===== Florian Silberstein Klinkenhammer ===== **Personality Trait: Methodical Observer:** //"I treat every crime scene like a ticking clock and every suspect like a schematic. Emotions blur the evidence."// \\ **Ideal: Truth Above All:** //"A bad clue leads to a bad arrest. I don't care who the culprit is or how powerful their lineage—the facts decide the outcome."// \\ **Bond: Finding the Truth:** A friend was wrongfully accused of murder. You tracked down the actual killer, proving your friend's innocence and starting your career as a detective. \\ **Flaw: Savior Complex:** I refuse to write anyone off as collateral damage. I will put myself in peril to ensure an innocent or ally makes it out alive." ^ Proficiency Bonus: +3 ^^ | Strength \\ **8** \\ -1 | □ Athletics (-1)| | Dexterity \\ **18** \\ +4 \\ Save-Prof | ■ Acrobatics (+7) \\ □ Sleight of Hand (+4) \\ □ Stealth (+4) | | Constitution \\ **14** \\ +2 | | | Intelligence \\ **10** \\ +0 \\ Save-Prof | □ Arcana (+0) \\ □ History (+0) \\ ■ Investigation (+3) \\ □ Nature (+0) \\ □ Religion (+0) | | Wisdom \\ **16** \\ +3 | □ Animal Handling (+3) \\ ┼ Insight (+9)(EfD) \\ ■ Medicine (+6) \\ ┼ Perception (+9) \\ ■ Survival (+6) | | Charisma \\ **10** \\ +0 | □ Deception (+0) \\ □ Intimidation (+0) \\ □ Performance (+0) \\ □ Persuasion (+0) | ^AC^Initiative^Speed^ | 20/18 | +4 | 30ft. | ^ Hitpoints ^^^ | \\ **HP:** 65/65 \\ __ 5×(6+2)+3×(5+2)+4 __ \\ \\ ||| ^ Hitdice ^^^ | 5×1d10+2 \\ 3×1d8+2 ||| ^ Passive Perception ^^^ | 24 ||| ^ Extra Proficiencies ^ | Lang: +1 \\ Thieves' Tools \\ \\ Light Armor \\ Medium Armor \\ Shields. \\ Simple Weapons \\ Martial Weapons| ^ Sword-Cane (Melee) ^ Hand-Crossbow (Ranged) ^ | +7 Atk - 1d8+4 dmg \\ Finesse | +7 Atk - 1d4+4 dmg \\ Range (30/120) \\ Ammunition, Light, Loading | | Extra Attack \\ 2d6 Sneak Attack 1/rnd || |**Coin Purse** 10gp **Equipment**Gehstock-Degen (Rapier Sword Cane) Hand Crossbow (25 bolts) Shield Victorian Half-Plate Magnifying Glass Forensic Chalk (3 Sticks) Vials & Pipettes (6 Empty Glass Vials) Tweezers & Fine Metal Probes Charcoal Pencils & Pocket Journal Bullseye Lantern & Oil Thieves' Tools Whistle of the Watch Hip Flask (Iced Herbal Tea) Attire: A tailored wool vest pocket watch on a silver chain silk cravat high-collared shirt dark trousers sturdy leather boots a structured top hat. Brass Monocle | {{https://cdnb.artstation.com/p/assets/images/images/041/300/017/medium/ricardo-gonzalez-iglesias-character-firstbase-jpg.jpg?300|}} |**Abilities:**► \\ \\ \\ ► \\ \\ \\ ► \\ \\ \\ ► \\ \\ \\ ► \\ \\ \\ ► \\ \\ \\ \\ Equip Shield (Action) \\ Equips your shield. \\ \\ Action Surge (Free)(1/SR) \\ take one additional action \\ \\ Second Wind (BA)(1/SR) \\ Heal 1d10+5 \\ \\ Fighting Spirit (BA)(3/LR) \\ Advantage on attacks for 1 round. \\ \\ Cunning Action (BA) \\ Dash, Disengage, or Hide. \\ \\ Eye for Detail (BA) \\ Wisdom (Perception) to spot a hidden creature or object or \\ Intelligence (Investigation) check to uncover or decipher clues.| **[[https://dnd5e.wikidot.com/lineage:human|Human Variant]]**► Ability Score Increase. Two different ability scores of your choice increase by 1. ► Skills. You gain proficiency in one skill of your choice. ► Feat. You gain one Feat of your choice. (Observant) ► Size: Medium. ► Speed: Your base walking speed is 30 feet. ► Languages. You can speak, read, and write Common and one extra language of your choice. **[[https://dnd5e.wikidot.com/background:investigator|Investigator (VRGR)]]**► Skill Proficiencies: Choose two from among Insight, Investigation, or Perception ► Tool Proficiencies: Disguise kit, thieves' tools ► Equipment: A magnifying glass, evidence from a past case, a set of common clothes, and 10gp. ► Feature: Official Inquiry: You're experienced at gaining access to people and places to get the information you need. Through a combination of fast-talking, determination, and official-looking documentation, you can gain access to a place or an individual related to a crime you're investigating. Those who aren't involved in your investigation avoid impeding you or pass along your requests. Additionally, local law enforcement has firm opinions about you, viewing you as either a nuisance or one of their own. **[[https://dnd5e.wikidot.com/feat:observant|Feat: Observant]]** ► Increase your Intelligence or Wisdom score by 1, to a maximum of 20. ► 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. ► You have a +5 bonus to your passive Wisdom (Perception) and passive Intelligence (Investigation) scores. ----- **[[https://dnd5e.wikidot.com/rogue|Rogue]] [[https://dnd5e.wikidot.com/rogue:inquisitive|Inquisitive]]** \\ \\ ► Rogue: ExpertiseYour proficiency bonus is doubled for any ability check you make that uses either Insight or Perception. ► Rogue: Sneak AttackYou know how to strike subtly and exploit a foe's distraction. Once per turn, you 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. You 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 you don't have disadvantage on the attack roll. ► Rogue: Thieves' CantDuring your rogue training you learned thieves' cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly. In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run. ► Rogue: Cunning ActionYour quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action. ► Inquisitive: Ear for DeceitYou develop a keen ear for picking out lies. Whenever you make a Wisdom (Insight) check to determine whether a creature is lying, treat a roll of 7 or lower on the d20 as an 8. ► Inquisitive: Eye for DetailYou can use a bonus action to make a Wisdom (Perception) check to spot a hidden creature or object or to make an Intelligence (Investigation) check to uncover or decipher clues. ► Inquisitive: Insightful FightingYou gain the ability to decipher an opponent's tactics and develop a counter to them. As a bonus action, you make a Wisdom (Insight) check against a creature you can see that isn't incapacitated, contested by the target's Charisma (Deception) check. If you succeed, you can use your Sneak Attack against that target even if you don't have advantage on the attack roll, but not if you have disadvantage on it. This benefit lasts for 1 minute or until you successfully use this feature against a different target. **[[https://dnd5e.wikidot.com/fighter|Fighter]] [[https://dnd5e.wikidot.com/fighter:samurai|Samurai]]** \\ \\ ► Fighter: Fighting StyleDefense (PHB). While you are wearing armor, you gain a +1 bonus to AC. ► Fighter: Second Wind You have a limited well of stamina that you can draw on to protect yourself from harm. You can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again. ► Fighter: Action Surge you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action. Once you use this feature, you must finish a short or long rest before you can use it again. ► Fighter: ASI +2 DEXWhen you reach 4th level, you can increase one ability score of your choice by 2. As normal, you can't increase an ability score above 20 using this feature. ► Fighter: Extra Attack (x1)You can attack twice, instead of once, whenever you take the Attack action on your turn. ► Samurai: Bonus Proficiency When you choose this archetype, you gain proficiency in one of the following skills of your choice: History, Insight, Performance, or Persuasion. Alternatively, you learn one language of your choice. ► Samurai: Fighting Spirit Starting at 3rd level, your intensity in battle can shield you and help you strike true. As a bonus action on your turn, you can give yourself advantage on all weapon attack rolls until the end of the current turn. When you do so, you also gain 5 temporary hit points. You can use this feature three times. You regain all expended uses of it when you finish a long rest.