Thief (Level 2) Jandon Sunbranch
Name Jandon Sunbranch
Position Rogue
Rank Thief (Level 2)
Character Information
Gender | Male | |
Race | Halfling | |
Class | Rogue | |
Background | Gambler |
Appearance, Attack, Defense
Height | 3'2" | |
Weight | 42 lbs | |
Age | 19 | |
Hair Color | Brownish red | |
Eye Color | Green | |
Physical Description | Jandon is on the tall side for a halfling, just an inch or two over three feet tall. He is in great shape from the training his master has him do daily. He is in good health and eats regularly. He keeps his hair a medium length, his face shaven and his Clothes have room for movement. |
|
Hit Points Maximum | 16 | |
Current Hit Points | 16 | |
Armor Class | 14 | |
Spellcasting Ability | cha | |
Saving Throw Proficiencies | Dexterity intelligence |
Abilities
Strength | 8 | |
Strength Modifider | -1 | |
Dexterity | 17 | |
Dexterity Modifier | +3 (+5 for Saving Throws) | |
Constitution | 13 | |
Constitution Modifier | +1 | |
Intelligence | 12 | |
Intelligence Modifier | +1 (+3 for Saving Throws) | |
Wisdom | 10 | |
Wisdom Modifier | +0 | |
Charisma | 15 | |
Charisma Modifier | +2 |
Skills
Acrobatics (Dexterity) | +7 | |
Animal Handling (Wisdom) | +0 | |
Arcana (Intelligence) | +1 | |
Athletics (Strength) | -1 | |
Deception (Charisma) | +4 | |
History (Intelligence) | +1 | |
Insight (Wisdom) | +2 | |
Intimidation (Charisma) | +2 | |
Investigation (Intelligence) | +1 | |
Medicine (Wisdom) | +0 | |
Nature (Intelligence) | +1 | |
Perception (Wisdom) | +0 | |
Performance (Charisma) | +4 | |
Persuasion (Charisma) | +4 | |
Religion (Intelligence) | +1 | |
Sleight of Hand (Dexterity) | +7 | |
Stealth (Dexterity) | +3 | |
Survival (Wisdom) | +0 |
Proficiencies
Weapons Proficiencies | Crossbow, Hand, Longsword, Rapier, Shortsword, simple weapons |
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Armor Proficiencies | Light armor | |
Tools Proficiencies | Playing card set, Thieves' tools | |
Languages Known | Common, Dwarvish, Halfling, Thieves' cant | |
Proficiency Bonus | +2 |
Inventory
Current Inventory | Arrows (20) * Clothe’s fine Dagger * Dagger * Leather armor * Playing card set Rapier * (weapon of warning) Shortbow * Thieve’s tools Backpack Bedroll Messkit Rations 1 day (10) Rope Hempen 50 feet Torch (10) Waterskin Pouch |
|
Money | 15 gold |
Spells
Traits
Racial Traits | Lucky Brave Halfling nimbleness Natherly stealthy |
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Class Traits | sneak attack Thieves' cant cunning action |
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Background Traits | Gambler Never tell me the odds: |
Personality
Personality Traits | Every copper wants to be a silver. Each bet is an opportunity. The perfect bet is out there somewhere. I just have to keep my eyes open. Halfling trait: You like to collect memento’s of your travels |
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Ideals | Reliability. When I was in need, I was able to rely on others. Now I want to be the one others rely on. (Good) Bravery. If you want to succeed, you have to take risks. (Chaotic) Halfling ideals Make sure you shelter the innocent |
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Bonds | I’m loyal to the friend or family member who taught me how to gamble. A patron once fronted me money in exchange for a percentage of my winnings. I owe them a debt of gratitude. And a lot of cash. Halfling bonds: You have a special heirloom you will not part with |
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Flaws | You can loan me a little, right? I’ve got a sure thing. I’ll double your money, guaranteed. I was once a terribly flawed person, like you. Let me tell you how you can save yourself. Halfling flaws: You are fascinated by shiny things and can’t help but to “borrow” them |
History
Personal History | Jandon was born the only child of a pair of crazy halfling rogues. His parents had been in a bandit gang, and got killed when they tried to leave with him. Another member of the gang managed to escape with him and the two disappeared into the world. The man who took him, Clemynt, was also a roguish swashbuckler. He was good with a blade or two. He was also a bit of a gambler. He began to train the young boy in the ways of his world. He taught him card games, dice games and how to defend himself. When the old gang would get close, they would run again. For fifteen years, Jandon learned about how to cheat, steal and gamble. But Clemynt had a secret. He would send money to the orphanage he had grown up in. One day as Jandon was turning 16, the old gang found Clemynt and attacked. Jandon found him as he was nearing the end of his life and the man made Jandon promise to continue sending the money to the orphanage. Jandon left, not aware that the bandits thought he had been killed as a child, and that they were not after him. Free to live his life, he is wanting to live up to the promise he made to his dying mentor. Daily he trains, pushing his body to be its best. |