User:Azernath/Johnathan Doyle Norrell Strange

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Johnathan Doyle Norrell Strange[edit]

Race: Human

Class: Rogue

Background: Sage (Discredited Academic)

Description[edit]

Gender: Male

Age: 29 Year

Height: 6' 3"

Weight: 155 lb.

Hair: Black

Eyes: Grey

Skin: Pale

Characteristic: The young, enigmatic, long-faced, and tall by others standards, generates a first impression, which he holds toward others, that is quite a deceiving one. For when any first behold him, he or she is often driven to be under the impression that he is of noble stock, which his arrogance does often reinforce, even his gestures and manner of walk gives an authenticity of great lineage. However, the fact that he does create and use such image for no nefarious reason, least one known to those around him, is the more accurate and disturbing fact known about him till this date, causing others to flock towards him with awe and care.

To speak with him is not to seek the edge of his sharp tongue, but to provoke his keen and inquisitive mind. Where others struggle to read the gestures of others faces, Johnathan needs only to observe the details of his query with a single sight, and know all that is needed to know and more.


tumblr_mzf5ecg1vS1qdctn9o2_r3_1280.jpg
Credit to John le Carré

Personality[edit]

Faith
I believes in myself and in the fact that there is nothing that can't be done without old fashion intelligence.
Traits
  • I use polysyllabic words that convey the impression of great erudition.
  • There’s nothing I like more than a good mystery.
Ideals
  • The path to power and self-improvement is through knowledge.
Bonds
  • I've been searching my whole life for the answer to the final problem.
Flaws
  • I am easily distracted by the promise of mystery.
  • I speak without really thinking through my words, invariably insulting others.

Alignment[edit]

Ethic
Lawful: Johnathan firmly believes in the justice and the equilibrium of the world though he fully understands that such beliefs are held with no regards to other. He is not above breaking minor laws if only to bring greater ones to effect, or to bring justice to his own egoistic justice for he is not above beating one who has beaten him in such manner.
Moral
Neutral: The concept of what is right and wrong is one of the few puzzles that he couldn't, and will most likely not, unravel by his intellect alone; thus, he refuse to count on anything that needs to associate itself with such ideals before being identified.

Backstory[edit]

In a way, Johnathan is a mystery incarnate. For where others know and appreciate their heritage, he prefers to keep it as the one mystery that doesn't need to be answered, at least to any but himself. All that is known of him is speculations of the fools and stories of the drunk, yet few could swear that they saw him at a time studying in an institution of learning till he discredited one of his teachers; thus, causing his own at the same argument. Beyond that, only a few is known, and if one is too curious to discover, then he or she only have to seek him at his establishment at 96W. Wicker Rose St. It is there where secrets are unraveled, crimes are abolished, and where a mystery can never find a safe haven.


Azernath/Johnathan Doyle Norrell Strange Bluebook

Faction: None[edit]

Renown: 0

Rank: None

Size:

Mechanics[edit]

LVL: 1

XP: 0 / 300

Proficiency Bonus: +2

Inspiration: 0

Plot Points: 0

Hero Points: 0

Stats
Ability Score Adjustment Modifier
STR 9 Human +1 -1
DEX 14 Human +1 +2
CON 10 None +0
INT 16 Feat +1 +3
WIS 14 None +2
CHA 12 None +1
HON
SAN

Size: Medium

Speed: 30 ft.

  • Crawling: 15 ft.
  • Climbing: 15 ft.
  • Swimming: 15 ft.
  • Flying: 0 ft.
Jumping
  • High Jump: 12
    • From Standing: 6
    • Reach Bonus: 9.45
  • Long Jump: 9 ft.
    • From Standing: 4.5 ft.

Push, Drag, & Lift: 270 lb.

Suffocation: 1 minutes without air

Starvation: 3 days without food

UAC: 12

AC: 13 (leather armor)

HD: 1d8

HP: 8/8

Massive Damage Threshold: 4

Traits & Features[edit]

Expertise (Sleight of Hand, Stealth): At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves’ tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

At 6th level, you can choose two more of your proficiencies (in skills or with thieves’ tools) to gain this benefit.

Sneak Attack (1d6): 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.

Researcher: When you attempt to learn or recall a piece of lore, if you do not know that information, you often know where and from whom you can obtain it. Usually, this information comes from a library, scriptorium, university, or a sage or other learned person or creature. Your DM might rule that the knowledge you seek is secreted away in an almost inaccessible place, or that it simply cannot be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign.

Feats[edit]

Observant: Quick to notice details of your environment, you gain the following benefits:

  • Increase your Intelligence or Wisdom score by 1, to a maximum of 20.
  • If you can see a creature’s mouth while it is speaking a language you understand, you can interpret what it’s saying by reading its lips.
  • You have a +5 bonus to your passive Wisdom (Perception) and passive Intelligence (Investigation) scores.

Proficiencies[edit]

Saves[edit]

  • Dex +4
  • Int +5

Weapons[edit]

  • Simple weapons
  • Hand crossbows, longswords, rapiers, and shortswords

Armor[edit]

  • Light armor

Tools[edit]

  • Thieves’ tools

Skills[edit]

  • Acrobatics +2
  • Animal Handling +2
  • Arcana +5*
  • Athletics -1
  • Deception +3*
  • History +5*
  • Insight +2
  • Intimidation +1
  • Investigation +5*
  • Medicine +4*
  • Nature +3
  • Perception +4*
  • Performance +1
  • Persuasion +3*
  • Religion +3
  • Sleight of Hand +4*
  • Stealth +4*
  • Survival +2

* Proficient with set skills.

Passive Skills[edit]

  • Passive Investigation 20*
  • Passive Perception 19*

* +5 to both because of the Observant Feat.

Languages[edit]

  • Common
  • Dwarvish
  • Elvish
  • Undercommon

Equipment[edit]

  • Leather armor
  • Thieves’ tools: This set of tools includes a small file, a set of lock picks, a small mirror mounted on a metal handle, a set of narrow-bladed scissors, and a pair of pliers. Proficiency with these tools lets you add your proficiency bonus to any ability checks you make to disarm traps or open locks.
  • Quiver
  • Magnifying Glass: This lens allows a closer look at small objects. It is also useful as a substitute for flint and steel when starting fires. Lighting a fire with a magnifying glass requires light as bright as sunlight to focus, tinder to ignite, and about 5 minutes for the fire to ignite. A magnifying glass grants advantage on any ability check made to appraise or inspect an item that is small or highly detailed.
  • Bottle of black ink
  • Quill
  • Small knife
  • Letter from a dead victim posing a mystery he have not yet been able to answer
  • Backpack
  • Bag of 1,000 ball bearings: As an action, you can spill these tiny metal balls from their pouch to cover a level area 10 feet square. A creature moving across the covered area must succeed on a DC 10 Dexterity saving throw or fall prone. A creature moving through the area at half speed doesn’t need to make the saving throw.
  • 10 feet of string
  • Bell
  • 5 candles: For 1 hour, a candle sheds bright light in a 5-foot radius and dim light for an additional 5 feet.
  • Crowbar: Using a crowbar grants advantage to Strength checks where the crowbar’s leverage can be applied.
  • Hammer
  • 10 pitons
  • Hooded lantern: A hooded lantern casts bright light in a 30-foot radius and dim light for an additional 30 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil. As an action, you can lower the hood, reducing the light to dim light in a 5-foot radius.
  • 2 flasks of oil: Oil usually comes in a clay flask that holds 1 pint. As an action, you can splash the oil in this flask onto a creature within 5 feet of you or throw it up to 20 feet, shattering it on impact. Make a ranged attack against a target creature or object, treating the oil as an improvised w eapon. On a hit, the target is covered in oil. If the target takes any fire damage before the oil dries (after 1 minute), the target takes an additional 5 fire damage from the burning oil. You can also pour a flask of oil on the ground to cover a 5 foot-square area, provided that the surface is level. If lit, the oil burns for 2 rounds and deals 5 fire damage to any creature that enters the area or ends its turn in the area. A creature can take this damage only once per turn.
  • 5 days rations
  • Tinderbox: This small container holds flint, fire steel, and tinder (usually dry cloth soaked in light oil) used to kindle a fire. Using it to light a torch—or anything else with abundant, exposed fuel—takes an action. Lighting any other fire takes 1 minute.
  • Waterskin
  • 50 feet of hempen rope: Rope, whether made of hemp or silk, has 2 hit points and can be burst with a DC 17 Strength check.
  • Fine clothes
  • Common clothes
  • Beggar clothes

Gear[edit]

Payload:

Encumbered: 45 lb.

Heavily Encumbered: 90 lb.

Encumbrance Limit: 135 lb.


Possessions[edit]

NPCs[edit]

Downtime[edit]

Total Downtime Awarded:

Downtime Spent:

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