Inara Von Ryn

An allusive dark and mysterious rogue assassin and elementalist

Description:


CHARACTER SHEET

Class: Rogue 6 (Swashbuckler); Experience Points: 14000
Race: Caliban – Genasi (Fire); Background: Charlatan; Alignment: Chaotic Neutral

Initiative: + 5; Speed: 30; Armor Class: 15; Hit Dice: 5d8 + 8; Hit Points: 54

STR: 12 (+ 1), DEX: 16 (+ 3), CON: 14 (+ 2), INT: 14 (+ 2), WIS: 8 (- 1), CHA: 14 (+ 2)

Ring of Embers

Passive perception: 15

Proficiencies (+ 3)
- Armor: Light
- Weapons: Simple Weapons, Hand Crossbows, Longswords, Rapiers, Shortswords
- Tools: Alchemist’s Tools, Thieves’ Tools
- Saves: Dexterity, Intelligence
- Skills: Acrobatics, Athletics, Deception, Perception, Sleight of Hand, Stealth
- Languages: Common, Primordial (or one of the campaign-specific languages), Thieves’ Cant, Tormon

Short sword #1: +6 to hit, 1d8 + 3 damage (3d6 sneak attack?)
Short sword #2: +6 to hit, 1d8 damage (3d6 sneak attack? Once per turn…)

Gormon’s pistol: +6, 1d10 +3 damage (3d6 sneak attack?)

Gormon’s Pistol: A double-barrel pistol found in a chest of old Tormon equipment in the village of Barovia.

Name Cost Damage Weight Properties
Pistol 245 gp 1d10 piercing 4 lb. Charging (range 30/90 – 60/180 ball), fouling, light, loading, special

A pistol does not suffer disadvantage when used within 5 feet of a hostile creature.

Modifications: Arcane Etching, Second Barrel

- 1 ornate gun repair kit (2 lb.) and a matching ornate powder horn (1 lb.) containing 21 charges of powder
- 1 tooled leather ammunition pouch (1 lb.) containing 18 ball loads (2 lb.). A green band is painted around the center of each ball.

Racial Traits: Darkvision, Fire Resistance, Grotesque Appearance, Reach to the Blaze
Background Feature: False Identity
Class Features: Expertise (Stealth, Thieves’ Tools), Sneak Attack (2d6), Thieves’ Cant, Cunning Action, Roguish Archetype (Swashbuckler), Fancy Footwork, Rakish Audacity
Outsider Sources: 1 (Caliban), 5 (Arcane Magic)
Dark Points: 7; Dark Gifts: none
Feats: none

Carried Equipment (30.08 lbs.): Traveler’s Clothes (4), Leather Armor (10), Short Swords x2 (4), Dagger (1), Ramshackle Pistol (3); Ammo Pouch (1) containing Ball Cartridges x20 (2); Pouch (1) containing Thieves Tools (1), 10 Feet of String (0), Bell (0), Bag of 1000 Ball Bearings (2), Candles x5 (0), Tinderbox (1), Signal Whistles x2 (–), Chalk x10 (–), Coins: 3 sp, 1 cp (0.08), healing kit.

Equipment on Riding Horse (80.5 lbs.): Bit and Bridle (1), Riding Saddle (25), Saddlebags (8) containing Backpack (5), Sacks x4 (2), Crowbar (5), Hammer (3), Pitons x10 (2.5), Hooded Lantern (2), Flasks of Oil x2 (2), Days of Rations x10 (10), Waterskin (5), 50 Feet of Hempen Rope (10)

Bio:


GAME RULES

Darkvision: You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. Your ties to the Elemental Plane of Fire make your darkvision unusual: everything you see in darkness is in a shade of red.

Fire Resistance: You have resistance to fire damage.

Grotesque Appearance: You have a 3-point bonus to your Outcast rating. This bonus is normally lowered by a number equal to your Charisma bonus. But it cannot be reduced by Charisma if you have a racial trait that requires a distinguishing body part. For example, you have wings that facilitate flight or claws that facilitate natural attacks. These will prevent the character from achieving a fully-human appearance. The DM will determine which physically prominent racial features cannot be offset by Charisma.

Reach to the Blaze: You know the produce flame cantrip. Once you reach 3rd level, you can cast the burning hands spell once with this trait as a 1st-level spell, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for these spells.

- Produce Flame: Conjuration cantrip. Casting Time: 1 Action; Duration: 10 minutes; Range: Self; Components: V, S. A flickering flame appears in your hand. The flame remains there for the duration and harms neither you nor your equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The spell ends if you dismiss it as an action or if you cast it again. You can also attack with the flame, although doing so ends the spell. When you cast this spell, or as an action on a later turn, you can hurl the flame at a creature within 30 feet of you. Make a ranged spell attack (+ 4 total to hit). On a hit, the target takes 1d8 fire damage. At Higher Levels: This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

- Burning Hands: Level 1 Evocation. Casting Time: 1 Action; Duration: Instantaneous; Range: Self (15-foot cone); Components: V, S. As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw (DC 12). A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren’t being worn or carried.

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 either of the chosen proficiencies.

Sneak Attack: Beginning at 1st level, you know how to strike subtly and exploit a foe’s distraction. Once per turn, you 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. The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table.

Thieves’ Cant: During your rogue Training you learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves’ cant understands such messages. It takes four times longer to convey such a Message than it does to speak the same idea plainly. In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.

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.

Fancy Footwork: During your turn, if you make a melee attack against a creature, that creature can’t make opportunity attacks against you for the rest of your turn.

Rakish Audacity: You can add Charisma modifier (2) to your initiative rolls. In addition, you don’t need advantage on your attack roll to use your sneak attack if no creature other than your target is within 5 feet of you.

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 attack’s damage against you.

Inara Von Ryn

Mists of Shadow Moor Randy wingfoot