Full Statistics

Sir Quith Abinor

Human Rogue 27, the crunch behind the blur

D&D 3.5 Edition

Bob's original stat block, verbatim.

Player: JP Race: Human (Divine Messenger / Magical Beast) Class: Rogue 27 Alignment: Chaotic Good Deity: None Size / Gender: Medium · Male Age / Height: 25 · 5'10" Weight: 160 lbs. Experience: 493,625 XP (496,000 needed for Level 28) Reputation: Score 55 · Standard DC 25 Campaign: Divine Messenger
Ability Scores
STR
25 → 33
+7 → +11 temp
DEX ★
28 → 36
+9 → +13 temp
CON
24 → 32
+7 → +11 temp
INT
36 → 44
+13 → +17 temp
WIS
27 → 35
+8 → +12 temp
CHA
27 → 35
+8 → +12 temp

★ Weapon Finesse + Superior Finesse. DEX modifier applies to both attack rolls AND damage rolls in place of STR.

Combat Statistics
Hit Points: 476 (308 from CON + 168 from levels) Armor Class: 56 (Touch 37 · Flat-Footed N/A, cannot be caught flat-footed) AC Breakdown: 10 base + 8 armor + 13 DEX + 11 natural + 10 deflection + 4 misc Base Attack Bonus: 20 / 15 / 10 Initiative: +19 (DEX +13, Misc +6) Speed: 150 ft. (×4 at run) Grapple: 31 (BAB +20, STR +11) Sneak Attack: +14d6 (applies to nearly all opponents via Master Feint) Damage Reduction: 10 / magic Spell Resistance: 40
Saving Throws
Fortitude
+26
+9 base + 11 CON + 6 resistance
Reflex
+34
+15 base + 13 DEX + 6 resistance
Will
+29
+9 base + 12 WIS + 6 resistance + 2 Iron Will

Calculated from the epic base-save progression for a Rogue 27 (good save +15 / poor save +9), current ability modifiers, and the higher of the two resistance items (Mantle of Resistance +5 and Headband of Resistance +6 don't stack, resistance bonuses of the same type never do, so the +6 Headband applies, not both). Will also includes the Iron Will bonus feat. Not written on the original sheet, flag if the resistance items were meant to stack under a house rule.

Attack Types

All three weapons use the same Weapon Finesse + Superior Finesse math as Tashanna (BAB +20/+15/+10, DEX +13, weapon enhancement +10). Bob's sheet only broke out the full attack routine for Tashanna, so Foresight's and Whisperfall's numbers below are calculated the same way and flagged as such.

Tashanna, Quith Abinor's intelligent rapier

Tashanna Rapier · Primary

Attack RollsDamageCritical
+43 / +43 / +38 / +331d8+23 per hit15–20 ×2 (Keen)
BAB+DEX+Enhancement+14d6 sneak attackPuncturing 3/day
−2 STR per hit (Crippling Strike)Cold Iron · Adamantine · NG bypassSpeed grants extra attack

Foresight Soulbound Shortsword · Vampires Only

Attack RollsDamageCritical
+43 / +38 / +33 (calculated)1d6+23 per hit19–20 ×2
BAB+DEX+Enhancement+14d6 sneak attackSilver, bypasses vampire DR

Whisperfall Sap · Non-Lethal

Attack RollsDamageCritical
+43 / +38 / +33 (calculated)1d6+23 nonlethal per hit×2
BAB+DEX+Enhancement+14d6 sneak attackSilent, no weapon draw noise
Combat Style & Tactics

Quith is not a brawler. He is a precision instrument, in and out before anyone can react.

Standard Spring & Strip Sequence: uses 150 ft. movement to Spring Attack in, often from extreme range → Master Feint as a free action (target flat-footed) → full attack with Tashanna (+43/+43/+38/+33, 14d6 sneak attack, Crippling Strike −2 STR/hit) → off-hand Lightning Grab (Sleight of Hand vs. Reflex to steal an item) → Spring back out of all threat ranges with remaining movement.

Weapon selection: Tashanna for general combat; Foresight against vampires; Whisperfall for non-lethal takedowns, interrogation, or silent work.

Also disables magical traps and stores the spell in a Ring of Spell Storing; tumbles through threatened squares to avoid attacks of opportunity; Sneak Attack of Opportunity triggers sneak attack on AoOs; Opportunist grants a free AoO when an ally hits; damage output spans physical, cold iron, adamantine, NG-aligned, and sonic (Tashanna Nova).

Skills

★ +17 bonus applies to all non-Intelligence-based skills (included in totals below). ★★ Key rogue skills, also boosted by Abinor's Thieves Tools where applicable.

Appraise (INT)24
Balance (DEX)65
Bluff (CHA)80 / 110 w/ Gloves
Climb (STR)49
Diplomacy (CHA)47
Disable Device ★★ (INT)60
Disguise (CHA)38
Escape Artist (DEX)55
Forgery (INT)22
Gather Information (CHA)47
Hide (DEX)61
Intimidate (CHA)38
Jump (STR)73
Knowledge (Local) (INT)38
Knowledge (Religion) (INT)31
Knowledge (The Planes) (INT)38
Knowledge (Nature) (INT)28
Knowledge (Dungeoneering) (INT)28
Listen (WIS)62
Move Silently (DEX)73
Open Lock ★★ (DEX)73
Perform (Sing) (CHA)31
Perform (Dance) (CHA)31
Profession (Scout) (WIS)31
Profession (Sailor) (WIS)31
Search ★★ (INT)64
Sense Motive (WIS)53
Sleight of Hand ★★ (DEX)85
Spellcraft (INT)36
Spot (WIS)61
Swim (STR)33
Tumble ★★ (DEX)65
Use Magic Device ★★ (CHA)60
Use Rope (DEX)32
Feats
LevelFeatNotes
1 (Human)Weapon FinesseUse DEX for attack rolls with finesse weapons
1Combat ExpertiseTrade attack bonus for AC bonus
3Improved Initiative+4 to Initiative
6Superior FinesseUse DEX for damage rolls in addition to attack rolls
9Master FeintFeint as a free action
12Mobility+4 AC vs. attacks of opportunity while moving
15Spring AttackMove before and after attacking
18Undead Hunter. VampireSneak attack applies to vampires
21Lingering DamageBleed damage continues after sneak attack
24Sneak Attack of OpportunitySneak attack applies on attacks of opportunity
27Applied ScholasticsExpanded sneak attack applicability
Bonus Feats. Divine Messenger
Combat Reflexes Improved Initiative (bonus) Iron Will Alertness Dodge
Special Abilities

Divine Strike (Su)

Divine Messenger ability.

Atonement / Heal

Divine healing abilities.

Hold Monster

DC 20 + level.

Darkvision

60 ft.

Divine Sanctity (Su)

DC 35.

Empathy (Su)

SR 36.

Selective Invisibility (Su)

DC 35.

Sneak Attack

+14d6, applies on flat-footed / flanked / Master Feinted targets.

Uncanny Dodge

Cannot be caught flat-footed.

Improved Uncanny Dodge

Cannot be flanked.

Sneak Attack Dodge

Dodge bonus vs. sneak attacks.

Casting Sense

+2 bonus.

Improved Evasion

No damage on a successful Reflex save.

Two Weapon Fighting

Reduced penalties for off-hand attacks.

Opportunist

Free AoO when an ally hits an opponent.

Crippling Strike

−2 STR damage per sneak attack hit.

Lightning Grab

Sleight of Hand vs. Reflex to steal an item from an opponent.

Trap Sense

+6 bonus on saves and AC vs. traps.

Defensive Roll

Once/day, halve damage from a lethal blow.

Trap Sense (Epic)

Epic-tier trap detection and avoidance.

Epic Dodge

Once per round, avoid one attack entirely.

Immunities
Mind-Affecting Poison Sleep Paralysis Stunning Disease Death Effects Critical Hits Non-Lethal Damage Ability Damage Energy Drain Physical Ability Damage Fatigue Exhaustion
Equipment & Magic Items
ItemEffect
Bracers +8AC +8 · Heavy Fortification
Mantle of ResistanceSpell Resistance +40 · All Saves +5
Ring of ProtectionDeflection +10 · Natural AC +5
Headband of Resistance+6 to all saves
Belt of Roughness+8 to STR, DEX, and CON
Vest of Awesomeness+8 to INT, WIS, and CHA
Gloves of StoringStore items as a free action
Abinor's Cloak of Haste150% hasted movement · +4 AC (dodge) · invisibility · grants a partial action
Ring of InvisibilityContinuous or on-command invisibility
Ring of Counter SpellsStore and counter specific spells
Boots of Freedom of MovementImmune to movement restriction effects
Boots of Expeditious RetreatEnhanced movement speed
Portable HoleExtradimensional storage, scrolls, spells, misc. gear
Staff (42 Charges Remaining)
CostEffect
1 chargeMagic Missile
1 chargeFireball
1 chargeShatter (CL 10)
2 chargesIce Storm
2 chargesChain Lightning (CL 17)
Languages

Common · Thieves' Cant · Elven · Dwarven · Draconic · Celestial · Infernal · Ignan · Abyssal · Avian · Terran · Undercommon · Giant · Aquan

Permanency Spells: Comprehend Languages · Arcane Sight · Tongues

Contingencies & Notes

Active Contingencies: True Seeing (always active) · If HP ≤ 150 → Heal triggers automatically · If died → Teleport to stronghold automatically · If immobile → Heal triggers automatically

WeaponTypePrimary Use
TashannaIntelligent +10 RapierPrimary, all general combat
ForesightSoulbound +10 ShortswordVampires, personal mission
WhisperfallIntelligent +10 SapNon-lethal / subdual / silence
Abinor's Thieves Tools5-Pouch Legendary KitInfiltration / traps / magic theft

D&D 5th Edition (2024)

A from-scratch conversion, built as an actual playable level 20 character, not a monster stat block.

This is a best-possible translation, not an exact one, 3.5e's epic-level math (level 27, ability scores past 40, a dozen stacking magic items) simply has nowhere to go in 5e, which caps character level at 20 and ability scores at 20 without exotic magic. Rather than force 3.5e's numbers into a 5e shell, this build plays by 5e's own rules end to end: standard ASIs, standard proficiency bonus, standard item bonuses (capped around +5, same ceiling as Tashanna's own conversion). Where 3.5e gave Quith an ability, feat, or magic item, this build looks for the closest real 5e feature and uses it, reskinning where needed rather than inventing new mechanics from scratch.
Sir Quith Abinor Human, Rogue 20 (Assassin) Chaotic Good Proficiency Bonus: +6
STR
14
+2
DEX
22
+6
CON
16
+3
INT
20
+5
WIS
16
+3
CHA
16
+3

Base array built from 6 Rogue ASIs (levels 4/8/10/12/16/19) plus a Variant Human bonus feat, pushed mostly into Dex and Int with two feats taken instead of stat increases (below). 5e ability scores cap at 20 outside exotic magic. DEX 22 here comes from a +2 item, not a raw score, which is why it's shown post-gear.

Armor Class: 20 (studded leather + Dex + Ring of Protection +2) Hit Points: 150 (20d8 + 60) Speed: 40 ft. (30 ft. base + 10 ft. from Boots of Striding, reskinned Boots of Expeditious Retreat) Saving Throws: Dex +12, Int +11, Wis +9, Cha +9 (Slippery Mind) Skills: Stealth +18, Sleight of Hand +18 (Expertise), Investigation +17 (Expertise), Perception +15 (Expertise), Acrobatics +12, Insight +9, Persuasion +9, Deception +9 Senses: darkvision 60 ft. (Divine Messenger), passive Perception 25 Damage Resistances: poison (Divine Messenger) Languages: Common, Thieves' Cant, Elvish, Dwarvish, Draconic, Celestial, Infernal, Primordial, Abyssal, Terran, Undercommon, Giant, Aquan

Skills use standard 5e math: modifier + proficiency (+6), doubled to +12 for the three Expertise skills. Sneak Attack scales by 5e's own formula (half your level, rounded up) rather than staying at 3.5e's 14d6, at level 20 that's 10d6, and that's genuinely where 5e's math tops out for this feature.

Attack Types
Tashanna, Quith Abinor's intelligent rapier

Tashanna +5 Rapier · Primary

Melee Weapon Attack: +17 to hit, reach 5 ft., one target (crits on 19–20, Keen Edge). Hit: 17 (1d8+11) piercing, plus 35 (10d6) Sneak Attack if Quith has advantage or an ally is within 5 ft. of the target.

Foresight +3 Shortsword · Vampires Only

Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 15 (1d6+9) piercing (silvered, ignores vampire resistance), plus 35 (10d6) Sneak Attack under the same conditions.

Whisperfall +3 Sap · Non-Lethal

Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 15 (1d6+9) bludgeoning, nonlethal, plus 35 (10d6) Sneak Attack under the same conditions.

Rogue & Assassin Features

Expertise

Double proficiency on Stealth, Sleight of Hand, Investigation, and Perception.

Sneak Attack (10d6)

Once per turn, extra 10d6 damage on a hit with a finesse or ranged weapon, if Quith has advantage or an ally is within 5 ft. of the target.

Cunning Action

Bonus action to Dash, Disengage, or Hide.

Uncanny Dodge

Reaction to halve the damage from an attack Quith can see hit him.

Evasion

No damage on a successful Dexterity save against an effect that deals half on a success; half damage on a failure.

Reliable Talent

Any ability check using a skill or tool Quith is proficient with treats a d20 roll of 9 or lower as a 10.

Slippery Mind

Proficiency in Wisdom and Charisma saving throws.

Elusive

No attack roll has advantage against Quith while he isn't incapacitated.

Stroke of Luck (1/Short Rest)

Turn a missed attack into a hit, or treat a failed ability check as a 20.

Assassinate

Advantage on attack rolls against any creature that hasn't taken a turn yet in combat. A hit against a surprised creature is an automatic critical hit, the signature move for an ambush against something that doesn't know he's there yet, vampires included.

Infiltration Expertise

Can craft a false identity in a week for 25 gp, complete with documentation, contacts, and a memorized cover story.

Feats

Alert

+5 to initiative, can't be surprised while conscious, and other creatures don't gain advantage from being unseen when attacking Quith.

Lucky

3 luck points per long rest, spent to give advantage on an attack roll, ability check, or saving throw, or to impose disadvantage on an attack against him.

Observant

+5 to passive Perception and passive Investigation; can read lips.

Divine Messenger (Homebrew)

Not a 5e-standard feature, a small homebrew trait carrying over the one piece of the 3.5e build that doesn't map to any existing rogue subclass or feat: his standing as a messenger for the Gods of Antiquity.

Innate Spellcasting

Once per long rest each, Quith can cast heal and hold monster without material components (spell save DC 17). Darkvision 60 ft. and immunity to disease come from the same source.

Equipment

3.5e items reskinned to 5e magic item tiers, bonuses capped in the +1 to +5 range rather than 3.5e's stacking +8s, per the same ceiling used for Tashanna.

Ring of Protection +2

+2 to AC and saving throws (reskin of the Ring of Protection).

Cloak of Elvenkind, Improved

Advantage on Stealth checks and can't be tracked except by magic (reskin of Abinor's Cloak of Haste's stealth side).

Boots of Striding

+10 ft. speed (reskin of Boots of Expeditious Retreat).

Gloves of Thievery

+5 ft. to Sleight of Hand and Stealth-adjacent hand tricks; can stow a held object as part of another action (reskin of Gloves of Storing).

Ring of Invisibility

Turn invisible as an action; ends if Quith attacks or casts a spell (unchanged from the original).

Bag of Holding

Extradimensional storage (reskin of the Portable Hole).

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