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Sherrin, Human Rogue


morgan_

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Name: Sherrin

Age: 24

Former Profession: Thief

Race: Human (Variant)

Class: Rogue

Background: Criminal

Stats: Str. 12 | Dex. 16 | Con. 14 | Int. 8 | Wis. 14 | Cha. 10

Skill Proficiencies: Acrobatics, Athletics, Deception, Investigation, Perception, Sleight of Hand, Stealth

 

 

Image:

sherrin.png.78580601c8eacc76ebcfecba75cb643a.png

 

Physical Description:

Sherrin is a young woman of average height and lean build. She has red hair, brown eyes, and pale skin. She prefers to wear dark, loose-fitting clothing so as not to stand out and to conceal her knives and leather armor. She speaks softly and tends not to overshare. When she enters a room, her eyes go first to possible escape routes and second to whatever valuables are around.

 

Backstory:

Sherrin life of thievery began in Suzail, a bustling port city and capital of Cormyr, where from a young age she displayed a knack for getting into places she wasn't supposed to be and slipping away without a trace. It wasn’t long before she caught the attention of Oaks, a seasoned rogue who recognized her potential and took her under his wing. Together, they became an effective team of burglars.

Their partnership eventually led them to target a warehouse belonging to Bozman, a powerful crime lord who holds sway over the city's underworld. When the job went south, Oaks ended up in prison and the crime lord went after Sherrin with a vengeance. After Bozman’s men burned down the boarding house Sherrin was staying in. She escaped the fire, but lost everything she owned. Fearing for her life, Sherrin made the difficult decision to flee the city and seek refuge in the Borderlands. It was there that she found the Silver Hawk Company.

 

Personality:

Light-fingered and fleet-footed, Sherrin is a natural thief. She does not care for the law, nor does she care about the consequences of her past crimes (mostly limited to burglary and larceny). Her most noble quality is her loyalty to her friends, from whom she would never steal. Although she is pecuniarily-minded, she will happily share her pickings with others in exchange for friendship or a favor, for that those are worth much more than gold. She prefers making friends over enemies, especially after making an enemy of Bozman back in Suzail.

 

Knives
  • Sherrin can’t go back to Suzail, at least for now. If she does, she’ll be caught between the city guards and Bozman’s gang. She’s not thrilled with being exiled to the Borderlands.
  • Sherrin feels the absence of her mentor Oaks, who is currently in prison. Although she can communicate with him by letter, she feels lost without his guidance.
  • Bozman, one of the most powerful bosses in Suzail, is actively seeking vengeance against Sherrin for her role in a failed heist against him. Sherrin’s put a lot of distance between her and him, but she feels she’s not out of the woods yet.
  • Sherrin also wants revenge against Bozman for burning down her house; she lost everything in the fire (even the stuff she didn’t steal) and had to leave town out of fear.
  • Acorn is another disciple of Oaks, who also participated in the Bozman job, and fled Suzail along with Sherrin fled. She, however, continued to be a thief when Sherrin joined the Silver Hawks.
  • Sherrin is grateful to find “honest” employment with the Silver Hawk Company. She is excited for the security the mercenary group provides. She’s even considering giving up thievery if this job works out.
  • Completely lacking any talent for magic, Sherrin is distrusting of it and is dismissive of those who rely on it. She takes pride in using mundane tools and her own natural talents to get the job done. She wouldn’t refrain from using a magic item if she found one, though.

 

What do you expect from this game?

  • I am excited to discover a new setting and meet new characters.

What do you expect from me (The GM?)

  • Communication and organization are important, as is working with the players to create a compelling roleplaying experience.

What do you expect from other players?

  • Respect for other players, consistent and active participation in the game.
Edited by morgan_
adapted backstory to forgotten realms setting (see edit history)
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sherrin_token.png.6e2c433d1ef85e747c8483af0cfbd733.pngSherrin — Human Rogue 3 

ACStudded leather armor AC = 13 + Dex modifier:
HPHD: 3d8:
SpeedWalking: 40 ft.
Climbing: 40 ft.
:

15
24/24
40 ft.

StrengthStrength Save: +1
Strength Checks: +1
Athletics: +3
:
DexterityDexterity Save: +5
Dexterity Checks: +3
Acrobatics: +5
Sleight of Hand: +7
Stealth: +5
:
ConstitutionConstitution Save: +2
Constitution Checks: +2
:

12
16
14

(+1)
(+3)
(+2)

IntelligenceIntelligence Save: +1
Intelligence Checks: -1
Arcana: -1
History: -1
Investigation: +1
Nature: +1
Religion: -1
:
WisdomWisdom Save: +2
Wisdom Checks: +2
Animal Handling: +2
Insight: +2
Medicine: +2
Perception: +6
Survival: +6
:
CharismaCharisma Save: +0
Charisma Checks: +0
Deception: +2
Intimidation: +0
Performance: +0
Persuasion: +0
:

8
14
10

(-1)
(+2)
(+0)

LanguagesCommon, Gnomish, Thieves' Cant
ProficienciesArmor Proficiencies: Light Armor
Weapon Proficiencies: Hand Crossbow, Longsword, Rapier, Shortsword, Simple Weapons

Tool Proficiencies: Forgery Kit, Playing Card Set, Thieves' Tools

Feat: MobileMobile: Your speed increases by 10 feet. When you use the Dash action, difficult terrain doesn't cost you extra movement on that turn. When you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.
Source: PHB p. 168

This is a template.

Description. "Speech." 'Thought.' 

OOC

 

Actions

Actions:
Attack, Cast a Spell, Dash, Disengage, Dodge, Help, Hide, Ready, Search, Use an Object, Opportunity Attack, Grapple, Shove, Improvise, Two-Weapon Fighting, Interact with an Object

Bonus Actions:
Cunning Action—You can take a bonus action on each of your turns to take the Dash, Disengage, or Hide action.

Reactions:

Skirmisher—Starting at 3rd level, you are difficult to pin down during a fight. You can move up to half your speed as a reaction when an enemy ends its turn within 5 feet of you. This movement doesn’t provoke opportunity attacks.

Stat Block

[b][url=/sheets/?id=2876702]Sherrin[/url][/b] [i]Human (Variant) Rogue 3 (Scout) CN[/i] [b]AC[/b] 15 [b]HP[/b] 17 [b]Speed[/b] 40ft [b]Str[/b] 12 (1) [b]Dex[/b] 16 (3) [b]Con[/b] 14 (2) [b]Wis[/b] 14 (2) [b]Int[/b] 8 (-1) [b]Cha[/b] 10 (0) [b]Attacks[/b] [b]Shortsword (Pierce/5 ft.)[/b] +5 1d6+3 [b]Dagger (Pierce/5 ft./20 ft.(60 ft.))[/b] +5 1d4+3 [b]Dart (Pierce/20 ft.(60ft.))[/b] +5 1d4+3 [b][/b] [b][/b] [b]Rogue Features:[/b] [b]Sneak Attack:[/b] 1d6 -- PHB, pg. 96 Once per turn, you can deal an extra 2d6 damage to one creature you hit with an attack with a finesse or ranged weapon if you have advantage on the attack roll. You don’t need advantage on the attack roll if another enemy of the target is within 5 ft. of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll. [b]Cunning Action:[/b] 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. [b]Skirmisher:[/b] Starting at 3rd level, you are difficult to pin down during a fight. You can move up to half your speed as a reaction when an enemy ends its turn within 5 feet of you. This movement doesn’t provoke opportunity attacks. [b]Racial Traits:[/b] [b]Feat: Mobile[/b] PHB, pg. 168 Your speed increases by 10 feet. When you use the Dash action, difficult terrain doesn't cost you extra movement on that turn. When you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not. [b]Background:[/b] Criminal / Spy Feature: Criminal Contact 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.
Sherrin
Human (Variant) Rogue 3 (Scout) CN

AC 15 HP 17 Speed 40ft

Str 12 (1) Dex 16 (3) Con 14 (2) Wis 14 (2) Int 8 (-1) Cha 10 (0)

Attacks
Shortsword (Pierce/5 ft.) +5 1d6+3
Dagger (Pierce/5 ft./20 ft.(60 ft.)) +5 1d4+3
Dart (Pierce/20 ft.(60ft.)) +5 1d4+3



Rogue Features:
Sneak Attack: 1d6 -- PHB, pg. 96
Once per turn, you can deal an extra 2d6 damage to one creature you hit with an attack with a finesse or ranged weapon if you have advantage on the attack roll. You don’t need advantage on the attack roll if another enemy of the target is within 5 ft. of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.

Cunning Action: 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.

Skirmisher: Starting at 3rd level, you are difficult to pin down during a fight. You can move up to half your speed as a reaction when an enemy ends its turn within 5 feet of you. This movement doesn’t provoke opportunity attacks.

Racial Traits:
Feat: Mobile PHB, pg. 168
Your speed increases by 10 feet. When you use the Dash action, difficult terrain doesn't cost you extra movement on that turn. When you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.

Background:
Criminal / Spy
Feature: Criminal Contact
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.

 

Inventory

Gp: 14 Sp: 7 Cp: 9

Equipped:

Slippers of Spider Climbing
Traveler's Clothes
Crowbar
Dagger (2)
Dart (20)
Shortsword
Signal Whistle
Studded Leather Armor
Thieves' Tools

Backpack:

Acid (1 vial)
Ball Bearings (bag of 1000)
Bedroll
Bell
Caltrops (10 bags of 20)
Candle (5)
Chalk (10 pieces)
Grappling Hook
Hammer
Hooded Lantern
Mess Kit
Oil (7 flasks)
Piton (10)
Rations (10 days)
Sack
Scroll/Map Case
Silk Rope (50 ft.)
String (10 ft.)
Tinderbox
Waterskin

Mule:

Bit and Bridle
Feed* (20 days)
Pack Saddle
Portable Ram

Saddlebags:

Blanket
Common Clothes (dark with hood)
Forgery Kit
Hempen Rope (50 ft.)
Manacles
Perfume (1 vial)
Playing Card Set
Soap
Shovel
Whetstone

Edited by morgan_ (see edit history)
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