Paros (D&D 5th Edition Character/Human Rogue 6)

Michael O. Varhola
PAROS (HUMAN ROGUE 6)
Medium humanoid (Human), Guild Artisan, neutral
 
Age: 33           Height: 5’8”   Weight: 160 lbs.
 
Eyes: Hazel    Skin: Tanned Hair: Wavy brown
 
AC: 17 (studded leather)                   Hit Points: 33 (Hit Dice: 6d8)           Speed: 30
 
STR                DEX                CON               INT                 WIS                 CHA
13 (+1)            16 (+3)            10 (+0)            16 (+3)            10 (+0)            14 (+2)
 
Saving Throws: Dexterity +6, Intelligence +6
 
Skills: Athletics +7 (Expertise), Investigation +9 (Expertise), Perception +3, Persuasion +5, Sleight of Hand +6, Stealth +9 (Expertise)
 
Senses: Passive Perception 13
 
Features & Traits
            Expertise (Athletics, Investigation, Stealth, Thieves’ Tools)
            Sneak Attack (Once per turn you can deal an extra 3d6 damage if you have advantage when attacking.)
            Cunning Action
            Roguish Archetype (Arcane Trickster)
            Uncanny Dodge
            Spellcasting (Arcane Trickster feature)
                        Spell Save DC: 14
                        Spell Attack Modifier: +6
                        Mage Hand Legerdemain
 
Spells Known
            Cantrips (at will): Mage Hand, Mending, Prestidigitation
            1st-level spells (3 slots): Chromatic Orb, Identify, Shield, Unseen Servant
 
Proficiencies: Armor — Light armor. Weapons — Simple weapons, hand crossbows, long swords, rapiers, shortswords. Tools — Thieves’ tools (Expertise), Locksmith’s tools (Human bonus), Alchemist’s supplies (background bonus).
 
Languages: Common/Greek, Draconic, Goblin, Thieves’ Cant
 
Actions
            Dagger +2: Melee Weapon Attack: +8 to hit, one creature, reach 5 ft., Damage: 7 (1d4+5) piercing damage.
            Shortsword: Melee Weapon Attack: +6 to hit, one creature, reach 5 ft., Damage: 6 (1d6+3) piercing damage.
            Shortbow: Ranged Weapon Attack: +6 to hit, one creature, range 80/320, Damage: 6 (1d6+3) piercing damage.
 
Bonus Actions
            Two-Weapon Fighting. When Paros takes the Attack action with his magical dagger in one hand, he can use a bonus action to attack with his shortsword in the other hand. He does not add his ability modifier to the damage of the bonus attack.
            Cunning Action (Dash, Disengage, Hide, manipulation of a previously-cast Mage Hand)
 
Reactions
            Opportunity Attack
            Uncanny Dodge
            Shield
 
Equipment: Shortsword, shortbow, arrows (20), quiver, studded leather, thieves’ tools, backpack, waterskin, sack, tinderbox.
            Magic Items: Dagger +2 (with Continual Flame cast on it), Ring of Feather Falling (reduces speed of falling to 60 feet/round; A), Potion of Greater Healing (regain 4d4+4 hit points), Potion of Invisibility (bestows invisibility 1 hour or until imbiber attacks or casts a spell), Potion of Diminution (bestows “Reduce” effect of Enlarge/Reduce).
            Alchemical Substances: Acid II (2 vials), Alchemist's Fire II (3 vials), Antitoxin II (1 vial).
 
Personality: I am driven to discover secrets, lost treasure, and other hidden things.
 
Ideals: Friendship.
 
Bonds: I love and am proud of my alchemy shop and, as it is kind of run down and shabby, am committed to improving it.
 
Flaws: I’m easily distracted by beautiful women, especially soft, quiet, dark-haired ones, and will often pay attention to them to the detriment of what I’m supposed to be doing.
 
Feat: Skilled (Language: Draconic, Athletics, Perception).
 
Defect: Haunted. Paros is followed by the ghost of a pre-Cataclysm Koan woman who thinks he is her husband and who will turn up at inconvenient times and give him disadvantage on a single attack, ability check, or saving throw (typically once per session). Paros can use Inspiration once per session as an offset to this.
 
Backstory: “Alchemical Rogue” Paros is a native of Kos City and is well acquainted with its streets and inhabitants. He is a skilled locksmith who is also adept at find and disabling traps and other hazards. Much of his time is spent, however, honing his skills as an alchemist, and he specializes in creating substances that can help him during his adventures. He is moderately devoted to the god Hermes.
 
 
IMPROVED ALCHEMICAL SUBSTANCES
As an alchemist and the owner of a shop laboratory, Paros is capable of creating alchemical substances that are more potent than those commonly available off-the-shelf to characters. Following are the characteristics of these improved alchemical substances.
 
Acid II: As an action, you can splash the contents of this vial onto a creature within 5 feet of you or throw the vial up to 20 feet, shattering it on impact. In either case, make a ranged attack against a creature or object, treating the acid as an improvised weapon. On a hit, the target takes 3d6 acid damage.
 
Alchemist’s Fire II: This sticky, adhesive fluid ignites when exposed to air. As an action, you can throw this flask up to 20 feet, shattering it on impact. Make a ranged attack against a creature or object, treating the alchemist’s fire as an improvised weapon. On a hit, the target takes 2d4 fire damage at the start of each of its turns. A creature can end this damage by using its action to make a DC 11 Dexterity check to extinguish the flames.
 
Antitoxin II: A creature that drinks this vial of liquid gains advantage on saving throws against poison for 2 hours. It confers no benefit to undead or constructs.