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https://github.com/Threnklyn/dungeon-sheets.git
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95 lines
3.2 KiB
Python
95 lines
3.2 KiB
Python
name = 'Mr. Stabby'
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character_class = 'rogue'
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player_name = 'Mike'
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background = "Criminal"
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race = "Lightfoot halfling"
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level = 3
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alignment = "Neutral"
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xp = 1984
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hp_max = 19
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# Ability Scores
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strength = 8
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dexterity = 16
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constitution = 12
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intelligence = 13
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wisdom = 10
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charisma = 16
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skill_proficiencies = (
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'acrobatics',
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'deception',
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'investigation',
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'performance',
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'sleight_of_hand',
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'stealth'
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)
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proficiencies_extra = ('playing cards', "carpenter's tools")
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languages = 'Common, halfling'
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# Inventory
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cp = 950
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sp = 75
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ep = 50
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gp = 120
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pp = 0
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weapons = ('shortsword', 'shortbow')
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equipment = (
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"""Shortsword, shortbow, 20 arrows, leather armor, thieves’ tools,
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backpack, bell, 5 candles, crowbar, hammer, 10 pitons, 50 feet of
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hempen rope, hooded lantern, 2 flasks of oil, 5 days rations,
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tinderbox, waterskin, crowbar, set of dark common clothes
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including a hood, pouch.""")
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attacks_and_spellcasting = (
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"""Sneak Attack: Once per turn, when you hit a creature with a
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Dexterity-based attack (such as with your shortsword or shortbow)
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and you have advantage on the attack roll, you can deal an extra
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1d6 damage to your target. You don’t need advantage if another
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enemy of the target is within 5 feet of it and isn’t
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incapacitated. You can’t deal the extra damage, however, if you
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have disadvantage on the attack roll.""")
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features_and_traits = (
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"""Thieves' Cant: You know thieves’ cant, a secret mix of dialect,
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jargon, and code that allows you to hide messages in seemingly
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normal conversation. You also understand a set of secret signs and
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symbols used to convey short, simple messages, such as whether an
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area is dangerous, whether loot is nearby, or whether the people
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in an area are easy marks or will provide a safe house for thieves
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on the run.
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Lucky: When you roll a natural 1 on an attack roll, ability check,
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or saving throw, you can reroll the die and must use the new roll.
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Brave: You have advantage on saving throws against being
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frightened.
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Halfling Nimbleness: You can move through the space of any
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creature that is of a size larger than yours.
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Naturally Stealthy: You can attempt to hide when you are obscured
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by a creature that is at least one size larger than you.
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Criminal Contact: You have a contact who acts as your liaison to a
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network of other criminals. You know how to get messages to and
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from your contact, even over great distances; you know the local
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messengers, corrupt caravan masters, and seedy sailors who can
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carry messages for you. You can move secret information or stolen
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goods through your contact in exchange for money or other
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information you seek.""")
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# Backstory
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personality_traits = """I never have a plan, but I’m great at making things up as I go
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along. Also, the best way to get me to do something is to tell me I
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can’t do it."""
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ideals = """People. I’m loyal to my friends, not to any ideals. Everyone else can
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take a trip on the River Styx for all I care."""
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bonds = """Qelline Alderlead, my aunt, has a farm in Phandalin. I always give
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her some of my ill-gotten gains."""
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flaws = """My aunt must never know the deeds I did as a member of the
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Redbrands."""
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