For a secrets page use riza
Name | Riza Decota |
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Race | Leonin (Gnoll) |
Gender | Female |
Nationality | Islander |
Class | ? |
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Born | ? |
Alignment | ? |
Languages | Common ??? |
Affiliations | Blacklist Decota Family |
Faith | ??? |
Profession | Adventurer (???-???) |
Height: | 174cm \ 5.8ft |
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Weight: | 98kg \ 216ibs |
Size: | Medium (1×1) |
Complexion: | Rich Pink Fur |
Eyes: | Purple |
Hair: | Purple |
Details: | Dark Purple Hyena patterns |
Partner: | Iblee Lonestar |
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Father: | Korak |
Mother: | Ravi Decota |
Siblings: | Chaos Decota Malice Decota |
Children: | - |
Level | 0 (Class A 0) (Class B 0) |
|
---|---|---|
Init | Speed | Prof |
+0 | 30ft | +0 |
HP | AC | TempHP |
00 | 00(00) | 00 |
Ability Scores | ||
STR | DEX | CON |
10(0) | 10(0) | 10(0) |
INT | WIS | CHA |
10(0) | 10(0) | 10(0) |
Saving Throws | ||
STR | DEX | CON |
+0 | +0 | +0 |
INT | WIS | CHA |
+0 | +0 | +0 |
Acrobatics (Dex) | +0 | Medicine (Wis) | +0 |
Animal Handling (Wis) | +0 | Nature (Int) | +0 |
Arcana (Int) | +0 | Perception (Wis) | +0 |
Athletics (Str) | +0 | Performance (Cha) | +0 |
Deception (Cha) | +0 | Persuasion (Cha) | +0 |
History (Int) | +0 | Religion (Int) | +0 |
Insight (Wis) | +0 | Sleight of Hand (Dex) | +0 |
Intimidation (Cha) | +0 | Stealth (Dex) | +0 |
Investigation (Int) | +0 | Survival (Wis) | +0 |
Character: Riza the Tracker
Race: Gnoll Class: Rogue Scout Background: Criminal (Spy) Alignment: Chaotic Neutral
Appearance: Riza is a striking gnoll with dark, coarse fur speckled with dark spots. Her medium purple hair stands out vividly, often styled in a punkish manner. She has a fierce and intimidating presence, accentuated by her sentient robotic right arm, a replacement for the limb lost in a failed assassination attempt.
Backstory: Riza is renowned within her secret organization for her exceptional tracking skills and her blunt, no-nonsense attitude. Her reputation for successfully hunting down targets is matched only by the air of menace she exudes. During one mission, an assassination attempt went awry when her target turned out to be an ice dragon. The encounter cost Riza her right arm, which she has since replaced with a sentient robotic arm. This arm, imbued with a soul seeking vengeance, has agreed to assist her in exchange for Riza's help in hunting down the person who killed him. Unbeknownst to the arm, this individual is actually Riza's father.
Personality:
Blunt Nature: Riza speaks her mind without filtering her thoughts, often coming across as harsh or intimidating. Loyal: Despite her tough exterior, she is fiercely loyal to those she cares about, especially her girlfriend and her twin brother, Malice. Conflicted: Riza struggles with the moral implications of her work and the danger it poses to her family. She often declines her brother’s invitations, fearing that her dark profession will bring harm to those she loves. Skills and Abilities:
Expert Tracker: Riza's skills in tracking are unparalleled, making her invaluable to her organization. Sentient Robotic Arm: This arm not only functions as a normal limb but also has its own consciousness and can provide unique combat advantages and strategic insights. Stealth and Deception: Her background as a spy makes her adept at sneaking, disguising herself, and gathering information. Hobbies and Interests:
Music: Riza is a member of a band where she plays the bass guitar, enjoying the camaraderie and creative outlet it provides. Partying: She loves to party with her girlfriend, finding joy and release in the vibrant nightlife. Motorcycles: Tending to her motorcycle is one of her favorite pastimes, offering her a sense of freedom and escape. Art Collection: Riza has an eye for unique and cool art pieces, which she loves to collect and display in her home. Family:
Large Clan: Riza comes from a large and boisterous family. Twin Brother Malice: Malice often invites her over, but Riza is hesitant due to the dangers of her work. Band Role: As the bass player in her band, Riza finds a different kind of fulfillment, channeling her intense energy into music.
Riza’s story is one of internal conflict, fierce loyalty, and the search for balance between her dangerous job and her personal life. Her journey is filled with thrilling hunts, complex relationships, and a quest for vengeance that ties deeply into her own family history.
Armin, the vengeful arm.
Tweaked version of the the sword of Vengeance You gain a +1 bonus to attack and damage rolls made with this magic weapon.
Curse. This sword is cursed and possessed by a vengeful spirit. Becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the sword, keeping it on your person at all times. While attuned to this weapon, you have disadvantage on attack rolls made with weapons other than this one.
In addition, while the sword is on your person, you must succeed on a DC 15 Wisdom saving throw whenever you take damage in combat. On a failed save, you must attack the creature that damaged you until you drop to 0 hit points or it does, or until you can't reach the creature to make a melee attack against it.
You can break the curse in the usual ways. Alternatively, casting Banishment on the sword forces the vengeful spirit to leave it. The sword then becomes a +1 weapon with no other properties.
Scout (XGtE) Scouts easily outcompete Rangers in skill use with Nature and Survival, but lack any of the actual Ranger flavor. If you want to play a Rogue in a wilderness game, you could definitely do worse, and it’s hard to think of a better way to make a Rogue that uses a bow. The Scout manages to keep you at a nice safe distance, keeping you safely out of attack range while your allies distract enemies long enough for you to Sneak Attack them.
Skirmisher: Spectacular for ranged builds, but less helpful for most melee builds, and since it works as a Reaction it can conflict with Uncanny Dodge. Cunning Action can also solve the same problem, so Skirmisher feels like a miniscule addition your capabilities. You can’t use this until an enemy ends their turn, so they’ve already done any attacking which they plan to do, and you may have used your Reaction on Uncanny Dodge to mitigate damage from a hit. If you’re built for melee, using this often means spending more movement on your turn to get back into melee, so reserving your Reaction for Uncanny Dodge is a better investment. If you’re built to fight at range, you can use this to get out of almost any creature’s reach, then you’ll still have your movement and your Bonus Action on your turn to use Cunning Action for something else more exciting than Disengage.
Survivalist: Two new skills and Expertise in both of them, giving you Expertise in a total of four things (provided that you’re not also getting Expertise from other places). Both skills are Wisdom-based, and Survival isn’t especially important, but Expertise will easily make up for a relatively poor Wisdom score compared to a druid or a ranger. Superior Mobility: Really helpful in conjunction with Skirmisher and your need to stay as far away as you can. Ambush Master: Consider the Alert feat for the bonus to Initiative rolls. You want to go first to maximize the utility of this feature. Encourage your allies to focus on your target and quickly eliminate high-priority targets early in the fight before worrying about other enemies. Sudden Strike: This extra attack consumes your bonus action, so two-weapon fighting is redundant. Allowing you to Sneak Attack twice in a turn effectively doubles your damage output, which is amazing at any level. Unfortunately, you can’t Sneak Attack the same target twice in the same turn with Sudden Strike, so this is considerably easier to use with a ranged weapon.
A Leonin thief from the Promised Archapeligo. She is sassy, strongly independent with a mind for tinkering and gadgets.
Daughter to the infamous Korak you could say the criminal life is in her blood.
With a fascination for Arcane mechanics her home is filled with random parts from constructs, Mechanisms and other artificer related gear. Although not being an artificer herself or even talented with magic she soends a lot of her off time digging through these mechanical mysteries. Creating small simple Trinkets to sell for quick coin.
Most of her sneaky skills come self taught, Quickly joining up with the thieves guild known as Blacklist after she moved back to Mor-Thir's mainland.
She never knew her father on a personal level. Her Mother Ravi never stayed in contact. and after she and her twin brother Malice where born Ravi took them to Mor-Thir. Only coming back when there were old enough to travel on their own.
Cross with the Queen of the North
Deep into her criminal career Riza took an assassination job to off the Queen of Oxtrad, at the Queen was annabell. Assuming it would be another simple helpless royal like the few others she had removed she went alone to the bitter cold lands of Oxtrad.
Not only was the Queen a capable fighter but far more powerful than Riza ever expected. A Silver Dragon mearly taking the form of a mortal. The fight was Riza's bitter struggle of survival and she lost her right arm in the process. Frozen to the bone and shattered clean off. She would have lost her life that day but the Cold queen seemed to think the suffering is more enjoyable than quick death. allowing Riza a slim moment to escape, Alive.