcasting Ability: [[SPELL_AB]] |
Spell Save DC: [[SPELL_DC]] |
Spell Attack Bonus: [[SPELL_ATK]] |
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Telekinetic Mage Hand: No Components, Invisible, +30feet range, Wisdom Modifier