"Tearin'" Jesse
Male Koboldian Confidence Trickster
He is an adult kobold with orange eyes and light-blue scales.
Personality Traits: Serious, Unperturbed.
Alignment: neutral.
Born: 754 AC (Age 46)
Orientation: Homosexual
Home: None
Settlement: Bandit Camp
Statistics
| STR | DEX | CON | WIS | INT | CHR |
|---|---|---|---|---|---|
| 7 | 11 | 12 | 11 | 9 | 11 |
| -1 | +1 |
| AC | HP | Passive Perception | Speed |
|---|---|---|---|
| 10 | 7 | 10 | 30 ft. |
Alignment: neutral
Size: Small
Senses: Darkvision
Actions:
- Dagger. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1d4 piercing damage.
- Dagger. Ranged Weapon Attack: +2 to hit, range 20 / 60 ft., one target. Hit: 1d4 piercing damage.
- Darts (Gaming set). Ranged Weapon Attack: +2 to hit, range 20 / 60 ft., one target. Hit: 1 piercing damage.
- Unarmed Strike. Melee Attack: +1 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage.
Skills: Sleight of Hand +2, Deception +2, Perception +2
Abilities:
- Sunlight Sensitivity. While in sunlight, Jesse has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
- Pack Tactics. Jesse has advantage on an attack roll against a creature if at least one of their allies is within 5 feet of them and the ally isn't incapacitated.
- Sneak Attack. Once per turn, Jesse can deal an extra 1d6 damage to one creature they hit with an attack and have advantage on the attack roll. The attack must use a finesse or a ranged weapon.
- Thieves' Cant. Jesse knows the Thieves' Cant, a secret language of rouges. See the Rouge Class in the SRD for more information.
Spoken Languages: Common, Kobold
Inventory
| Quantity | Value | Item | Description | Weight |
|---|---|---|---|---|
| 1 | 15 gp | Clothes, fine | 6 lbs. | |
| 2 | 2 gp | Dagger | A Simple Melee weapon. 1d4 piercing damage. Range: 5. (Thrown: 20/60.) Properties: Finesse, Light, Thrown, Monk | 1 lb. |
| 1 | 8 sp | Darts (Gaming set) |
A Simple Ranged weapon. 1
piercing damage.
Range: 20/60.
(Thrown: 20/60.)
Properties:
Finesse, Thrown
(The darts are to be used with a dartboard, and don't deal much damage as a weapon.) A cork dartboard and 6 darts. The dartboard is marked with scoring zones. It's pretty old and beat up, and pocked by many games. The darts are old and worn, but still fly true. |
10 lbs. |
| 1 | 25 gp | Disguise Kit | This pouch of cosmetics, hair dye, and small props lets you create disguises that change your physical appearance. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to create a visual disguise. | 3 lbs. |
| 1 | 15 gp | Forgery Kit | This small box contains a variety of papers and parchments, pens and inks, seals and sealing wax, gold and silver leaf, and other supplies necessary to create convincing forgeries of physical documents. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to create a physical forgery of a document. | 5 lbs. |
| 1 | 8 gp 5 sp 8 cp | Money Pouch | Jesse's money pouch. It has 6 gp, 24 sp and 18 cp in it. | 1 lb. |
| 1 | 1 sp | Spike, iron | 5 lbs. | |
| 1 | Twine | A short length of twine. Just a few foot long. |