Rogue Trader Character Sheet

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Rogue 1
Hillsfar Merchant
Dwarf, Hill
Lawful Good
I work hard and seldom make time for fun.
13
+2
25'
The Red Plumes caught me once. I hate them.
-1
+2
8
12
-1
Business is in my blood. I seek to make the best
+4
deal possible.
+2
+3
+3
14
+2
I work toward the day where all free peoples will
+1
be able to enter and trade in the City of Hillsfar.
+3
1d8
+2
I am a braggart. I promote myself shamelessly.
16
+2
+1
-1
+1
+3
Darkvision. You can see in dim light within 60' of you
+1
as if it were bright light, and in darkness as if it were
Shortsword
+4
1d6+2 piercing
dim light. You can't discern color in darkness, only
+4
12
shades of gray.
Dagger
+4
1d4+2 piercing
+1
Dwarven Resilience. You have advantage on saving
+3
throws against poison, and you have resistance
Light crossbow
+4
1d8+2 piercing
against poison damage.
+2
+2
*** Sneak Attack. Once per turn, you can deal an extra
+1
Stonecunning. Whenever you make an Intelligence
1d6 damage to one creature you hit with an attack if
(History) check related to the origins of stonework, you
you have advantage on the attack roll. The attack
+4
are considered proficient in the History skill and add
14
must use a finesse or ranged weapon. You don't need
double your proficiency bonus to the check, instead of
+1
advantage on the attack roll if another enemy of the
your normal proficiency bonus. Thus, you make these
target is within 5' of it, that enemy isn't incapacitated,
+3
checks with a +5 bonus.
and you don't have disadvantage on the attack roll.
+1
Dwarven Toughness. Your hit point maximum
+1
increases by 1, and it increases by 1 every time you
+4
gain a level.
+2
12
Background Alternate Feature: Trade Contact. You
+2
and your family have trade contacts such as caravan
masters, shopkeepers, sailors, artisans, and farmers
throughout the Moonsea region and all along the
Sword Coast. Once per game session, when
adventuring in either of those areas, you can use those
14
contacts to get information about the local area or to
On-person: Set of fine clothes, signet
ring, a letter of introduction from your
pass a message to someone in those areas, even
across the great distance between the two areas.
family's trading house, shortsword,
leather armor, 2 daggers (concealed
Languages: Common, Dwarvish
Expertise. Your proficiency bonus is doubled for the
in boots), light crossbow with 20 bolts,
5
thieves' tools strapped to belt
Investigation skill, as well as with thieves' tools. These
Tools: Mason's tools, thieves' tools (your total bonus
bonuses are already added into the information on this
including Dexterity is +6 due to Expertise), vehicles
In purse: Money
character sheet.
(land), vehicles (water)
In backpack: Bag of 1000 ball
Thieves' Cant. During your rogue training you learned
Weapons: Simple weapons, battleaxe, handaxe,
thieves' cant, a secret mix of dialect, jargon, and code
bearings, 10' of string, bell, 5 candles,
13
throwing hammer, warhammer, hand crossbows,
crowbar, hammer, 10 pitons, hooded
that allows you to hid messages in seemingly normal
longswords, rapiers, shortswords
conversation. Only another creature that knows
lantern, 2 flasks of oil, 5 days rations,
tinderbox, waterskin, 50' hempen
thieves' cant understands such messages. It takes
Armor: Light armor
four times longer to convey such a message than it
rope, 20 MORE bolts (just in case)
does to speak the same idea plainly. In addition, you
understand a set of secret signs and symbols used to
convey short, simple messages.

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