Born on 3 Empyrea in the year 1875 in the city of Ilrinia, Senzorin is a product of two different worlds. His mother, a sun elf high society business woman, and his father, a human bartender, raised Senzorin under the yoke of the Talos clan doctrine. They expected Senzorin to live up to the standard set by the rest of the clan, but the pressure was too much for him. At the age of ten, he ran away to the neighbouring city of Mosskach, abandoning his family.
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The next few years were a whirlwind for Senzorin - first living as an urchin on the crime ridden streets of Mosskach, he was soon recruited into a gang and made to sell dwarven mined drugs. He soon picked himself up a mentor in the form of Einrow Whitebeard, a former pirate captain who has blood ties to the gang. Einrow had turned to a life of burglary after getting bored of the high seas, and took Senzorin under his wing, teaching him the trade.
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In 1891, on Senzorin's 16th birthday, Einrow passed while on a burglary gone awry. A fatally wounded Einrow stumbles into a bar to find Senzorin and gifts him a revolver, before passing on in Senzorin's arms. Senzorin continued his life as a burglar, though without much use for the riches he gathered, redistributed them among the poorer citizens of his neighbourhood in Mosskach. He spent most of his days whiling away time, not doing much else other than burglary, though he began to spend some time studying folklore in Mosskach's public libraries, intrigued by tales of the Goddess of Darkness.
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In 1892, Senzorin and his friends, Zel'eon, Arche, and Saziver, got into serious trouble with the EchoTech corporation after stealing one of their experimental chips. The four fled to Ilrinia, where they have enrolled into Arbalest Academy.
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# Physical Appearance
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Senzorin Talos is a sun elf male in his late teens of average height and physique. He bears a distinct knife scar on his right eye as a result of defying orders in his time as a gang member. His shoulder length hair is gold in colour, but he dyes it black to avoid people guessing at his sun elf heritage.
- Can take [Dash](https://5e.tools/actions.html#dash_phb), [Disengage](https://5e.tools/actions.html#disengage_phb), [Hide](https://5e.tools/actions.html#hide_phb), or [use an object](https://5e.tools/actions.html#use%20an%20object_phb) action as bonus action
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#### Devious Exploits
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*2nd level rogue feature*
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- Learn two Exploits of your choice at 2nd level:
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- Counter: You can use your reaction when a creature misses you with a melee attack to expend an Exploit Die and make a single melee weapon attack against it, adding one roll of your Exploit Die to your damage roll.
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- Roguish Charm: You can use an action to expend an Exploit Die to force a creature that can hear and understand you to make a Wisdom save (with advantage if you or your allies are fighting it). Upon failure, it is charmed by you for 1 hour and regards you as a friendly acquaintance for the duration, though it will not risk its life for you. The effect ends if you or your companions do anything harmful to the creature and the target will then realise it was deceived by you.
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- You can use only one Exploit per attack, ability check, or saving throw
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- Have 2 Exploit Dice at 2nd level, Exploit Dice is 1d4
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- Regain all Exploit Dice on short or long rest
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- **Exploit save DC** = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)
- When an attacker that Senzo can see hits him with an attack, Senzo can use his reaction to halve the attack's damage against him.
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# Overview
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Born on 3 Empyrea in the year 1875 in the city of Ilrinia, Senzorin is a product of two different worlds. His mother, a sun elf high society business woman, and his father, a human bartender, raised Senzorin under the yoke of the Talos clan doctrine. They expected Senzorin to live up to the standard set by the rest of the clan, but the pressure was too much for him. At the age of ten, he ran away to the neighbouring city of Mosskach, abandoning his family.
+
+
The next few years were a whirlwind for Senzorin - first living as an urchin on the crime ridden streets of Mosskach, he was soon recruited into a gang and made to sell dwarven mined drugs. He soon picked himself up a mentor in the form of Einrow Whitebeard, a former pirate captain who has blood ties to the gang. Einrow had turned to a life of burglary after getting bored of the high seas, and took Senzorin under his wing, teaching him the trade.
+
+
In 1891, on Senzorin's 16th birthday, Einrow passed while on a burglary gone awry. A fatally wounded Einrow stumbles into a bar to find Senzorin and gifts him a revolver, before passing on in Senzorin's arms. Senzorin continued his life as a burglar, though without much use for the riches he gathered, redistributed them among the poorer citizens of his neighbourhood in Mosskach. He spent most of his days whiling away time, not doing much else other than burglary, though he began to spend some time studying folklore in Mosskach's public libraries, intrigued by tales of the Goddess of Darkness.
+
+
In 1892, Senzorin and his friends, Zel'eon, Arche, and Saziver, got into serious trouble with the EchoTech corporation after stealing one of their experimental chips. The four fled to Ilrinia, where they have enrolled into Arbalest Academy.
+
# Physical Appearance
+
Senzorin Talos is a sun elf male in his late teens of average height and physique. He bears a distinct knife scar on his right eye as a result of defying orders in his time as a gang member. His shoulder length hair is gold in colour, but he dyes it black to avoid people guessing at his sun elf heritage.
- Can take [Dash](https://5e.tools/actions.html#dash_phb), [Disengage](https://5e.tools/actions.html#disengage_phb), [Hide](https://5e.tools/actions.html#hide_phb), or [use an object](https://5e.tools/actions.html#use%20an%20object_phb) action as bonus action
+
#### Devious Exploits
+
*2nd level rogue feature*
+
- Learn two Exploits of your choice at 2nd level:
+
- Counter: You can use your reaction when a creature misses you with a melee attack to expend an Exploit Die and make a single melee weapon attack against it, adding one roll of your Exploit Die to your damage roll.
+
- Roguish Charm: You can use an action to expend an Exploit Die to force a creature that can hear and understand you to make a Wisdom save (with advantage if you or your allies are fighting it). Upon failure, it is charmed by you for 1 hour and regards you as a friendly acquaintance for the duration, though it will not risk its life for you. The effect ends if you or your companions do anything harmful to the creature and the target will then realise it was deceived by you.
+
- You can use only one Exploit per attack, ability check, or saving throw
+
- Have 2 Exploit Dice at 2nd level, Exploit Dice is 1d4
+
- Regain all Exploit Dice on short or long rest
+
- **Exploit save DC** = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)