"Scar" Clarice
Female Half-Orcish Bandit
She is an adult half-orc with grey eyes, scruffy dyed strawberry hair, and brown skin.
Personality Traits: Idealistic.
Alignment: neutral.
Born: 775 AC (Age 25)
Orientation: Hetrosexual
Home: None
Settlement: Bandit Camp
Statistics
| STR | DEX | CON | WIS | INT | CHR |
|---|---|---|---|---|---|
| 13 | 10 | 10 | 10 | 9 | 10 |
| +1 |
| AC | HP | Passive Perception | Speed |
|---|---|---|---|
| 11 | 16 | 10 | 30 ft. |
Alignment: neutral
Size: Medium
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.
- Unarmed Strike. Melee Attack: +3 to hit, reach 5 ft., one target. Hit: 2 bludgeoning damage.
Skills: Intimidation +2, Sleight of Hand +2, Stealth +2, Deception +2
Abilities:
- Relentless Endurance. When Clarice is reduced to 0 hit points but not killed outright, they can drop to 1 hit point instead. Clarice can't use this feature again until you finish a long rest.
- Savage Attacks. When Clarice scores a critical hit with a melee weapon attack, they can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit.
- Sneak Attack. Once per turn, Clarice 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. Clarice knows the Thieves' Cant, a secret language of rouges. See the Rouge Class in the SRD for more information.
Spoken Languages: Common, Orcish
Inventory
| Quantity | Value | Item | Description | Weight |
|---|---|---|---|---|
| 8 | 2 gp | Dagger | A Simple Melee weapon. 1d4 piercing damage. Range: 5. (Thrown: 20/60.) Properties: Finesse, Light, Thrown, Monk | 1 lb. |
| 1 | 10 gp | Leather | Light armour. Base AC: 11 + Dex modifier. | 10 lbs. |
| 1 | 2 gp | Manacles | These metal restraints can bind a Small or Medium creature. Escaping the manacles requires a successful DC 20 Dexterity check. Breaking them requires a successful DC 20 Strength check. Each set of manacles comes with one key. Without the key, a creature proficient with thieves' tools can pick the manacles' lock with a successful DC 15 Dexterity check. Manacles have 15 hit points. | 6 lbs. |
| 1 | 3 gp 1 sp 2 cp | Money Pouch | Clarice's money pouch. It has 2 gp, 9 sp and 22 cp in it. | ⅝ lb. |
| 1 | Old pipe | A filthy old clay pipe. | ||
| 1 | 25 gp | Thieves' tools | This set of tools includes a small file, a set of lock picks, a small mirror mounted on a metal handle, a set of narrow-bladed scissors, and a pair of pliers. Proficiency with these tools lets you add your proficiency bonus to any ability checks you make to disarm traps or open locks. | 1 lb. |