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Sherman Fleece "Bloodnut", Ratfolk Rogue


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"Deft hands and quick feet are how you stay alive in this dangerous world."

spacer.pngSherman 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.

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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.

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Ability Scores

STR: 6 | DEX: 17 | CON: 14 | INT: 12 | WIS: 12 | CHA: 12

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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.

 

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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.

 

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Extra story coming soon

 

 

 

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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

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Main Hand: Empty
Off Hand: Empty

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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

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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.

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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

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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

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FEATS 

 

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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.

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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

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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.


 

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