MysteriousMiller Posted January 9 Clone Share Posted January 9 (edited) Riffraff "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 +5 | Stealth +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 ExpertiseYou have learned to regain some of your magical energy bAt 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. (Investigation, Perception) At 6th level, you can choose two more of your proficiencies (in skills or with thieves' tools) to gain this benefit. | 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' CantDuring 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. | RACIAL TRAITS DarkvisionAccustomed 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. | SwimRatfolk are capable, if slow, swimmers. You have a swimming speed of 10 feet. | NimblenessYou can move through a hostile creature’s space in combat as long as it is size Medium or larger. | Pack TacticsYou 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 EmpathyYou have advantage on Handle Animal checks to influence the behavior of rodents. 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 February 5 by MysteriousMiller (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
MysteriousMiller Posted January 9 Author Clone Share Posted January 9 (edited) Riffraff RatfolkAbility Score Increase. Your Dexterity score increases by 2 and your Intelligence score increases by 1, but your Strength score reduces by 2. Age. Ratfolk have shorter lifespans than humans, reaching adulthood at around age 12. They live up to 60 years. Alignment. Ratfolk care more about their close-knit families and acquiring material goods than any lofty ideals. Most tend to be neutral in alignment. Size. Ratfolk are about 3 feet tall and weigh around 40 pounds. Your size is Small. Speed. Your base walking speed is 25 feet. 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. Languages. You can speak, read, and write Common., ScoundrelSkill Proficiencies: Acrobatics, Sleight of Hand Tool Proficiencies: Gaming Set (Cards), Forgers Kit Languages: none Equipment: A set of common clothes, pouch containing 100 ball bearings, and a pouch containing 10gp Features 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. - Rogue 1 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 February 5 by MysteriousMiller (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
MysteriousMiller Posted February 3 Author Clone Share Posted February 3 (edited) 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 February 3 by MysteriousMiller (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
MysteriousMiller Posted February 5 Author Clone Share Posted February 5 @bwatford I think Riffraff is ready for review I'll post in the pre-game chat when I have some time tomorrow Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
bwatford Posted February 8 Clone Share Posted February 8 Solid submission, nice tie in. Great art choice. Good luck in final selection. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
MysteriousMiller Posted February 8 Author Clone Share Posted February 8 4 hours ago, bwatford said: Solid submission, nice tie in. Great art choice. Good luck in final selection. Many thanks...I'm sure the choice will be tough as always. You do seem to always attract a good crowd! Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Guest Posted February 9 Clone Share Posted February 9 Love the art choice too. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
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