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  1. Sherman Fleece "Bloodnut" - Ratfolk Rogue It seems a group was forming quickly. Luckily he had seen most of them all about the caravan. So he knew none of them were locals. Locals were dangerous. He pulled up a chair and listened to the conversation, it seemed as though Ingrid was taking the lead. “Why shouldn’t she?” He thought to himself. “She is the oldest, deserved of the most respect.” Ingrid was also claiming to be an expert in nature. Perhaps she would be a good tool to use in finding part of the cure for his sister. He would have to find time to bring it up to her at a later date when he knew he could trust her.   The handsome human called himself Robin. With blond hair, and a sharp look to his face he boasted that he was able to heal as well, but also cure diseases. He would come in handy for sure. He seemed the type that could take care of himself in combat. He would make good use of this.   The other bearfolk was being called Arik. He had the look of a fighter through and through. But not one of skill like the human, but of brute force. Yet another good opportunity for him. If this beast of a bearfolk couldn’t protect him, he doubted anything could.   Elendris walked over and sat with the group while finishing her meal. She spoke briefly and exposed a weakness of herself. That was very odd. She didn’t seem like the careless type at all. Perhaps she was comfortable with the others around her, perhaps they met more often than he thought during the caravan ride. He should go down this line of thought though. Just keep it simple and the truth will reveal itself in time.   While going over the many possibilities this group could have, a dwarf came by and stated that the merchants would take advantage of us and promptly left. Of course, it was silly. Everyone knew that adventurers always paid premium prices unless they had a tongue of silver that was. He didn’t have a tongue of silver and he knew it. So he budgeted for the price hikes. He dismissed the dwarf and returned his attention to the conversation at hand.   “I don’t suppose anyone would disagree with heading out there in the morning, would they? The day is passing us by and I would like to take a bath and wash the dirt from the day’s travels off.” He said. Those keen of eye could notice some minor dust on his armor but other than that he looked like he had just taken a bath. Those not keen of eye were flummoxed. Mechanics ___________________________________________________ Main Hand: Empty Off Hand: Empty ___________________________________________________ Action: Your action. Bonus Action: Your bonus action goes here. Move: Your movement goes here. Manipulate: Your one free object interaction goes here. Character Sheet Sherman Fleece "Bloodnut" Ratfolk Rogue 1 ___________________________________________________ STATS Str 6 (-2) Dex 17 (+3) Con 14 (+2) Int 12 (+1) Wis 12 (+1) Cha 12 (+1) HP 10/10 HD 1d8 AC 15 (leather) Speed 25 ft. Swim 10 ft. Passive Perception 15 Initiative +3 DM Inspiration Yes Languages Common, Thieves' Cant Background Sage Feature  Researcher When you attempt to learn or recall a piece of lore, if you do not know that information, you often know where and from whom you can obtain it. Usually, this information comes from a library, scriptorium, university, or a sage or other learned person or creature. Your DM might rule that the knowledge you seek is secreted away in an almost inaccessible place, or that it simply cannot be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign. ___________________________________________________ WEAPONS Rapier +5 attack, 1d8+3 piercing damage Dagger (range 20/60) +5 attack, 1d4+3 piercing damage Shortbow (range 80/320) +5 attack, 1d6+3 piercing damage ___________________________________________________ PROFICIENCIES Proficiency +2 Saving Throws Dexterity +5, Intelligence +3  Skills Acrobatics +5, Arcana +3, Investigation +3, Perception +5*, Performance +6, Sleight of Hand +5, Stealth +5 Tools Thieves Tools +7* Weapons simple weapons, hand crossbows, longswords, rapiers, shortswords Armor Light ___________________________________________________ FEATS    ___________________________________________________ RACIAL FEATURES Swim: Ratfolk are capable, if slow, swimmers. You have a swimming speed of 10 feet. Darkvision: Accustomed to living underground and in other dingy places, you have superior vision in dark and dim conditions. To a distance of 60 feet from yourself, you can see in dim light 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. Nimbleness: You can move through a hostile creature's space in combat as long as it is size medium or larger. Pack Tactics: You have advantage on your attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated. Rodent Empathy: You have advantage on Handle Animal checks to influence the behavior of rodents. ___________________________________________________ CLASS FEATURES Expertise: (perception, thieves' tools) 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. Sneak Attack: (1d6) 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.   Equipment ___________________________________________________ General Inventory (64.84 lbs.) Rapier - 2 lbs. Shortbow - 2 lbs. Quiver (20 arrows) - 1 lb. Leather Armor - 10 lbs. 2 x Daggers - 2 lbs. Thieves' Tools - 1 lb. Bottle of Black Ink Quill Small Knife - 1 lb. Letter from family about sister's antidote material Common Clothes - 3 lbs. Belt Pouch - 1 lb. Backpack - 5 lbs. Bag of 1,000 ball bearings - 2 lbs. String 10 ft Bell 5 x Candles Crowbar - 5 lbs. Hammer - 3 lbs. Pitons x10 - 2.5 lbs. Hooded Lantern - 2 lbs. 2 x Flask of Oil - 2 lbs. 5 x Rations (day) - 10 lbs. Tinderbox Waterskin - 5 lbs. Silk Rope 50ft - 5 lbs. Coin Purse (0.34 lbs.) Platinum: 0 Gold: 16 Electrum: 0 Silver: 6 Copper: 0   Encumbrance Max Load: 90 lbs. (15 x STR) Current Weight: 64.84 lbs.      
  2. Sherman Fleece "Bloodnut" - Ratfolk Rogue As the scene played out, Sherman observed. It did seem this group wasn’t foolish after all. It was good that they didn’t trust this strange. Despite his appearance, he could have been leading them into an ambush. As he listened on he overheard the server’s response about Konrad of Runkelstad. That would be his choice if he had a vote.   He supposed it was time. If he waited any longer they might find themselves another with his skills and he couldn’t afford to let that happen. He finished his mead and popped the last bit of cheese in his mouth before hopping down from the stool. He collected his belongings, making sure everything was in place and nothing was missing, then walked over to the table where the forming group seemed to be gathering.    “If you are looking to explore the Scarlet Citadel, as foolish as this desire seems to be, I would be of great assistance,” he interjected into the conversation. He eyed Jandar briefly and cringed a little inside as the man bartered his first offer down in half. He must be worse off than Sherman thought. “It would be wise to consider all options if you are truly looking for a guide and delving into the depths of the unknown.”   He looked up at the faces looking at him, “I am Bloodnut. I am a skilled swordsmen and have a keen eye for identifying traps and ambushes." the last part being directed at Jandar. He may not been actually trying to decieve them but there was something just not right about the fellow. After all, who lets themselves stay that dirty. He made sure to position himself a good distance away from the man.   "Are you need in of another swordsman and skilled adventurer?” Mechanics ___________________________________________________ Main Hand: Empty Off Hand: Empty ___________________________________________________ Action: Your action. Bonus Action: Your bonus action goes here. Move: Your movement goes here. Manipulate: Your one free object interaction goes here. Character Sheet Sherman Fleece "Bloodnut" Ratfolk Rogue 1 ___________________________________________________ STATS Str 6 (-2) Dex 17 (+3) Con 14 (+2) Int 12 (+1) Wis 12 (+1) Cha 12 (+1) HP 10/10 HD 1d8 AC 15 (leather) Speed 25 ft. Swim 10 ft. Passive Perception 15 Initiative +3 DM Inspiration Yes Languages Common, Thieves' Cant Background Sage Feature  Researcher When you attempt to learn or recall a piece of lore, if you do not know that information, you often know where and from whom you can obtain it. Usually, this information comes from a library, scriptorium, university, or a sage or other learned person or creature. Your DM might rule that the knowledge you seek is secreted away in an almost inaccessible place, or that it simply cannot be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign. ___________________________________________________ WEAPONS Rapier +5 attack, 1d8+3 piercing damage Dagger (range 20/60) +5 attack, 1d4+3 piercing damage Shortbow (range 80/320) +5 attack, 1d6+3 piercing damage ___________________________________________________ PROFICIENCIES Proficiency +2 Saving Throws Dexterity +5, Intelligence +3  Skills Acrobatics +5, Arcana +3, Investigation +3, Perception +5*, Performance +6, Sleight of Hand +5, Stealth +5 Tools Thieves Tools +7* Weapons simple weapons, hand crossbows, longswords, rapiers, shortswords Armor Light ___________________________________________________ FEATS    ___________________________________________________ RACIAL FEATURES Swim: Ratfolk are capable, if slow, swimmers. You have a swimming speed of 10 feet. Darkvision: Accustomed to living underground and in other dingy places, you have superior vision in dark and dim conditions. To a distance of 60 feet from yourself, you can see in dim light 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. Nimbleness: You can move through a hostile creature's space in combat as long as it is size medium or larger. Pack Tactics: You have advantage on your attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated. Rodent Empathy: You have advantage on Handle Animal checks to influence the behavior of rodents. ___________________________________________________ CLASS FEATURES Expertise: (perception, thieves' tools) 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. Sneak Attack: (1d6) 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.   Equipment ___________________________________________________ General Inventory (64.84 lbs.) Rapier - 2 lbs. Shortbow - 2 lbs. Quiver (20 arrows) - 1 lb. Leather Armor - 10 lbs. 2 x Daggers - 2 lbs. Thieves' Tools - 1 lb. Bottle of Black Ink Quill Small Knife - 1 lb. Letter from family about sister's antidote material Common Clothes - 3 lbs. Belt Pouch - 1 lb. Backpack - 5 lbs. Bag of 1,000 ball bearings - 2 lbs. String 10 ft Bell 5 x Candles Crowbar - 5 lbs. Hammer - 3 lbs. Pitons x10 - 2.5 lbs. Hooded Lantern - 2 lbs. 2 x Flask of Oil - 2 lbs. 5 x Rations (day) - 10 lbs. Tinderbox Waterskin - 5 lbs. Silk Rope 50ft - 5 lbs. Coin Purse (0.34 lbs.) Platinum: 0 Gold: 16 Electrum: 0 Silver: 6 Copper: 0   Encumbrance Max Load: 90 lbs. (15 x STR) Current Weight: 64.84 lbs.    
  3. Sherman Fleece "Bloodnut" - Ratfolk Rogue The meal was good. The spiced pheasant reminded him of his grandma’s cooking. He had not tasted that in many years though. ‘Eight years.’ he thought to himself. He made a mental note to bring his little sister to eat this once he obtained her medicine. He picked at the bird with a utensil he had brought out of his bag earlier. He didn’t understand how people could eat this food with their hands. He saw some of the other patrons wiping their greasy hands on their clothes and shuddered. He looked down at his clothes, worn but pristine. Well, mostly pristine, the walking from the day’s journey had left a fine layer of dust settle in on his clothing and armor. He would also need a bath as well.    He pulled his bag up from the floor and looked through his belongings and his mouth gaped wide. In his rush, he had forgotten to buy soap. He had not bathed the entire journey as his mind had been occupied, though he kept himself mostly clean. Compared to the others in this tavern he looked like he had just bathed. But he knew different. “Ariadna, can you draw a hot bath for me? Also, where can I buy some soap?” he asked her shortly before a commotion started to build behind him at a nearby table.   An elf-marked man and two bearfolk were in conversation with an odd-looking and dirty man. Others around the tavern had grown quiet as the dirty man had mentioned the map on the wall. Sherman had seen the map, but he had only glanced at it before. He took another look and his eyes widened. ‘What luck!’ he thought to himself. A map there in the open for anyone to review and a potential guide. He decided to listen in on their conversation, for the time being, if they truly were heading to the Scarlet Citadel, perhaps he could offer to join them.   Ariadna had heard his question and thought it ludicrous. She wasn’t going to prepare a bath for a customer that was sleeping in the nets. She didn’t like drawing bathes for the nobles that rented her best room and only did it as it was something expected, well that and she did have a reputation of providing the best suite in Redtower to maintain. “I’m afraid the bath is reserved BN. But I’m sure you’ll manage,” she replied to him in a sincere tone. She was keeping an eye on the gathering at one of her tables now and didn’t have time for silly requests that the Ratfolk was making of her.   The conversation between the caravan travelers and the dirty man continued to get heated and stopped abruptly when Elendris entered the tavern. Most human men seemed to be attracted to her, but Sherman was unsure why. Those horns looked awfully painful, and in an argument he was concerned what she might do with them. She spoke her peace at the man and nodded to him before speaking with Ariadna. Sherman couldn't help but nod back in return which he found strange. He didn't spend much time with her travelling but he felt oddly at ease around her. He would need to investigate this more. Surely he didn't trust her already. That would be foolish.   Mechanics ___________________________________________________ Main Hand: Empty Off Hand: Empty ___________________________________________________ Action: Your action. Bonus Action: Your bonus action goes here. Move: Your movement goes here. Manipulate: Your one free object interaction goes here. Character Sheet Sherman Fleece "Bloodnut" Ratfolk Rogue 1 ___________________________________________________ STATS Str 6 (-2) Dex 17 (+3) Con 14 (+2) Int 12 (+1) Wis 12 (+1) Cha 12 (+1) HP 10/10 HD 1d8 AC 15 (leather) Speed 25 ft. Swim 10 ft. Passive Perception 15 Initiative +3 DM Inspiration Yes Languages Common, Thieves' Cant Background Sage Feature  Researcher When you attempt to learn or recall a piece of lore, if you do not know that information, you often know where and from whom you can obtain it. Usually, this information comes from a library, scriptorium, university, or a sage or other learned person or creature. Your DM might rule that the knowledge you seek is secreted away in an almost inaccessible place, or that it simply cannot be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign. ___________________________________________________ WEAPONS Rapier +5 attack, 1d8+3 piercing damage Dagger (range 20/60) +5 attack, 1d4+3 piercing damage Shortbow (range 80/320) +5 attack, 1d6+3 piercing damage ___________________________________________________ PROFICIENCIES Proficiency +2 Saving Throws Dexterity +5, Intelligence +3  Skills Acrobatics +5, Arcana +3, Investigation +3, Perception +5*, Performance +6, Sleight of Hand +5, Stealth +5 Tools Thieves Tools +7* Weapons simple weapons, hand crossbows, longswords, rapiers, shortswords Armor Light ___________________________________________________ FEATS    ___________________________________________________ RACIAL FEATURES Swim: Ratfolk are capable, if slow, swimmers. You have a swimming speed of 10 feet. Darkvision: Accustomed to living underground and in other dingy places, you have superior vision in dark and dim conditions. To a distance of 60 feet from yourself, you can see in dim light 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. Nimbleness: You can move through a hostile creature's space in combat as long as it is size medium or larger. Pack Tactics: You have advantage on your attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated. Rodent Empathy: You have advantage on Handle Animal checks to influence the behavior of rodents. ___________________________________________________ CLASS FEATURES Expertise: (perception, thieves' tools) 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. Sneak Attack: (1d6) 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.   Equipment ___________________________________________________ General Inventory (64.84 lbs.) Rapier - 2 lbs. Shortbow - 2 lbs. Quiver (20 arrows) - 1 lb. Leather Armor - 10 lbs. 2 x Daggers - 2 lbs. Thieves' Tools - 1 lb. Bottle of Black Ink Quill Small Knife - 1 lb. Letter from family about sister's antidote material Common Clothes - 3 lbs. Belt Pouch - 1 lb. Backpack - 5 lbs. Bag of 1,000 ball bearings - 2 lbs. String 10 ft Bell 5 x Candles Crowbar - 5 lbs. Hammer - 3 lbs. Pitons x10 - 2.5 lbs. Hooded Lantern - 2 lbs. 2 x Flask of Oil - 2 lbs. 5 x Rations (day) - 10 lbs. Tinderbox Waterskin - 5 lbs. Silk Rope 50ft - 5 lbs. Coin Purse (0.34 lbs.) Platinum: 0 Gold: 16 Electrum: 0 Silver: 6 Copper: 0   Encumbrance Max Load: 90 lbs. (15 x STR) Current Weight: 64.84 lbs.  
  4. Sherman Fleece "Bloodnut" - Ratfolk Rogue 1  The trip had been quick. Well, quick for a caravan of the size Sherman had reluctantly joined. He had been quite eager to leave the caravan a few days in when the entire caravan had halted to make repairs on several damaged wheels. It turned out one of the young scouts that were supposed to be on the lookout for dangerous rocks had missed a few that were covered by mud from a rain a few days prior. The word lashing that the poor boy received left a deep impression that he did not want the caravan leader’s attention.   Rather than let himself possibly risk any infraction, Sherman took to scouting ahead for the caravan during the day. He would range several hundred meters from the caravan in different directions to ensure the caravan would have advance notice of any possible threats. Luckily, nothing happened and the caravan arrived, albeit slowly, at his destination. He said his farewells to the few others that he befriended on the journey, most were continuing on with the caravan, and mentioned that he was foolish to tempt fate by planning to enter the Scarlet Citadel.   He had not spoken about his reasoning. Not to them. The last thing he wanted was competition for the remedy that ailed his sister. No, he could not allow that. He needed the mushroom and planned on retrieving it at any cost. He looked up at the sky, the sun had just past it’s zenith and he knew that obtaining lodging for the evening should be his first priority and headed for The Cage Tavern & Inn. It was an odd amalgamation of cultures and history. He had heard a brief story about the Inn from one of the traveling storytellers with the caravan. While the stories of the place were impressive, the food was still to be judged.   He entered in ahead of the others that seemed to have their eyes set on leaving the caravan and made his way to the bar. He moved like water following cracks in a road around the bar, easily avoiding current occupants. Upon reaching the bar he set his pack down at one of the chair bases and pulled himself up onto one. He still had to stretch up a little and grab hold of the bar to get a good look around and spotted Ariadna Gjorski.    “Hello there,” Sherman said with some confidence. Best to start with confidence and then change if the need arose. It had been a good lesson he learned back in school. Being smaller than most others he could easily portray himself as weak or helpless, but in situations like this, it was better to appear strong and confident. Even if he was feeling the butterflies in his stomach.   “The posting at the front said that you had lodging for two silver a night.” He fingered a gold coin out of his pouch of gold that he had roped around his wrist and tucked under a bulge in his gauntlet. He didn’t keep all of his money in one place, but this spot was easy to make flourishes with. He placed the edge of the coin on the table and spun it quickly. The coin turned into a blurred sphere spinning in one spot for a few seconds before Sherman snatched it up and held it out to Ariadna in his open palm.    “Some food would be lovely as well if you wouldn’t mind Miss Ariadna.” He grinned showing off his clean, yet pointy smile. That was something that seemed to surprise most people that he spoke with for any given amount of time. He was exceptionally clean, for one of his kind at least, he also kept his nails trimmed, and his teeth clean. It was something his father had trained him in.    “Take every advantage you can and perfect it.” he recited his father's saying in his head.   Ariadna muffed a chuckle. She had seen a lot of things in her time at The Cage, but this sight was a first. The ratfolk held himself up in a proud stance, well as proud as you could expect when extending themselves to the table’s edge off of a barstool. He smiled warmly and walked nearer to his spot at the bar, her talisman and charms clinking and swaying as she made her way. “Yes. I do still have room. Are you sure you don’t want a room instead? Surely, someone of your…”, she drifted off for a second before deciding the play on words was worth the potential loss of income a caravan had just arrived after all, “stature would like to enjoy the finer comforts. It comes with meals as well.” She finished.  As she finished a wave of laughter erupted from the tavern and quickly subsided back into the common murmur of tavern talk.   Sherman’s smile didn’t fade. He was used to banter like this. He had practiced enduring it back in school. Though out in the wild it was much more difficult to remain calm. An itch ticked at the back of his neck, his hair started to rise a little before he broke into a forced chuckle. “My dear lady. I would need far more beer in me than I can physically drink to think I could turn this coin into two.” He rolled the gold coin through his fingers as he spoke. As the coin flipped about he let a second gold coin rollout of the bracer and into the flipping and then quickly returned it to it’s home leaving the single gold coin to rest in his palm again. “Though I am sure if I were such a magician I would gladly take you up on your finer arrangements. Sadly, I am not equipped for the requirements of that understanding.”   Ariadna laughed back at the Ratfolk and snatched up the coin. She flexed against the coin as she moved it to a pouch on her waist and verified it was a proper coin of material and weight before pulling out six silver to return to the customer. While this was happening her right hand had already filled a standard-sized mug with honeyed mead and placed it before him. “I take it you’re one of the lot that came by with the caravan. Though I am unsure what business you have here in Redtower.” She continued as she called for a plate of pheasant and soft cheese. “What do you go by?”   Sherman had quickly picked up the large mug and had just finished a drink when she finished her question. The mead was sweet and thick. A good mead. It would blend well with the pheasant and cheese. “Bloodnut.” he responded naturally. It was well known that Ratfolk only shared their names with friends and family. Perhaps one day this Ariadna would know his true name, but it would not be this day. The response from his nase elicited some disgusted responses from some of the occupants that had been listening in and yet some others seemed to have been expecting a name like this. It didn’t matter to Sherman. He was just doing what he had been trained to do. “I… see.” Ariadna said calmly and unsurprised. “How about I refer to you as BN.? Sound good?” She pulled a plate with a steaming pheasant from a window that looked into the kitchen and set it before him. “Well, enjoy yourself and let me know if you need any refills.”   Sherman nodded and started to enjoy the delicious food just served to him. He had been weeks on the road and the cooking here far surpassed anything the caravan had provided him.   Show Mechanics ___________________________________________________ Main Hand: Empty Off Hand: Empty ___________________________________________________ Action: Paying for lodging and food (4 silver) Bonus Action: Your bonus action goes here. Move: Your movement goes here. Manipulate: Your one free object interaction goes here. Show Mini Character Sheet Sherman Fleece "Bloodnut" Ratfolk Rogue 1 ___________________________________________________ STATS Str 6 (-2) Dex 17 (+3) Con 14 (+2) Int 12 (+1) Wis 12 (+1) Cha 12 (+1) HP 10/10 HD 1d8 AC 15 (leather) Speed 25 ft. Swim 10 ft. Passive Perception 15 Initiative +3 DM Inspiration Yes Languages Common, Thieves' Cant Background Sage Feature  Researcher When you attempt to learn or recall a piece of lore, if you do not know that information, you often know where and from whom you can obtain it. Usually, this information comes from a library, scriptorium, university, or a sage or other learned person or creature. Your DM might rule that the knowledge you seek is secreted away in an almost inaccessible place, or that it simply cannot be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign. ___________________________________________________ WEAPONS Rapier +5 attack, 1d8+3 piercing damage Dagger (range 20/60) +5 attack, 1d4+3 piercing damage Shortbow (range 80/320) +5 attack, 1d6+3 piercing damage ___________________________________________________ PROFICIENCIES Proficiency +2 Saving Throws Dexterity +5, Intelligence +3  Skills Acrobatics +5, Arcana +3, Investigation +3, Perception +5*, Performance +6, Sleight of Hand +5, Stealth +5 Tools Thieves Tools +7* Weapons simple weapons, hand crossbows, longswords, rapiers, shortswords Armor Light ___________________________________________________ FEATS    ___________________________________________________ RACIAL FEATURES Swim: Ratfolk are capable, if slow, swimmers. You have a swimming speed of 10 feet. Darkvision: Accustomed to living underground and in other dingy places, you have superior vision in dark and dim conditions. To a distance of 60 feet from yourself, you can see in dim light 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. Nimbleness: You can move through a hostile creature's space in combat as long as it is size medium or larger. Pack Tactics: You have advantage on your attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated. Rodent Empathy: You have advantage on Handle Animal checks to influence the behavior of rodents. ___________________________________________________ CLASS FEATURES Expertise: (perception, thieves' tools) 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. Sneak Attack: (1d6) 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.   Show Equipment ___________________________________________________ General Inventory (64.84 lbs.) Rapier - 2 lbs. Shortbow - 2 lbs. Quiver (20 arrows) - 1 lb. Leather Armor - 10 lbs. 2 x Daggers - 2 lbs. Thieves' Tools - 1 lb. Bottle of Black Ink Quill Small Knife - 1 lb. Letter from family about sister's antidote material Common Clothes - 3 lbs. Belt Pouch - 1 lb. Backpack - 5 lbs. Bag of 1,000 ball bearings - 2 lbs. String 10 ft Bell 5 x Candles Crowbar - 5 lbs. Hammer - 3 lbs. Pitons x10 - 2.5 lbs. Hooded Lantern - 2 lbs. 2 x Flask of Oil - 2 lbs. 5 x Rations (day) - 10 lbs. Tinderbox Waterskin - 5 lbs. Silk Rope 50ft - 5 lbs. Coin Purse (0.34 lbs.) Platinum: 0 Gold: 16 Electrum: 0 Silver: 6 Copper: 0   Encumbrance Max Load: 90 lbs. (15 x STR) Current Weight: 64.84 lbs.  
  5. 5 more days to get your apps in folks! Hop aboard!
  6. Sherman Fleece "Bloodnut" - Ratfolk Rogue The meal was good. The spiced pheasant reminded him of his grandma’s cooking. He had not tasted that in many years though. ‘Eight years.’ he thought to himself. He made a mental note to bring his little sister to eat this once he obtained her medicine. He picked at the bird with a utensil he had brought out of his bag earlier. He didn’t understand how people could eat this food with their hands. He saw some of the other patrons wiping their greasy hands on their clothes and shuddered. He looked down at his clothes, worn but pristine. Well, mostly pristine, the walking from the day’s journey had left a fine layer of dust settle in on his clothing and armor. He would also need a bath as well.    He pulled his bag up from the floor and looked through his belongings and his mouth gaped wide. In his rush, he had forgotten to buy soap. He had not bathed the entire journey as his mind had been occupied, though he kept himself mostly clean. Compared to the others in this tavern he looked like he had just bathed. But he knew different. “Ariadna, can you draw a hot bath for me? Also, where can I buy some soap?” he asked her shortly before a commotion started to build behind him at a nearby table.   An elf-marked man and two bearfolk were in conversation with an odd-looking and dirty man. Others around the tavern had grown quiet as the dirty man had mentioned the map on the wall. Sherman had seen the map, but he had only glanced at it before. He took another look and his eyes widened. ‘What luck!’ he thought to himself. A map there in the open for anyone to review and a potential guide. He decided to listen in on their conversation, for the time being, if they truly were heading to the Scarlet Citadel, perhaps he could offer to join them.   Ariadna had heard his question and thought it ludicrous. She wasn’t going to prepare a bath for a customer that was sleeping in the nets. She didn’t like drawing bathes for the nobles that rented her best room and only did it as it was something expected, well that and she did have a reputation of providing the best suite in Redtower to maintain. “I’m afraid the bath is reserved BN. But I’m sure you’ll manage,” she replied to him in a sincere tone. She was keeping an eye on the gathering at one of her tables now and didn’t have time for silly requests that the Ratfolk was making of her.   Mechanics ___________________________________________________ Main Hand: Empty Off Hand: Empty ___________________________________________________ Action: Your action. Bonus Action: Your bonus action goes here. Move: Your movement goes here. Manipulate: Your one free object interaction goes here. Character Sheet Sherman Fleece "Bloodnut" Ratfolk Rogue 1 ___________________________________________________ STATS Str 6 (-2) Dex 17 (+3) Con 14 (+2) Int 12 (+1) Wis 12 (+1) Cha 12 (+1) HP 10/10 HD 1d8 AC 15 (leather) Speed 25 ft. Swim 10 ft. Passive Perception 15 Initiative +3 DM Inspiration Yes Languages Common, Thieves' Cant Background Sage Feature  Researcher When you attempt to learn or recall a piece of lore, if you do not know that information, you often know where and from whom you can obtain it. Usually, this information comes from a library, scriptorium, university, or a sage or other learned person or creature. Your DM might rule that the knowledge you seek is secreted away in an almost inaccessible place, or that it simply cannot be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign. ___________________________________________________ WEAPONS Rapier +5 attack, 1d8+3 piercing damage Dagger (range 20/60) +5 attack, 1d4+3 piercing damage Shortbow (range 80/320) +5 attack, 1d6+3 piercing damage ___________________________________________________ PROFICIENCIES Proficiency +2 Saving Throws Dexterity +5, Intelligence +3  Skills Acrobatics +5, Arcana +3, Investigation +3, Perception +5*, Performance +6, Sleight of Hand +5, Stealth +5 Tools Thieves Tools +7* Weapons simple weapons, hand crossbows, longswords, rapiers, shortswords Armor Light ___________________________________________________ FEATS    ___________________________________________________ RACIAL FEATURES Swim: Ratfolk are capable, if slow, swimmers. You have a swimming speed of 10 feet. Darkvision: Accustomed to living underground and in other dingy places, you have superior vision in dark and dim conditions. To a distance of 60 feet from yourself, you can see in dim light 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. Nimbleness: You can move through a hostile creature's space in combat as long as it is size medium or larger. Pack Tactics: You have advantage on your attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated. Rodent Empathy: You have advantage on Handle Animal checks to influence the behavior of rodents. ___________________________________________________ CLASS FEATURES Expertise: (perception, thieves' tools) 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. Sneak Attack: (1d6) 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.   Equipment ___________________________________________________ General Inventory (64.84 lbs.) Rapier - 2 lbs. Shortbow - 2 lbs. Quiver (20 arrows) - 1 lb. Leather Armor - 10 lbs. 2 x Daggers - 2 lbs. Thieves' Tools - 1 lb. Bottle of Black Ink Quill Small Knife - 1 lb. Letter from family about sister's antidote material Common Clothes - 3 lbs. Belt Pouch - 1 lb. Backpack - 5 lbs. Bag of 1,000 ball bearings - 2 lbs. String 10 ft Bell 5 x Candles Crowbar - 5 lbs. Hammer - 3 lbs. Pitons x10 - 2.5 lbs. Hooded Lantern - 2 lbs. 2 x Flask of Oil - 2 lbs. 5 x Rations (day) - 10 lbs. Tinderbox Waterskin - 5 lbs. Silk Rope 50ft - 5 lbs. Coin Purse (0.34 lbs.) Platinum: 0 Gold: 16 Electrum: 0 Silver: 6 Copper: 0   Encumbrance Max Load: 90 lbs. (15 x STR) Current Weight: 64.84 lbs.  
  7. "Deft hands and quick feet are how you stay alive in this dangerous world." Sherman Fleece "Bloodnut"  Race: Ratfolk | Class: Rogue | Level: 1 | Background: SageSkill Proficiencies: Arcana, History Tool Proficiencies: None Languages: Two of your choice Equipment: A bottle of ink, a quill, a small knife, a letter from a dead colleague posing a question you have not yet been able to answer, a set of common clothes, and a pouch containing 10gp Specialty: Alchemist Feature: Researcher When you attempt to learn or recall a piece of lore, if you do not know that information, you often know where and from whom you can obtain it. Usually, this information comes from a library, scriptorium, university, or a sage or other learned person or creature. Your DM might rule that the knowledge you seek is secreted away in an almost inaccessible place, or that it simply cannot be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign. | Experience: 0 | Character Sheet  Age: 14 | Height: 2'8" | Weight: 34 lbs. | Gender: Male | Hair: White | Alignment: CN HP: 10/10 | Passive Perception: 15 | Speed: 25ft | Armor Class: 14 | Size: Small | Init:+5 Personality- I tend to be overly friendly and will befriend even strangers walking by. - I don't mind a little risk, but survival is important. I will not risk my life for those I do not know. - I enjoy celebrating, but with a small group. Large crowds are uncomfortable. | Ideals- Laws are not needed. They just restrict possible outcomes. - Everyone should strive to be the best person they can be. - Great rewards only come after great effort. - I have a personal code of honor that I rarely break. | Bonds- My family and companions rely on me for survival, and I will go to great lengths to ensure their safety. - My sister is poisoned and needs a rare material located in the caves under the Scarlet Citadel | Flaws- I tend to over plan, which sometimes causes me to miss out on good opportunities. - I can sometimes be too trusting. - I sometimes steal things to see if I can and if the person notices. I then return the items to them later saying I found it somewhere. | Class FeaturesExpertise Sneak Attack Thieves' Cant | Racial FeaturesSwim: You have a swim speed of 10ft Darkvision: 60ft Nimbleness: You can move through a hostile creature's space in combat as long as it is size medium or larger. Pack Tactics: You have advantage on your attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated. Rodent Empathy: You have advantage on Handle Animal checks to influence the behavior of rodents. ____________________________________________________________ Description Before you is a small Ratfolk, even small for Ratfolk. A quick glance shows him to be of typical build for a healthy Ratfolk, though you have not seen many Ratfolk. His slight muscular build is not very impressive, to say the least, but his speed and dexterity with the dagger he is flipping through his fingers belies his appearance as being weak. His eyes flick around every now and again taking in the movement around leaving you with the impression that he is very aware of his surroundings. He speaks with a soft and comforting tone and has a warm smile. Despite being a rodent, he is exceptionally clean. In fact, he is almost too clean. It is sort of unsettling. ____________________________________________________________ Ability Scores STR: 6 | DEX: 17 | CON: 14 | INT: 12 | WIS: 12 | CHA: 12 ____________________________________________________________ Goals- To find the rare mushroom to help cure his younger sister. - I would like for Sherman to gain respect throughout the Ratfolk communities. Similar to folk hero but more widespread. I know we're most likely not going anywhere but the Scarlet Citadel. But this would be cool. | Hooks- While at the academy he would always place after his good friend. His friend, Lester, graduated early and Sherman has not heard about him since he left to the north to explore some ruins. - His sister wants to go train at a magical academy in the Magocracy of Allain. This will require a substantial amount of wealth and connections. - Sherman's father went missing seven years ago. He has never figured out why. - Sherman became the anchor for his sister after their father left. Little did she know that she was his anchor and the only reason he had succeeded so far. | Secrets- While in school Sherman and Lester would visit nearby ruins. In one of the ruins they triggered a trap but they are unsure what it did and have not looked into it since. - Sherman's father sold himself to a cult to protect his family from becoming their sacrifices - The box that Sherman's sister opened was given to her by this cult, It would seem Sherman's father only bought them time | Memories- Sherman remembers the last day he saw his father. The family went to the nearby river and fished up lunch. They stayed at the river all day talking about good things and the future. His father disappeared that night. While not the savant that his younger sister is, he always tries his best to be the role model that she deserves. - Sherman's first date was while he was at the academy. He went out with Jacolyn to a festival at a nearby village where they stayed out late and watched fireworks. While on this date he impressed himself with his confidence as he was able to explain how fireworks worked. It was a subject he had recently studied in one of his alchemy classes. - Sherman, Jacolyn, and Lester used to have late-night study sessions where Lester would cook up delicious snacks, Jacolyn would play her harmonica, and Sherman would sing a little tune or recite a story. They were good times and bring warm feelings to his mind during trying times. - Sometimes Sherman would spend extra hours in the lab messing with different recipes and mixing different ingredients to see what would happen.   ____________________________________________________________   The Letter It had been a good morning the day IT happened. He had been summoned to Markus’ office at the Academy of Ponce. It was a small school where Ratfolk around the region would gather to learn valuable skills to help themselves and their packs survive in the dangerous world.    He had just recently graduated and had been packing his things to make the long journey home. It had been three years since he had last been home. He could still remember the sound of the river falls and the laughter of his little sister, Penelope, as she raced across the make-shift balancing trainers that had been planted in difficult positions. She had been a natural at it, where it took him dedication and training she would pick it up within minutes. Memories of teaching her various stances and skills flicked through his memory as he walked to the master’s office.   Occasionally he would wave at a fellow student as he passed by. Speaking of fond farewells and of adventures and luck to come. But it wasn’t long before he arrived at his location. He took a breath and knocked on the door.   ”Come in.” a voice said from the other side of the door and Sherman pushed through the trick door. It had been designed as one of the first tests. The door was pushed one way and opened in another. A bar and latch ran through the middle of the door allowing both entry and exit from the room simultaneously but without access to the person on the other side. A hidden latch in the wall needed to be flipped to continue the rotation into the room while in complete darkness. Sherman had been in this office many times during his stay for various reasons though and knew the location of the switch by memory. He flicked it with his foot and continued into the room, the latch on the door clicking into place as he passed through.   ”Ahh good you have arrived. Have a seat. Drink this.” the voice of Markus said while handing him a glass of some amber-colored liquid.    Sherman when through the tests quickly to verify that it was not poisoned and nodded internally when he was satisfied then drank down the liquid in one gulp. A letter was quickly handed to him afterward. Sherman noticed that the letter had been opened even though it was addressed to him.   ”Yes. We read all mail going in and out of the academy. Security. We did not have time to reseal this letter though. You will want to be reading it before asking any more questions.”   Sherman opened the letter and his expression changed from curiosity to fear as he read the tear-stained letter. It outlined a story of Penelope being given a rare box during a recent festival. A box she was told would hold wondrous treasures to the one who opened it. It seems the merchant had bought it off someone who said they purchased it from someone else. None of them were able to open the box. But she did.   They found the merchant several days later dying on the side of the road talking about how the curse was lifted and how he could finally rest. Scholars and priests were brought and his sister’s ailment was revealed to be an incredibly rare poison. They were bidding Sherman to look for the ingredients that were said to be the cure for this poison. The only reference they could find was that someone had once found a new species of mushroom in the caverns below Scarlet Citadel. There was a rough sketch copied from the sourcebook, it’s name, and a description of the mushroom.    Sherman’s heart raced. He began to sweat as he re-read the letter and looked up to Markus. “Is this another test.” he said with chilled fury.    Markus’ face saddened and he shook his head. “No. The letter was delivered this morning. Scarlet Citadel lies two weeks to the north.” He let another letter fall to his desk. “I suppose you won’t be needing this job recommendation after all then.” he continued. “Go. Save your sister. We can speak of jobs when you are done.”   Sherman ran faster than he had ever run before. Within hours he had secured passage with a caravan heading to Redtower under the guise of a traveler, he did not have the imposing image to warrant being a guard. But he offered his services as a scout to help pay for his lodging and food and the caravan leader agreed and wrote up a contract. They left the area shortly after.   ____________________________________________________________   Extra story coming soon      
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