A Game of Dice
Human Rogue 8, Childhood friend
Strength: 12 ( 5)
Constitution: 15 (+ 2)
Intelligence: 14 (+ 2)
Wisdom: 15 (+ 2)
Charisma: 9 (- 1)
Hit Points: 59
Armour Class: 15
Roguish Archetype: Thief
Languages: Common, Thieves’ Cant
- Sleight of Hand
- Light armour
- Simple weapons
- Hand crossbows,
- Thieves’ tools
- Cook’s utensils
- Dexterity saving throw
- Intelligence saving throw
- Sleight of hand
(Updated following buying all the things.)
- Shortbow + 20 arrows
- Knife with +1 damage
- 15 arrows with +1 damage
- Dagger with radiant damage: normal stats unless weak, in which case 2d6 radiant
- Holy symbol on necklace: 5 radiant damage to anything weak that hits against Nev
- Light Crossbow
- Studded leather armour
- Thieves’ tools
- Dark clothes including hood
- Light sandy coloured clothes including hood
- Night vision goggles
- Some gems and a sparkly necklace stolen from water traders in Bl’Lake
- Rope of Climbing
- Grey Bag of Tricks (so far: weasel, panther, boar)
- Boots of Elvenkind
- Cloak of Elvenkind
- Gloves of Thievery
- Bag of Holding
- Robe of Useful Items – containing: dagger, 10-foot pole, lantern, mirror, 50ft rope, sack, 100gp, 3 x silver coffers worth 500gp each, 10 gems worth 100gp, a pit, 3 x iron doors, 4 x potions of healing, 2 × 24ft wooden ladders
- 50 feet of hempen rope
- Some gems
- A shiny necklace
- An account book
- Belt pouch
- Bag of 1000 ball bearings
- 10 feet of string
- 5 candles
- 10 pitons
- Hooded lantern
- 2 flasks of oil
- 5 days’ rations
Background: Criminal – Nevan is a poacher by necessity, a smuggler when people have things they need to transport through the area quietly, and an occasional pickpocket by nature.
Personality: I’m usually the surly, silent one in the corner; I think property rights are mostly an illusion.
Ideal: Everyone should be free to try being whoever they want.
Bond: Abiding childhood friendship with Terek despite disparate ranks.
Flaw: I am intimidated by intellectuals – my street smarts seem worthless compared to their understanding of the world.
You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you.
Beginning at 1st level, you know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 2d6 (increasing with level) 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.
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.
Starting at 3rd level, you can use the bonus action granted by your Cunning Action to make a Dexterity (Sleight of Hand) check, use your thieves’ tools to disarm a trap or open a lock, or take the Use an Object action.
When you choose this archetype at 3rd level, you gain the ability to climb faster than normal; climbing no longer costs you extra movement. In addition, when you make a running jump, the distance you cover increases by a number of feet equal to your Dexterity modifier.
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 mark.
Starting at 5th level, when an attacker you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.
Born a poor village child in Fellwatch, Nevan Fairwright was orphaned aged 12 and has mostly fended for himself since then. To begin with, he was occasionally housed and fed by worthy villagers who felt some responsibility for the lad (though his lack of charm meant they never quite felt philanthropic enough to raise him as their own). As he grew older, he became more independent, learning bits and pieces of some honest trades to help out locals in return for food/lodging, but also picking up more illegal talents from any shady travellers who passed through Fellwatch. He is an accomplished poacher, and for the last few years has lived on the outskirts of the village, trading meat and skins to the villagers for anything else he needs.
His friendship with Earl Egros’s son sometimes seems to him to be completely separate from his day-to-day life, starting as it did when they were both young boys and Nevan knew nothing of orphanhood or crime yet. The young noble would sneak away to the village sometimes, where his quiet but loyal friend would sneak away from his chores and go ‘adventuring’ in the forest with him, vanquishing imaginary foes and eating wild berries together. Over the years as they’ve grown older, the friends have seen each other infrequently, but the friendship has not weakened – when Egros was killed, Nevan was poaching on the estate and saw his friend, wounded, fleeing for his life. Nevan didn’t hesitate to drop everything and leave with him (though admittedly, his ‘everything’ was not much to begin with).