Mina
Lord Mercutio of Waterdeep 5th level Fighter (Battlemaster)
Description
Mina has no real memories of her parents - just vague impressions and indistinct images. Her first real memories come from the life she forged on the streets of Neverwinter, scraping survival from charity and trash piles. As she reached her seventh year, she was swept up into the adhoc urchin bands, who found the young, innocent looking girl excellent bait for distracting unweary marks.
As she grew older, her Aasimar nature started to show. The subsequent assumptions of holiness lead her to start adopting the guise of an monastic orphan or acolyte to further trap the unweary or draw off attention from herself. Combined with a nearly supernatural ability to read her designated marks her preferred tactics turned to cold reading and deft tarot turns; though she never lost her connect to her more active friends on the street.
Though she often presented as a wandering prophetess, Mina was cautious not to offend the town deities and tended to shy away from hoodwinking the temples themselves, and leave her con-work to the merchant and noble citizenry - the more powerful the better.
Her latest scheme, however, got her took an ill turn and and put her in rather hot water. Ducking quickly into a frequented tavern, she spotted Miko in the process of accepting an escort/adventuring job and quickly added herself to the crew to give herself both cover and some cash to lay low with.
Character Statistics
Basic Statistics
Passive Skills:
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Speed: 30 feet |
Attributes
Strength | 8 (-1) | Dexterity | 14 (+2) | Constitution | 12 (+1) | ||
Intelligence | 14 (+2) | Wisdom | 14 (+2) | Charisma | 14 (+2) |
Proficiency
Proficiency bonus: +2
Proficient Saves
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Proficient Weapons & Armor
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Proficient Skills
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Tool and Music
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Background Points
Personality Traits:
I keep multiple holy symbols on me and invoke whatever deity might come in useful at any given moment.
Ideals:
'I am a free spirit – no one tells me what to do.
Bonds:
I owe my survival to other urchins who taught me to live on the streets.
Flaws:
I can't resist swindling people who are more powerful than me.
Favorite Schemes:
Cold readings and fake prophosies to the gullible and unwary.
Languages:
I speak the Common language, and the Celestial language. Additionally, I know thieves' cant.
Special Rules
False Identity:
I have created a second identity that includes documentation, established acquaintances, and disguises that allow you to assume that persona. Additionally, you can forge documents including official papers and personal letters, as long as you have seen an example of the kind of document or the handwriting you are trying to copy. (Background)
Dark Vision
I can see in dim light within 60ft as if it were bright light, and in Darkness as if it were dim light. I can’t discern color in Darkness, only Shades of Gray. (Species)
Celestial Resistance:
I have a natural resistance to Radiant and Necrotic damage types. (Species)
Healing Hands:
As an action, I can touch a creature and cause it to regain a number of hit points equal to your level. Once you use this trait, you can't use it again until you finish a long rest. (Species)
Healing Hands:
As an action, I can touch a creature and cause it to regain a number of hit points equal to your level. Once you use this trait, you can't use it again until you finish a long rest. (Species)
Lightbearer:
You may cast the Light cantrip. (Species)
'Expertese:
I double your proficiency bonus for Investigation and Perception tests.
Sneak Attack:
Once per turn, I can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.
Cunning Action:
My quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.
Feats
- N/A
Spells
- Light (Species)
Equipment
Encumbrance: 40lb (Light, -10); 80lb (Heavy, -20); 120lb (Maximum)
Carried: ? lb on person, +? lb Pack.)
Weapons
Rapier
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Damage: 1d8(+4+2+1); Melee; Finesse; 2lb
Magical (Rare); +1 Bonus, Crit: deal 10 Necrotic, Gain 10 Temps.
Standard Dagger (2):
Carefully balanced blades for thrusting or throwing.
Damage: 1d4(+4+2); Melee; Finesse; 1lb, 2gp value
Damage: 1d4(+4); Ranged 20/60; Finesse;
Armor
Studded Leather Armor:
Tough but flexible armor made from soft leather with metal reinforcement.
AC: 12(+3); Light; 13lb, 45gp value
Shield of the Moon:
A shield painted with the image of the full moon, gifted by Lord XXX, guardian of Selune.
AC: +2+1; Magical; 6lb, 112gp value
While equipped the bearer can use a bonus action to cause the shield to glow with soft moonlight. This soft white light extends 20’. No colors can be discerned in the moonlight, and all objects show up as shades of grey.
Circlet of Blasting
Made of copper and onyx, with golden chains draping down from the circlet. In the center is a single shard of obsidian.
+2 Initiative, Scorching Ray [120ft, 3x rays, +5 to hit, 2d6 damage] (1/LR)
Gear
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Tybalt (Riding Horse)
Basic Statistics
Passive Skills:
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Speed: 60 feet |
Carry: 540 lb |
Attributes
Strength | 16 (+3) | Dexterity | 10 (+0) | Constitution | 12 (+1) | ||
Intelligence | 2 (-4) | Wisdom | 11 (+0) | Charisma | 7 (-2) |
Actions
Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) bludgeoning damage.