Mina

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Mina of Neverwinter
4th level Rogue (Mastermind), Mines of Phandelver, (Tuesday)

Description

Mercutio Escalus

Mina has no real memories of her parents - just vague impressions and indistinct images. Her first real memories come from the life she forged on the streets of Neverwinter, scraping survival from charity and trash piles. As she reached her seventh year, she was swept up into the ad hoc urchin bands, who found the young, innocent-looking girl excellent bait for distracting unweary marks.

As she grew older, her Aasimar nature started to show. The subsequent assumptions of holiness lead her to start adopting the guise of a monastic orphan or acolyte to further trap the unweary or draw off attention from herself. Combined with a nearly supernatural ability to read her designated marks her preferred tactics turned to cold reading and deft tarot turns; though she never lost her connect to her more active friends on the street.

Though she often presented as a wandering prophetess, Mina was cautious not to offend the town deities and tended to shy away from hoodwinking the temples themselves, and leave her con-work to the merchant and noble citizenry - the more powerful the better.

Her latest scheme, however, got her took an ill turn and put her in rather hot water. Ducking quickly into a frequented tavern, she spotted Miko in the process of accepting an escort/adventuring job and quickly added herself to the crew to give herself both cover and some cash to lay low with.

Character Statistics

Basic Statistics

Passive Skills:

  • Insight: 14
  • Perception: 21
  • Investigation: 21

Speed: 30 feet
Maximum Hit Points: 27
Armor Class: 14

Attributes

Strength 8 (-1)   Dexterity 14 (+2)   Constitution 12 (+1)
Intelligence 15 (+2)   Wisdom 14 (+2)   Charisma 14 (+2)

Proficiency

Proficiency bonus: +2

Proficient Saves

  • Dexterity
  • Intelligence

Proficient Weapons & Armor

  • Simple Weapons
  • Hand Crossbows, Longswords
  • Short Swords, Rapiers
  • Light Armor

Proficient Skills

  • Deception
  • Insight
  • Investigation*
  • Perception*
  • Slight of Hand
  • Stealth

Tool and Music

  • Theives' Tools
  • Disguise Kit
  • Forgery Kit
  • Cards

Background Points

Personality Traits:
I keep multiple holy symbols on me and invoke whatever deity might come in useful at any given moment.

Ideals:
I am a free spirit – no one tells me what to do.

Bonds:
I owe my survival to other urchins who taught me to live on the streets.

Flaws:
I can't resist swindling people who are more powerful than me.

Favorite Schemes:
Cold readings and fake prophosies to the gullible and unwary.

Languages:
I speak the Common language, and the Celestial, Dwarvish and Elvish languages. Additionally, I know Thieves' Cant.

Special Rules

False Identity:
I have created a second identity that includes documentation, established acquaintances, and disguises that allow you to assume that persona. Additionally, you can forge documents including official papers and personal letters, as long as you have seen an example of the kind of document or the handwriting you are trying to copy. (Background)

Dark Vision
I can see in dim light within 60ft as if it were bright light, and in Darkness as if it were dim light. I can’t discern color in Darkness, only Shades of Gray. (Species)

Celestial Resistance:
I have a natural resistance to Radiant and Necrotic damage types. (Species)

Healing Hands:
As an action, I can touch a creature and cause it to regain a number of hit points equal to my level (3). Once you use this trait, you can't use it again until you finish a long rest. (Species)

Lightbearer:
You may cast the Light cantrip. (Species)

Radiant Soul:
As an action, I can unleash the divine energy within yourself, causing my eyes to glimmer and two luminous, incorporeal wings to sprout from my back. The transformation lasts for 1 minute or until I end it as a bonus action. While transformed, I have a flying speed of 30 feet, and once on each of my turns, I can deal extra radiant damage (3 pts) to one target when I deal damage to it with an attack or a spell. Once I use this trait, I can't use it again until I finish a long rest.

Expertese:
I double your proficiency bonus for Investigation and Perception tests.

Sneak Attack:
Once per turn, I can deal an extra 2d6 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. I 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 I don't have disadvantage on the attack roll.

Cunning Action:
My quick thinking and agility allow me to move and act quickly. I can take a bonus action on each of my turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.

Master of Intrigue:
I can unerringly mimic the speech patterns and accent of a creature that I hear speak for at least 1 minute, enabling me to pass yourself off as a native speaker of a particular land, provided that I know the language.

Master of Tactics:
I can use the Help action as a bonus action. Additionally, when I use the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of me, rather than 5 feet of you, if the target can see or hear you.

Feats

  • Observent
    • Increase your Intelligence or Wisdom score by 1, to a maximum of 20. (Included)
    • You have a +5 bonus to your passive Wisdom (Perception) and passive Intelligence (Investigation) scores.
    • 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.

Spells

  • Light (Species)

Equipment

Encumbrance: 40lb (Light, -10); 80lb (Heavy, -20); 120lb (Maximum)
Carried: 28 lb on person, +32 lb Pack.)

Weapons

Rapier
A long, thin blade for quickly slashes and deep stabs."
Damage: 1d8(+2); Melee; Finesse; 2lb; 25gp value

Short Bow:
A light bow with a moderate pull, marked with runes.
Attack: +5; Damage: 1d6(+3);
Ranged; 2lb, Magical
Ammunition (20/20), range (80/320), two-handed

Standard Dagger (2):
Carefully balanced blades for thrusting or throwing.
Damage: 1d4(+2); Melee; Finesse; 1lb, 2gp value
Damage: 1d4(+2); Ranged 20/60; Finesse;

Armor

Studded Leather Armor:
Tough but flexible armor made from soft leather reinforced with metal.
AC: 12(+2); Light; 10lb, 45gp value

Gear

  • Traveling Clothes {4 lb}
  • Purse {1 lb} [3 lb]
    • 8 gp {0.2 lb}
    • 11 sp {0.4 lb}
    • 19 cp {0.4 lb}
  • Quiver {1 lb} [2 lb]
    • 20 Arrows {1 lb}
  • Pouch {1 lb} [5 lb]
    • Ball Bearings {2 lb}
    • Theves' Kit {1 lb}
    • Flask of Oil {1 lb} (x2)
    • Chalk (-}
  • Backpack {5 lb} [31 lb]
    • Climb Gear {12lb}
      • 50ft Hempen Rope
      • 10 Pitons, Hammer
      • boot tips, gloves, and a harness
    • Crowbar {5 lb}
    • Tinderbox {1 lb}
    • MessKit {1 lb}
    • Hooded Lantern {2 lb}
    • Waterskin {5 lb}
  • Map/Scroll Case {1 lb} [1 lb]
  • Chest {25 lb} [41 lb]
    • Blanket {5 lb}
    • Sack {0.5lb}
    • 10 Candles in Case {1 lb}
    • Bell, String {- lb}
    • Deck of Marked Tarot Cards {0.5 lb}
    • Vestiments (Fine Clothes) {6 lb}
    • Disguise Kit {3 lb}
    • Shortbow

Undistributed / Party Treasure

  • 700 Copper Pieces
  • 340 Silver Pieces
  • 170 Gold
  • 3 Dimonds (100gp)
  • Turquise Statute (5 silver)
  • Platinum Rings (2x 75gp)
  • 2 Potion Vials (Empty)
  • 2 Locks
  • 10ft Chain
  • Simitar
  • Alchemy Kit
  • 2 Bottles of 'Fancy' Wine
  • Wand (Unk.)
  • 2x Potions of Healing
  • "Unknown" Potion
  • 2x Scrolls (r13 Kragmore)
  • Wand (unk)
  • Ring of Invisibility
  • Alchamy Notes
  • Black Spider Note