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"Riffraff" Ratfolk Rogue


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Riffraff

 

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"Gotta keep one jump ahead of the breadline"

 

ROGUE 1


Ratfolk male, true neutral


Armor Class 15

Hit Points 9 (1d8)
Speed 25' ft.


Senses darkvision, passive perception (15) 20' ft.

Languages Common, Thieves' Cant

Proficiency Bonus +2

 

ABILITIES & SKILLS
Proficiency Bonus: +2


Strength 10 (+0)
Save +0
Athletics +0


Dexterity 16 (+3) 
Save +5
Acrobatics +5 | Sleight of Hand +5Stealth +5


Constitution 12 (+1)
Save +1
No skills associated.


Intelligence 13 (+1)
Save +3
Arcana +1 | History +1 | Investigation +5 (E) | Nature +1 | Religion +1


Wisdom 12 (+1)
Save +1
Animal Handling +1 | Insight +1 | Medicine +1 | Perception +5 (E) | Survival +1


Charisma 12 (+1) 
Save +1
Deception +3 | Intimidation +1 | Performance +1 | Persuasion +1

(E) denotes expertise. / Bold denotes proficiency.

PROFICIENCIES & ABILITIES


PROFICIENCIES

  • Tools Card Games, Thieves' tools, Forgery Kit
  • Instruments  
  • Weapons Simple weapons, hand crossbows, longswords, rapiers, shortswords
  • Armors Light

ROGUE CLASS ABILITIES
Expertise | Sneak Attack (1d6) | Thieves' Cant | 


RACIAL TRAITS
Darkvision | Swim | Nimbleness | Pack Tactics | Rodent Empathy


BACKGROUND FEATURES

Urban ExplorerYou are familiar with the layout and rhythms of towns and cities. When you arrive in a new city, you can quickly locate places to stay, where to buy good quality gear, and other facilities. You can shake off pursuers when you are being chased through the streets or across the rooftops. You have a knack for leading pursuers into a crowded market filled with stalls piled high with breakable merchandise, or down a narrow alley just as a dung cart is coming in the other direction.

 

WEAPONS


WEAPONS

  • Dagger +5 to hit for (1d4+3) piercing damage. | Finesse, light, thrown (20/60)
  • Sling +5 to hit for (1d4+3) bludgeoning damage. | Ammunition, (30/120)

WEAPON OPTIONS (Midgard Heroes Handbook)

  • Pinning Point (Dagger)When you make a melee or ranged weapon attack with a dagger, you may attempt to pin a Large or smaller creature to a wall or surface by catching their clothing with the knife’s point. This maneuver can be used against creatures without clothing at the GM’s discretion. Make an attack roll; if the attack hits, the target must make a Strength saving throw. On a failure, the target’s speed is reduced to zero until the dagger is removed. The target can make another Strength saving throw as an action on its turn.
  • Concealed Blade (Dagger)Instead of making a Dexterity (Stealth) check to hide yourself, you may make a Dexterity (Sleight of Hand) check—contested by an active or passive Wisdom (Perception) check—to conceal your stiletto. As an action, you may make a weapon attack with a concealed dagger against a creature that has not yet acted in combat. This attack has advantage.
  • Underdog Strike (Sling)As an action, you may make a single ranged weapon attack with your sling against a creature at least 1 size category larger than you. This attack deals normal weapon damage, and an extra 1d4 bludgeoning damage per size category difference.
  • HeadcrackAs an action, you may make a single ranged weapon attack with your sling. If the attack hits, the target must make a Constitution saving throw or be stunned until the beginning of its next turn.

 

EQUIPMENT & ENCUMBERANCE


TOTAL ENCUMBERANCE (94.72 lbs.)

  • Weight: 94.72 lbs. / 150 lbs. max. (15 x STR Score)
  • Status: Unencumbered
  • Penalty: None

MONEY POUCH (0.22 lbs.)

Copper: 0 | Silver: 7 | Gold: 4 | Obsidian: 0 | Platinum: 0

(11 Coins x .02 lbs. = 0.22 lbs. Total Weight)


EQUIPEMENT READIED (26.5 lbs.)

Equipped items can be retrieved with a manipulate item interaction.

  • Armor (17 lbs.) Studded Leather Armor (13lbs), Common Clothes - 3 lbs.
  • Weapons (2 lbs.) 2 Dagger - 2 lb. | Sling
  • Readied Items (7.5 lbs.) Sling Bullets - 1.5 lbs. | Healer's Kit - 3 lbs. | Thieves' Tools - 1lb | Ball Bearings - 2lbs | Gaming Set - Cards | signal whistle

EQUIPMENT STORED (68 lbs.)

Stored items can be retrieved with an action.

  • In Backpack (42 lbs.) Backpack - 5 lbs. | Mess Kit - 1 lbs. | Forgery Kit - 5lbs | Tinderbox - 1lb | 10 Torches - 10lbs | 10 Days Rations - 20lbs | 10 chalk | candle | 10 feet string
  • Strapped to Backpack (26 lbs.) Waterskin - 5 lbs. | Hemp Rope & Grappling Hook - 14 lbs. | Bedroll - 7 lbs.

EQUIPMENT NOT CARRIED (--)

  • At Home nothing

* Denotes magic item (see below)

 

MAGIC ITEMS


NON-ATTUNED

 


ATTUNED (0/3)

 

 

APPEARANCE


Age 12 | Height 3' 2" | Weight 42 lbs. | Hair "Mousy"| Eyes Black | Complexion Fair


Crossing paths with Riffraff in the street, you might think him a gnome or halfling as the little fellow keeps himself bundled up in oversize clothing, a dark hood pulled up to try to conceal his features. The last thing he wants is to be noticed when he's out and about "acquiring" stuff! Closer inspection reveals an unusual gait as he strolls, and occasionally a long whisker or the tip of a tail might give away the truth of his species...though he'll be "on his toes" before you could give a decent description to the Watch.

In private, with friends and when working (or playing) in the Emporium, Riffraff openly flaunts his "murine" bloodline, playing up to the stereotype and mocking those who might comment on any of his bad habits...and especially those suckers who have paid to see him and his companions in the Gallery of Science. His mousy-brown fur is generally clean and well-groomed, his teeth are white and sharp and his eyes black and mischievous.

He's typically dressed in leathers, with a variety of picks, tools, daggers and the like secreted about his person. he always carries a pack of cards and fiddles with them constantly, shuffling and riffling the deck whilst chatting or thinking...hence the unusual name given to him by his closest friends, the other "freaks" that make up the Emporium's show.

 

BACKGROUND


SCOUNDREL
Source Southlands Players Guide (Kobold Press)


  • Personality Traits: I always sit with my back to the wall and my eyes on the exits. With teeth like these, flashing a big smile gets me into trouble as much as it gets me out.
  • Ideals: Ropes and chains are made to be broken. Locks are meant to be picked. Doors are meant to be opened.
  • Bonds: The strange collection of misfits in the "Gallery of Science" at the Emporium are my true family.
  • Flaws: It's not stealing if someone else needs it more!

Background Feature: Urban Explorer

You are familiar with the layout and rhythms of towns and cities. When you arrive in a new city, you can quickly locate places to stay, where to buy good quality gear, and other facilities. You can shake off pursuers when you are being chased through the streets or across the rooftops. You have a knack for leading pursuers into a crowded market filled with stalls piled high with breakable merchandise, or down a narrow alley just as a dung cart is coming in the other direction.


BACKSTORY

It was a little over a decade ago, on a dark and stormy night, that Professor Montague Marat, proprietor of a traveling sideshow and curiosity collection, came across a most unusual orphan.

Lying in the gutter, mewling and hissing, was the largest "pinkie" that he had ever seen. The cart would have run it clean over but for the professors sharp eyes and ears. Climbing down from the wagon, he marvelled at the size of the blind, furless rat pup...this was surely a most wondrous addition to his strange menagerie.

So it was that the little "Rat-Boy" was taken in, fed, cared-for, and in a strange way loved, by the Professor and his collection of odd-balls and misfits. Within a few years he was earning his keep, not only as part of the show, but also as a talented scavenger, who would go out into the streets of whatever town or city they were visiting and "acquire" whatever food, medicine, tools or nik-naks the troupe required.

When the professor rolled into Diamond Lake and met Zalamandra, setting up the Emporium to reel in the gamblers, whorers and suckers, the little Rat-Boy quickly took to his new surroundings. He became a dab-hand with a pack of cards and earned himself a new name - Riffraff!

Ten years later, and the Professor is gone, though his collection of odd-balls remains in the "Gallery of Science" at the Emporium. Riffraff lingers on, still fleecing the suckers and providing for his strange family. There are some things he doesn't like about his home...the "rat game" for one! But how can a "Street Rat" like him escape from a dead-end town like Diamond Lake?

Edited by MysteriousMiller (see edit history)
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Posted (edited)

 

Riffraff

 Ratfolk, Scoundrel - Rogue 1image.png.5ef1191979de0d01f9f98f3d1d0feefe.png
image.png.30b924e658ca3da1577a1e996d5a58f6.png


AC: 15 | HP: 9/9 | Init: +3 | PP: 15

Sneak Attack: 1d6 | DM Inspiration: 0


Post goes here.

"Speech"

thoughts in italics

Mechanics

Main Hand: Empty
Off Hand: Empty


Action: Your action goes here.
Bonus Action: Your bonus action goes here.
Move: Your movement goes here.
Manipulate: Your one free object interaction goes here.

     
Edited by MysteriousMiller (see edit history)
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  • 4 weeks later...

Starting Money: (background) 10gp

Items Sold:

Leather armour (10gp), Rapier (25gp), Shortbow (25gp), Quiver (1gp), Arrows (1gp) = 62gp

Items Purchased:

Sling (1sp), bullets (4cp), Studded Leather (45gp), Forgery Kit (15gp), Healers Kit - 5gp, Grappling Hook - 2gp, 10 chalk - 1sp, signal whistle - 5cp. candle - 1cp. 10 feet string - 0 = 67gp 3sp

Remaining Coin: 4gp 7sp

Edited by MysteriousMiller (see edit history)
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