[CENTER][h2][color=ed145b]Checkmate[/color][/h2][/CENTER] Checkmate gasps lightly as she awakens from her slumber. She stares at the ceiling for a while as she recalls the scattered memories. She silently, but desperately, searched her memories for any detail she could grasp--odds be damned. At the end of it though, she lets out a frustrated sigh before she sits herself up and runs her perfectly manicured fingers through her hair, across her scalp, and around her horns. She's trying to massage the headache away, but the dogs barking outside certainly were not helping matters. She takes stock of the unknown room she's in, and her compatriots from the road. Her own eyes carefully study each of their reactions, and she finds that they are in the same boat as she is. She blinks as the dwarf makes it clear that their priority is their sobriety right now. She doesn't answer his question, but when he asks if everyone is good, she answers him, "[color=ed145b]I'm alright,[/color]" She reaches for her belongings, only to find the tattoos on her arms as well. "[I][color=ed145b]Oh Hells. What did I get myself into this time?[/color][/I]" Checkmate wondered to herself as she studies her arms carefully. Perhaps the tattoos would give some sort of context... "[I][color=ed145b]What new Dragonchess game is this?[/color][/I]" She answers the dwarf when he mentions that he has markings on his arm, "[color=ed145b]You're not the only one. I have tattoos on my arm as well,[/color]" [hider=Insight Roll!]Rolling Insight to see she can discern any meaning from the arcane symbols on her arm or the way they were tattooed on. She's trying to figure out the purpose behind the tattoos. If the arcane symbols include Thieves' Cant symbols, she can understand them. She got a [url=https://www.roleplayerguild.com/rolls/30647]22[/url] on her Insight. [/hider] [hider=Stat Block][b][url=http://www.myth-weavers.com/sheet.html#id=3090097]Checkmate[/url][/b] [i]Tiefling Rogue (Mastermind) 3 [/i] [b]AC[/b] 13 [b]HP[/b] 24/24 [b]Speed[/b] 30ft [b]Str[/b] 8 (-1) [b]Dex[/b] 14 (2) [b]Con[/b] 12 (1) [b]Wis[/b] 12 (1) [b]Int[/b] 14 (2) [b]Cha[/b] 16 (3) [b]Attacks[/b] [b]Rapier[/b] +4 1d8+2 [b]Shortbow[/b] +4 1d6+2 [b]Dagger[/b] +4 1d4+2 [b]Dagger[/b] +4 1d4+2 [b][/b] +2 CHA, +1 INT Darkvision: Thanks to your infernal heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. Hellish Resistance: You have resistance to fire damage. Infernal Legacy: You know the thaumaturgy cantrip. Once you reach 3rd level, you can cast the hellish rebuke spell as a 2nd-level spell with this trait; you regain the ability to cast it when you finish a long rest. Once you reach 5th level, you can also cast the darkness spell once per day with this trait; you regain the ability to cast it when you finish a long rest. Charisma is your spellcasting ability for these spells. Expertise: At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. (Stealth & Persuasion) At 6th level, you can choose two more of your proficiencies (in skills or with thieves' tools) to gain this benefit. Sneak Attack: Beginning at 1st level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 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. The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table. 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. 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. Cunning Action: Starting at 2nd level, your 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. Master of Intrigue: When you choose this archetype at 3rd level, you gain proficiency with the disguise kit, the forgery kit, and one gaming set of your choice. You also learn two languages of your choice. Additionally, you can unerringly mimic the speech patterns and accent of a creature that you hear speak for at least 1 minute, enabling you to pass yourself off as a native speaker of a particular land, provided that you know the language. Master of Tactics: Starting at 3rd level, you can use the Help action as a bonus action. Additionally, when you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of you, rather than within 5 feet of you, if the target can see or hear you. Hat of Disguise: While wearing this hat, you can use an action to cast the disguise self spell from it at will. The spell ends if the hat is removed. Guild Membership: As an established and respected member of a guild, you can rely on certain benefits that membership provides. Your fellow guild members will provide you with lodging and food if necessary, and pay for your funeral if needed. In some cities and towns, a guildhall offers a central place to meet other members of your profession, which can be a good place to meet potential patrons, allies, or hirelings. Guilds often wield tremendous political power. If you are accused of a crime, your guild will support you if a good case can be made for your innocence or the crime is justifiable. You can also gain access to powerful political figures through the guild, if you are a member in good standing. Such connections might require the donation of money or magic items to the guild's coffers. You must pay dues of 5 gp per month to the guild. If you miss payments, you must make up back dues to remain in the guild's good graces.[/hider]