Name: Ah'sereen
Race: Air Genasi (+1 DEX, +2 CON)
Class: Lv6 Rogue (Inquisitive)
Description
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Age: 18
Height: 5'5"
Weight: 140lbs
Alignment: Chaotic Neutral
Background: Charlatan (Scam Artist)
Favorite Schemes: "I convince people that worthless junk is worth their hard earned money."
Personality: "I fall in and out of love easily, and am always pursuing someone." & "I pocket anything that might have some value."
Ideal: "I'm a free spirit - no one tells me what to do."
Bond: "I come from a noble family, and one day I'll reclaim my lands and title from those who stole them from me."
Flaw: "I can't resist swindling people who are more powerful than me."
Backstory: Ah'sereen's earliest memories were of travel, moving from city to city, town to town with her father. They never stayed in one place for more than a few seasons before moving on. While she remembers the traveling fondly, her memories of her father are a bit more conflicted. Early on, only shortly after her mother who she only vaguely recalled, he was a bold, confident man. Undercut by circumstances and intrigue, but still confident that he would reclaim their family's place and provide a future for her. At first they traveled to find the support and means to re-establish their noble house... at night he would tell her stories of her ancestors before kissing the patch of azure crystals that grew among her light blue hair. Her father had the same mark, a birthmark of their birthright, as he reminded her.
As she became a young teen, her father had not managed to gain the support he was looking for, and his confidence had been broken. He had gone from an ousted noble sure that he could regain his position, to a man weary and without hope. He turned to drink... and eventually to begging and debasing himself to do whatever someone would give him coin to buy another bottle with. In the early days, he'd passed up many opportunities in the name of honor, only to find himself scraping and pleading, having abandoned all dignity. Ashamed and torn, Ah'sereen took to the road without him, leaving her father to his destructive end, seeking to make something of herself... but for a young girl without marketable skills, the prospects were slim. Those that promised food and shelter foreshadowed a path too similar to her father's. She instead turned to a life on the streets, cutting purses and pilfering, reselling things she nicked for more than they were worth. She'd occasionally put on different personas and sell fortunes or trinkets, whatever was needed to get by without losing herself the way her father had.
Eventually, her skills gained the notice of the Tradition of Shadows, a far reaching theives' guild, who brought her into their midst. In a few years, she moved up from just another street kid to a full member, and honed her skills along the way. She excelled at reading people, and was often asked to by guild leaders to attend important meetings in the guise of an exotic wine girl. She could move throughout a meeting, pouring wine and seeing to refreshments, while surreptitiously signalling to her superiors when someone was not being entirely truthful. Her skills at getting past locks and traps also became uncommonly good, and she found herself being chosen for more and more missions where deft hands and patient timing was needed to circumvent defenses. She has been hired out for this job, though in truth, she requested it... bad, ugly art that's worth a ton? Every forger and fence's wet dream!
Physical Description: Ah'sereen has a lithe physique, and trains often at moving quickly and quietly. Her skin is a pale blue, with somewhat lighter blue braided hair. A patch of azure crystals nestle among her hair just above her forehead, but while a mark of air genasi nobility is not likely to be noticed or understood by many, she keeps her hair braided over it to obscure it. As a youth, she would often use cosmetics to disguise her race while scamming and swindling, but as a member of the Tradition, she has regained a bit more freedom to be herself. Her dark studded leather armor is accompanied by fitted gloves and a hood with face wrap while on the job... air genasi are still quite memorable, in the unlikely case that she be spotted.
STR: 8 ¦ Save -1+1=
0 ¦ Athletics -1+1=
0
DEX: 18 ¦
Save +7+1=
8 ¦
Acrobatics + 7+1=
8,
Sleight of Hand +7+1=
8,
Stealth +10+1=
11
CON: 12 ¦ Save +1+1=
2
INT: 12 ¦
Save +4+1=
5 ¦ Arcana/History/Investigation/Nature /Religion +1+1=
2
WIS: 14 ¦ Save +2+1=
3 ¦
Insight +8+1=
9,
Perception + 8+1=
9, Animal Handling/Medicine/Survival +2+1=
3
CHA: 13 ¦ Save +1+1=
2 ¦
Deception +4+1=
5, Intimidation /Performance/Persuasion +1+1=
2
HP: 39/39Hp
AC: 13 (10 + 3 DEX)
Speed: 30ft
Languages: Common, Primordial, Thieves' Cant
Armour Proficiencies: Light
Weapon Proficiencies: Simple Weapons, Hand Crossbows, Longswords, Rapiers, Shortswords
Tool Proficiencies: Disguise Kit +3, Forgery Kit +3,
Thieves' Tools + 10
Carrying Capacity: 120lbs
Racial Abilities/Skills:
- Unending Breath. You can hold your breath indefinitely while youÔÇÖre not incapacitated.
- Mingle with the Wind. You can cast the
levitate spell once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for this spell.
Feats and Features:
False Identity: You 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.
Expertise: Your proficiency bonus is doubled for any ability check you make that uses the chosen proficiencies. (Insight, Perception, Stealth, Thieves' Tools)
Sneak Attack: You know how to strike subtly and exploit a foeÔÇÖs distraction. Once per turn, you can deal an extra 3d6 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 donÔÇÖt need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isnÔÇÖt incapacitated, and you donÔÇÖt have disadvantage on the attack roll.
Cunning Action: 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.
Ear for Deceit: When making a Wisdom (Insight) check to determine whether a creature is lying, treat a roll of 7 or lower on the d20 as an 8.
Eye for Detail: You can use a bonus action to make a Wisdom (Perception) check to spot a hidden creature or object, or to make an Intelligence (Investigation) check to uncover or decipher clues.
Insightful Fighting: You can decipher an opponent's tactics and develop a counter to them. As a bonus action, you can make an Insight check against a creature you can see that isn't incapacitated, contested by the target's Deception check. If you succeed, you can use your sneak attack against that target even if you don't have advantage on the attack roll, but not if you have disadvantage on it.
This benefit lasts for 1 minute or until you successfully use this feature against a different target.
Uncanny Dodge: Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attackÔÇÖs damage against you.
Equipment:
- Rapier
- Shortbow (20 arrows)
- Quiver
- Dagger (2)
- Burglar's Pack: 1000 ball bearings, 10 ft string, a bell, 5 candles, crowbar, a hammer, 10 pitons, a hooded lantern, 2 flasks of oil, 5 days rations, a tinderbox, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.
- Thieves' tools
- Disguise Kit
- Forgery Kit
- Healer's Kit (10 uses)
- Magnifying Glass
- Caltrops, 5
- Grappling Hook
- Antitoxin
- Signet ring of a fake duke
- Set of fine clothes
- belt pouch with 92 gp
- Studded Leather Armor (45 gp)
- Luckstone (300gp)