In the Mouth of the Shark
Definitely not a pirate. Nope.
Rogue 3 / Monk 1
STR +2; DEX +3; CON +2; INT -1; WIS +3; CHA +2
Initiative +5 Speed 30
Skills: Acrobatics 5, Athletics 4, Deception 4, Perception 5, Persuasion 6, Sleight of Hand 7
Proficiencies: Simple weapons, hand crossbow, longsword, rapier, shortsword, light armor, playing cards, water vehicles, thieves tools
Sneak Attack: Once per turn, deal an extra 2d6 damage to one creature you hit with a finesse or ranged weapon attack if you have advantage. You don’t need advantage 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. Or if no creature other than the target is within 5 feet of you.
Martial Arts: While you are unarmed or wielding only monk weapons and not wearing armor or a shield:
• Use Dex not Str for HTH and monk weapons.
• Roll d4 damage for HTH or monk weapon.
• When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action, if you haven’t already taken a bonus action this turn.
Cunning Action: You can take a bonus action on each of your turns, only to Dash, Disengage, or Hide.
Fancy Footwork: During your turn, if you make a melee attack against a creature, that creature can’t make opportunity attacks against you for the rest of your turn.
Thieves’ Cant: During 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. In addition, you understand a set of secret signs and symbols used to convey short, simple messages.
Expertise: At 1st level, choose two of your skill skills. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen skills.
Rakish Audacity: You can add your Charisma modifier to your initiative rolls.
Unarmored Defense: If not using armor or shield, AC equals 10 + Dex mod + Wis mod.
Swagger: You have no respect for authority and no fear of legal consequences for your illicit actions. You boldly push the limits, tell outrageous lies, and even commit minor crimes in plain sight. Your actions are so blatant that if someone does notice, they either disbelieve their own eyes or make up explanations. When you are in a civilized settlement, you can get away with minor offenses, such as taking someone else’s drink off a passing barmaid’s tray or blaming your mischief on someone else.
5 small moonstones (6 gp/ea)
1 ruby (75 gp)
1 pair of pearl earrings (30 gp)
1 Intricately-decorated scimitar (70 gp)
1 poison ampule
Rogue, sailor, sometimes-pirate, gambler, skirt-chaser, carouser, chronically unable to behave.
Pearl is from Sovitsk, far to the north, but feels no real connection to it. She hasn’t lived there since she was a child and it’s just a place she used to be hungry and miserable before she escaped to sea.
Uncared for by her destitute family, she used her sharp wits and fast hands to make ends meet. On a whim one day, she hid in a crate and got loaded into a cargo ship’s hold. Discovered not long after, she found herself forced into servitude, but proved useful enough to keep around and eventually earned a place in the crew.
Pearl talks a fancy-free game, but her life has been pretty hard. She has had to hustle for every morsel of food for most of her life. When she has good fortune it fades quickly because she’s a self-sabotaging train wreck of bad habits and poor impulse control.
It is that difficult life which drives her devil-may-care behavior. What are they going to do, throw me in the street? Take my money? Beat me up? Been there.
Pearl sort of falls into doing things that seem profitable at the moment, and is fantastically good at getting along on the coaxed generosity of others, not exactly scamming people (though she will) but she’s charming and good at getting people to extend themselves for her. That said, she is generous when she’s got money, as she’s terrible at holding onto her coins and loves to live (momentarily) big.