{"name":"Mathias Erlichman","class":"Assassin","level":"13","background":"Mercenary's Aide","race":"Almyran","alignment":"Chaotic Good","proficiency_bonus":"","strength":"10","dexterity":"18","constitution":"13","intelligence":"10","wisdom":"15","charisma":"19","str_save":"0","dex_save":"7","con_save":"1","int_save":"0","wis_save":"2","cha_save":"6","hit_die":"8","total_hit_dice":"13","acrobatics":"7","animal_handling":"4","arcana":"0","athletics":"2","deception":"6","history":"0","insight":"2","intimidation":"6","investigation":"0","medicine":"2","nature":"0","perception":"5","performance":"4","persuasion":"4","religion":"0","sleight_of_hands":"7","stealth":"5","survival":"2","proficiencies":"WEAPONS:+2 to all, +3 to bows\r\n\r\nARMOR: Shields, Light\r\n\r\nTOOLS: Thieves Tools, Disguise Kits, Poisoner's Kits\r\n\r\nLANGUAGES: Fodlan, Almyran","armor_class":"17","hit_points":"81","initiative":"4","speed":"30ft","proficiences_and_languages":"","attacks":"Rapier | [roll:1d20+6] | [roll:1d8+4]\r\nParthia (Longbow) | [roll:1d20+8] | [roll:1d8+4] Piercing [roll:1d6+4] Fire\/turn (3 turns)\r\nDaggers (up to 2 attacks) | [roll:1d20+6] | [roll:1d4+4]\r\nShortbow | [roll:1d20+6] | [roll:1d6+4]\r\nSneak Attack | [if land successful attack with advantage or attack enemy within 5ft of an ally] | [roll:6d6]","spellcasting":"","equipment":"WEAPONS: Daggers (2x), Shortbow, Parthia (magic longbow), Rapier\r\n\r\nARMOR: Studded leather, Leather shield (+1), Iron Shield (+2)\r\n\r\nPOTIONS: 1x Concoction (4d4+4)\r\n\r\nMAGICAL MUFFLED BOOTS: Gives advantage to all stealth checks.\r\n\r\nGP: 235","personality_trait":"","ideal":"","bond":"","flaw":"","features_and_traits":"ASSASSINATE: You have advantage on all attack rolls against creatures that haven\u2019t taken a turn in combat yet. ANY HIT YOU MAKE AGAINST \u201cSURPRISED\u201d ENEMIES IS A CRITICAL HIT.\r\n\r\nRELIABLE TALENT: If you possess a C level proficiency (+2) in a skill. When you make a roll utilizing that skill, all rolls have a natural 10 at least (rolls 1-9 count as 10)\r\nYour current reliable skills are: Acrobatics, Sleight of Hand, Animal Handling, Perception, Intimidation\r\n\r\nSNEAK ATTACK: Once per turn, you can deal an extra 6d6 damage (8d6 at lvl 15) 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\u2019t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn\u2019t incapacitated, and you don\u2019t have disadvantage on the attack roll.\r\n\r\nCUNNING ACTION: You can take a bonus action to Dash, Disengage, or Hide. \r\n\r\nUNCANNY DODGE: When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack\u2019s damage against you. \r\n\r\nFAST HANDS: You can use your Bonus Action to make a Dexterity (Sleight of Hand) check or use your thieves\u2019 tools to disarm a trap or open a lock.\r\n\r\nSUPREME STEALTH: You have advantage on stealth checks if you don\u2019t move more than half your speed on a turn.\r\n\r\nEVASION: You can nimbly dodge out of the way of certain area effects, such as a volley of arrows or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take half damage, you instead take NO DAMAGE if you succeed on the saving throw. You take only half damage if you fail the saving throw instead of the full damage.\r\n\r\nINFILTRATION EXPERTISE: You can unfailingly create false identities for yourself. You must spend seven days and 50GP to establish the history, profession, and affiliations for an identity. You can\u2019t establish an identity that belongs to someone else. For example, you might acquire appropriate clothing, letters of introduction, and official looking certification to establish yourself as a member of a trading house from a remote city so you can insinuate yourself into the company of other wealthy merchants. Thereafter, if you adopt the new identity as a disguise, other creatures believe you to be that person until given an obvious reason not to. \r\n\r\nMAGIC INITIATE (Feat): 1 spell from each magic type (light, mage, dark). 2 Cantrips, 1 lvl 1 Spell.\r\n\r\nImposter: You gain the ability to unerringly mimic another person\u2019s speech, writing, and behavior. You must spend at least three hours studying these three components of the person\u2019s behavior, listening to speech, examining handwriting, and observing mannerisms. Your ruse is indiscernible to the casual observer. If a wary creature suspects something is amiss, you have advantage on any Charisma (Deception) check you make to avoid detection. ","total_spell_slots_1":"1","total_spell_slots_2":"","total_spell_slots_3":"","total_spell_slots_4":"","total_spell_slots_5":"","total_spell_slots_6":"","total_spell_slots_7":"","total_spell_slots_8":"","total_spell_slots_9":"","arms_and_equipment":"","class_features":"11520","creatures_and_mounts":"","possessions_and_property":"","racestatblock":"","retinue":"","spellbook_0_level_spells":"169288,169260","spellbook_1_level_spells":"172241","spellbook_2_level_spells":"","spellbook_3_level_spells":"","spellbook_4_level_spells":"","spellbook_5_level_spells":"","spellbook_6_level_spells":"","spellbook_7_level_spells":"","spellbook_8_level_spells":"","spellbook_9_level_spells":"","hit_points_current":"","temporary_hit_points":"","hit_dice_used":"","xp":"","inspiration":"","temporary_hit_points_current":"","conditions":"","class_resource_remaining":"","available_1st_level_spellslots":"","available_2nd_level_spellslots":"","available_3rd_level_spellslots":"","available_4th_level_spellslots":"","available_5th_level_spellslots":"","available_6th_level_spellslots":"","available_7th_level_spellslots":"","available_8th_level_spellslots":"","available_9th_level_spellslots":"","tags":"","isShared":"on","templateId":"404","blockId":"448421","world":"a4e8bace-1288-4525-9379-d968948f6fb7","folder":""}