Mina of Neverwinter
3rd level Rogue (Mastermind), Mines of Phandelver, (Tuesday)
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 ad hoc 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 a 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 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.
Speed: 30 feet
|Strength||8 (-1)||Dexterity||14 (+2)||Constitution||12 (+1)|
|Intelligence||14 (+2)||Wisdom||14 (+2)||Charisma||14 (+2)|
Proficiency bonus: +2
Proficient Weapons & Armor
Tool and Music
I keep multiple holy symbols on me and invoke whatever deity might come in useful at any given moment.
I am a free spirit – no one tells me what to do.
I owe my survival to other urchins who taught me to live on the streets.
I can't resist swindling people who are more powerful than me.
Cold readings and fake prophosies to the gullible and unwary.
I speak the Common language, and the Celestial, Dwarvish and Elvish languages. Additionally, I know Thieves' Cant.
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)
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)
I have a natural resistance to Radiant and Necrotic damage types. (Species)
As an action, I can touch a creature and cause it to regain a number of hit points equal to my level (3). Once you use this trait, you can't use it again until you finish a long rest. (Species)
You may cast the Light cantrip. (Species)
I double your proficiency bonus for Investigation and Perception tests.
Once per turn, I can deal an extra 2d6 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. I 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 I don't have disadvantage on the attack roll.
My quick thinking and agility allow me to move and act quickly. I can take a bonus action on each of my turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.
Master of Intrigue:
I can unerringly mimic the speech patterns and accent of a creature that I hear speak for at least 1 minute, enabling me to pass yourself off as a native speaker of a particular land, provided that I know the language.
Master of Tactics:
I can use the Help action as a bonus action. Additionally, when I use the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of me, rather than 5 feet of you, if the target can see or hear you.
- Light (Species)
Encumbrance: 40lb (Light, -10); 80lb (Heavy, -20); 120lb (Maximum)
Carried: 28 lb on person, +32 lb Pack.)
A long, thin blade for quickly slashes and deep stabs."
Damage: 1d8(+2); Melee; Finesse; 2lb; 25gp value
A light bow with a moderate pull.
Damage: 1d6(+2); Ranged; 2lb, 25gp value
Ammunition (20/20), range (80/320), two-handed
Standard Dagger (2):
Carefully balanced blades for thrusting or throwing.
Damage: 1d4(+2); Melee; Finesse; 1lb, 2gp value
Damage: 1d4(+2); Ranged 20/60; Finesse;
Studded Leather Armor:
Tough but flexible armor made from soft leather.
AC: 11(+2); Light; 10lb, 10gp value
Undistributed / Party Treasure