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Hargrimm Redbeard


PlotDevice

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  Hargrimm Redbeard 

Follower of Vergadain

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"If you tire of my words, I have several friends who speak with their axes."

 

ROGUE (Swashbuckler) 4 / WARLOCK (Hexblade) 4 (GESTALT)

Medium humanoid male (Shield Dwarf), Chaotic Good


Armor Class 19

Hit Points 35 ( 4d8 )
Speed 25 ft.


Senses darkvision, passive perception 17

Languages common, dwarvish

Proficiency Bonus +2

 

ABILITIES & SKILLS 

Proficiency Bonus: +2

Strength 13 (+1)
Save +1 
Athletics +3


Dexterity 20 (+5) 
Save +7
Acrobatics +5 | Sleight of Hand +7Stealth +7


Constitution 15 (+2)
Save +2
No skills associated.


Intelligence 14 (+2)
Save +2
Arcana +2 | History +2 | Investigation +6 | Nature +2 | Religion +2


Wisdom 13 (+1)
Save +3
Animal Handling +1 | Insight +3 | Medicine +1 | Perception +1 | Survival +1


Charisma 20 (+5) 
Save +5
Deception +7 | Intimidation +5 | Performance +5 | Persuasion +7

Bold denotes proficiency.

 
PROFICIENCIES & ABILITIES

 PROFICIENCIES

  • Tools Alchemist's Supplies, Disguise Kit, Forgery Kit, Thieves' Tools 
  • Instruments none
  • Weapons simple weapons, martial weapons
  • Armors light, medium, shields

ROGUE CLASS ABILITIES
Expertise: Investigation, Thieves' ToolsAt 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.

At 6th level, you can choose two more of your proficiencies (in skills or with thieves' tools) to gain this benefit.
 | Sneak Attack +2d6Beginning 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.
 | Cunning ActionStarting 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. | Fancy FootworkWhen you choose this archetype at 3rd level, you learn how to land a strike and then slip away without reprisal. During your turn, if you make a melee attack against a creature, that creature can't make opportunity attacks against you for the rest of your turn. | Rakish AudacityStarting at 3rd level, your confidence propels you into battle. You can give yourself a bonus to your initiative rolls equal to your Charisma modifier.

You also gain an additional way to use your Sneak Attack; you don't need advantage on your attack roll to use Sneak Attack against a creature if you are within 5 feet of it, no other creatures are within 5 feet of you, and you don't have disadvantage on the attack roll. All the other rules for Sneak Attack still apply to you.


WARLOCK CLASS ABILITIES

Pact MagicYou know two cantrips of your choice from the warlock spell list. You learn additional warlock cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Warlock table.

Spell Slots[–]

The Warlock table shows how many spell slots you have to cast your warlock spells of 1st through 5th level. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your warlock spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.

For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell witch bolt, you must spend one of those slots, and you cast it as a 3rd-level spell.

Spells Known of 1st Level and Higher[–]

At 1st level, you know two 1st-level spells of your choice from the warlock spell list.

Additionally, when you gain a level in this class, you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability[–]

Charisma is your spellcasting ability for your warlock spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier

Spellcasting Focus[–]

You can use an arcane focus as a spellcasting focus for your warlock spells.
 | Otherworldly Patron: HexbladeOtherworldly Patron

At 1st level, you have struck a bargain with an otherworldly being chosen from the list of available patrons. Your choice grants you features at 1st level and again at 6th, 10th, and 14th level.

The Hexblade XGE p55[–]

You have made your pact with a mysterious entity from the Shadowfell—a force that manifests in sentient magic weapons carved from the stuff of shadow. The mighty sword Blackrazor is the most notable of these weapons, which have been spread across the multiverse over the ages. The shadowy force behind these weapons can offer power to warlocks who form pacts with it. Many hexblade warlocks create weapons that emulate those formed in the Shadowfell. Others forgo such arms, content to weave the dark magic of that plane into their spellcasting.

Because the Raven Queen is known to have forged the first of these weapons, many sages speculate that she and the force are one and that the weapons, along with hexblade warlocks, are tools she uses to manipulate events on the Material Plane to her inscrutable ends.

Expanded Spell List[–]

The Hexblade lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Hexblade Expanded Spells
Spell Level Spells
1st shield, wrathful smite
2nd blur, branding smite
3rd blink, elemental weapon
4th phantasmal killer, staggering smite
5th banishing smite, cone of cold
| Pact of the BladeYou can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it (see chapter 5 for weapon options). You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.

You can transform one magic weapon into your pact weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can't affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.
| Hex WarriorAt 1st level, you acquire the training necessary to effectively arm yourself for battle. You gain proficiency with medium armor, shields, and martial weapons.

The influence of your patron also allows you to mystically channel your will through a particular weapon. Whenever you finish a long rest, you can touch one weapon that you are proficient with and that lacks the two-handed property. When you attack with that weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. This benefit lasts until you finish a long rest. If you later gain the Pact of the Blade feature, this benefit extends to every pact weapon you conjure with that feature, no matter the weapon's type.
| Hexblade's CurseStarting at 1st level, you gain the ability to place a baleful curse on someone. As a bonus action, choose one creature you can see within 30 feet of you. The target is cursed for 1 minute. The curse ends early if the target dies, you die, or you are incapacitated. Until the curse ends, you gain the following benefits:

You gain a bonus to damage rolls against the cursed target. The bonus equals your proficiency bonus.

Any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the d20.

If the cursed target dies, you regain hit points equal to your warlock level + your Charisma modifier (minimum of 1 hit point).

You can't use this feature again until you finish a short or long rest.

Invocation: Devil's SightYou can see normally in darkness, both magical and nonmagical, to a distance of 120 feet. | Invocation: Improved Pact WeaponYou can use any weapon you summon with your Pact of the Blade feature as a spellcasting focus for your warlock spells.

In addition, the weapon gains a +1 bonus to its attack and damage rolls, unless it is a magic weapon that already has a bonus to those rolls.

Finally, the weapon you conjure can be a shortbow, longbow, light crossbow, or heavy crossbow.


RACIAL TRAITS
SpeedYour base walking speed is 25 feet. Your speed is not reduced by wearing heavy armor. | DarkvisionAccustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you 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. | Dwarven ResilienceYou have advantage on saving throws against poison, and you have resistance against poison damage. | Combat TrainingDue to Hexblade Martial Weapon Proficiency, replaced with bonus feat. | Tool ProficiencyYou gain proficiency with the artisan's tools of your choice. | Stone CunningWhenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus. | LanguagesYou can speak, read, and write Common and Dwarvish. Dwarvish is full of hard consonants and guttural sounds, and those characteristics spill over into whatever other language a dwarf might speak.


FEATS
SentinelSource: Player's Handbook

You have mastered techniques to take advantage of every drop in any enemy's guard, gaining the following benefits:

When you hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn.

Creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach.

When a creature within 5 feet of you makes an attack against a target other than you (and that target doesn't have this feat), you can use your reaction to make a melee weapon attack against the attacking creature.
 | Mage SlayerSource: Player's Handbook

You have practiced techniques useful in melee combat against spellcasters, gaining the following benefits:

When a creature within 5 feet of you casts a spell, you can use your reaction to make a melee weapon attack against that creature.

When you damage a creature that is concentrating on a spell, that creature has disadvantage on the saving throw it makes to maintain its concentration.

You have advantage on saving throws against spells cast by creatures within 5 feet of you.
Dual WielderSource: Player's Handbook

You master fighting with two weapons, gaining the following benefits:

You gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand.

You can use two-weapon fighting even when the one-handed melee weapons you are wielding aren't light.

You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.

 

WEAPONS

WEAPONS

  • Pact Weapon - Rapier +8 to hit for (1d8+6) slashing | Finesse
  • Pact Weapon - Longbow +8 to hit for (1d8+6) piercing damage | Heavy, Two-Handed, Ammunition (150/600 ft.)
  • Dagger of Blindsight +7 to hit for (1d4+5) piercing damage. | Finesse, Thrown

 

SPELLS

SPELL SLOTS 2/2 (2nd)

  • Spell Save DC: 15 | Spell Attack Mod: +7

CANTRIPS

Eldritch BlastEvocation cantrip
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous

A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage.

The spell creates more than one beam when you reach higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.
Green-Flame BladeEvocation cantrip
Casting Time: 1 action
Range: Self (5-foot radius)
Components: S, M (a melee weapon worth at least 1 sp)
Duration: Instantaneous

You brandish the weapon used in the spell's casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack's normal effects, and you can cause green fire to leap from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes fire damage equal to your spellcasting ability modifier.

This spell's damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 fire damage to the target on a hit, and the fire damage to the second creature increases to 1d8 + your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level (2d8 and 2d8) and 17th level (3d8 and 3d8).
PrestidigitationTransmutation cantrip
Casting Time: 1 action
Range: 10 feet
Components: V, S
Duration: Up to 1 hour

This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:

You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.

You instantaneously light or snuff out a candle, a torch, or a small campfire.

You instantaneously clean or soil an object no larger than 1 cubic foot.

You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.

You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.

You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.

If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

(C) Denotes concentration. / (Rx) Denotes reaction spell. / (B) Denotes bonus action spell

 

SPELLS KNOWN

FIRST LEVEL

Charm Person1st-level enchantment
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: 1 hour

You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you.

At Higher Levels.
When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.
Comprehend Languages1st-level divination (ritual)
Casting Time: 1 action
Range: Self
Components: V, S, M (a pinch of soot and salt)
Duration: 1 hour

For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text.

This spell doesn't decode secret messages in a text or a glyph, such as an arcane sigil, that isn't part of a written language.

SECOND LEVEL

Darkness (C)2nd-level evocation
Casting Time: 1 action
Range: 60 feet
Components: V, M (bat fur and a drop of pitch or piece of coal)
Duration: Concentration, up to 10 minutes

Magical darkness spreads from a point you choose within range to fill a 15-foot-radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can't see through this darkness, and nonmagical light can't illuminate it.

If the point you choose is on an object you are holding or one that isn't being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness.

If any of this spell's area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.
Shadow Blade (B,C)2nd-level illusion
Casting Time: 1 bonus action
Range: Self
Components: V, S
Duration: Concentration, up to 1 minute

You weave together threads of shadow to create a sword of solidified gloom in your hand. This magic sword lasts until the spell ends. It counts as a simple melee weapon with which you are proficient. It deals 2d8 psychic damage on a hit and has the finesse, light, and thrown properties (range 20/60). In addition, when you use the sword to attack a target that is in dim light or darkness, you make the attack roll with advantage.

If you drop the weapon or throw it, it dissipates at the end of the turn. Thereafter, while the spell persists, you can use a bonus action to cause the sword to reappear in your hand.
At Higher Levels.

When you cast this spell using a 3rd- or 4th-level spell slot, the damage increases to 3d8. When you cast it using a 5th- or 6th-level spell slot, the damage increases to 4d8. When you cast it using a spell slot of 7th level or higher, the damage increases to 5d8.
Shatter2nd-level evocation
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a chip of mica)
Duration: Instantaneous

A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw.

A nonmagical object that isn't being worn or carried also takes the damage if it's in the spell's area.

At Higher Levels.
When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.

(C) Denotes concentration. / (Rx) Denotes reaction spell. / (B) Denotes bonus action spell / (Rit) Denotes ritual spell

 

EQUIPMENT & ENCUMBRANCE

TOTAL ENCUMBRANCE ( 103.8 lbs.)

  • Weight: 103.8 lbs. / 195 lbs. max. (15 x STR Score)
  • Status: Unencumbered
  • Penalty: None

MONEY POUCH (0.3 lbs.)

Copper: 0 | Silver: 0 | Gold: 15 | Obsidian: 0 | Platinum: 0

(15 Coins x .02 lbs. = 0.3 lbs. Total Weight)


EQUIPMENT READIED (49 lbs.)

Equipped items can be retrieved with a manipulate item interaction.

  • Armor (45 lbs.) Serpent Scale Armor* - 45 lbs. | Traveler's Clothes - 4 lbs.
  • Weapons (1 lbs.) Dagger of Blindsight* - 1 lb.
  • Readied Items (5 lbs.) Spell Component Pouch - 2 lbs. | Thieves' Tools - 1 lb. | Quiver with 20 arrows - 2 lbs.

EQUIPMENT STORED (49.5 lbs.)

Stored items can be retrieved with an action.

  • In Backpack (34.5 lbs.) Backpack - 5 lbs. | Crowbar - 5 lbs. | Hammer - 3 lbs. | Pitons x10 - 2.5 lbs. | Tinderbox - 1 lb. | Rations x1 - 2 lbs. | Alchemist's Supplies - 8 lbs. | Disguise Kit - 3 lbs. | Forgery Kit - 5 lbs.
  • Strapped to Backpack (15 lbs.) Waterskin - 5 lbs. | 50 feet of hempen rope - 10 lbs.

TRINKETS (--)

  • The deed for a parcel of land in a realm unknown to you - This is a relic of Hargrimm's first trade, on the first trip he ever took out of the city.  He was selling potions, and a customer told him a long story of a village stricken by plague, without a local healer or cleric, too poor to afford to buy anything, they sent someone to the city to try to find them a solution.  Swayed by his own land's problems with the plague, Hargrimm gave the man all of the medicines he had, and in gratitude, the man gave him this deed, for a keep in the supposed village, where he would be welcomed as Lord if he ever turned up.  Hargrimm realized in the sober reflection of the next morning that he'd been tricked, but he's kept the deed for decades, both because there's a tiny chance it could be real, but more importantly as a reminder of his mistake, and a caution against being too gullible.
  • A gold coin minted in an unknown land - This is a hefty gold coin, an inch wide, and thick, but Hargrimm would never consider parting with it, though he does occasionally ask travelers he meets if they know where it's from.  On one side is depicted a complex coat of arms, but the other side has the figure of a beautiful, voluptuous woman, clothed only in her own flowing hair.  Hargrimm considers it lucky, and he wants to visit whatever country it's minted by, feeling confident that he would enjoy a place that chooses such pleasing imagery for its coinage.

* Denotes magic item (see below)

 

MAGIC ITEMS

NON-ATTUNED

Feather TokenSource: ERLW pg. 277

Wondrous item, common

This small metal disk is inscribed with the image of a feather. When you fall at least 20 feet while the token is on your person, you descend 60 feet per round and take no damage from falling. The token's magic is expended after you land, whereupon the disk becomes nonmagical.
| Ruby of the War MageEtched with eldritch runes, this 1-inch-diameter ruby allows you to use a simple or martial weapon as a spellcasting focus for your spells. For this property to work, you must attach the ruby to the weapon by pressing the ruby against it for at least 10 minutes. Thereafter, the ruby can't be removed unless you detach it as an action or the weapon is destroyed. Not even an antimagic field causes it to fall off. The ruby does fall off the weapon if your attunement to the ruby ends. | Serpent Scale ArmorSource: Candlekeep Mysteries p98

Medium armor (scale mail), uncommon
45 lb. AC 14 + Dex

This suit of magic armor is made from shimmering scales. While wearing it, you can apply your full Dexterity modifier (instead of a maximum of +2) when determining your Armor Class. In addition, this armor does not impose disadvantage on your Dexterity (Stealth) checks.


ATTUNED (1/3)

Dagger of BlindsightSource: Waterdeep: Dungeon of the Mad Mage p 86

Weapon (dagger), rare (requires attunement)
Simple weapon, melee weapon
1 lb. 1d4 piercing - finesse, light, thrown (20/60 ft.)

This rare magic item requires attunement. A creature attuned to it gains blindsight out to a range of 30 feet. The dagger has a saw-toothed edge and a black pearl nested in its pommel.

 

APPEARANCE/PERSONALITY

Age 80 | Height 4' 4" | Weight 131 lbs. | Hair Red | Eyes Violet | Complexion Pale


Hargrimm is taller and leaner than most of his peers.  He is handsome, with bright red hair, and has an open expression, often smiling or laughing in the face of adversity, unlike the stereotype of the dour dwarf.  He is armored as a warrior, but more lightly than many.  He has a lightness about him, that can be cheering or annoying, and seems to be unbowed by the weight of the dwarves' misfortune, but not to the point of disrespect.

 

BACKGROUND

CHARLATAN
Source PHB


  • Favorite Schemes:  I put on new identities like clothes.
  • Personality Trait:  I'm a born gambler who can't resist taking a risk for a potential payoff.
  • Ideal:  Independence. I am a free spirit—no one tells me what to do. (Chaotic)
  • Bond:  Somewhere out there, I have a child who doesn't know me.  I'm making the world better for him or her.
  • Flaw:  I can't resist a pretty face.

Background Feature: False IdentityYou have created a second identity that includes documentation, established acquaintances, and disguises that allow you to assume that persona. Additionally, you can forge documents including official papers and personal letters, as long as you have seen an example of the kind of document or the handwriting you are trying to copy.


BACKSTORY

Not all dwarves like hard work.  Despite the ancient culture equating work to worth, and the mass devotion to Moradin and the other dwarven deities of crafting, mining, and forging, occasionally a dwarf is born who's just plain lazy.  Often they have it beaten out of them by stern parents, or end up on the wrong side of the law and banished for good, but every once in a while one of these lazy dwarves is clever enough and charismatic enough to avoid hard work without anyone finding out.  These dwarves are the beloved of Vergadain, commingling with the traders and travelers who make up his other acolytes, and pretending to be among their number, but managing not to take the long, arduous journeys through the dangerous underdark that makes trade with the surface so dangerous and profitable, and... also such hard work.  They bring a twinkle to the god's eye, and he chuckles in his beard, for nothing exemplifies the quality of clever trickery more than a dwarf who only pretends to work hard.

Hargrimm is one such dwarf.  An alchemist by trade, he chose his apprenticeship based on the lack of hard physical labor, compared to trades like smithing and mining; and avoided the 'trap' of becoming a trader and having to spend long weeks on the road, 'roughing it'.  He's succeeded in finding new and creative ways to make almost every task take less effort and less time - not only because he's lazy, but also out of necessity due to the dwindling population.  His alchemy consists of brief afternoons of hard work, interspersed by days or weeks of letting the chemical processes and clever machinery do the work for him.  He's occasionally forced to travel, for the purposes of trade, and in honor of his god.  He hated it at first, but then he discovered how many more women there are in the outside world, compared to his dying home, and he developed a new vice.  An attraction to non-dwarven women is frowned upon, so he keeps his dalliances a secret, but he's used to keeping secrets, and that doesn't bother him at all.

Another of his secret hobbies is the exploration of vaults and the secret interiors of great houses, in disguise.  He rarely takes anything, preferring to satisfy his curiosity and enjoy the thrill of housebreaking.  He's not motivated by greed, and it's easier not to get caught if nothing goes missing.  One of the few things he did still turned out to have much more importance than he'd ever expected it to.  He found it in one of the oldest houses - a long, narrow blade, apparently made of white marble.  He sensed powerful but dormant magic in it, related to the Shadowfell, and his intentions in taking it were actually pure - as one of the last alchemists, he was looking everywhere for a cure to the stoneblood, and hoped it might lead to something.  The blade got him no closer to a cure, but it did give him power - bonding with him permanently, turning blood-red, and linking him to the power of the Shadowfell.

In recent years, he's found life less and less fun.  As the population dwindles, it's been harder and harder to justify his idle existence.  It's become too easy to break into places, when there are so few left to stand guard.  And with so few able dwarves, there are hardly enough workers to keep the basic functions of civilization going.  He hasn't gone so far as to work hard himself, but he's started to feel a bit guilty about being lazy - and that is intolerable.  He simply must help things get back to normal, he loves his city, but he can't be idle in a city of only a few dozen dwarves.  He's determined to do whatever it takes to help his brethren recover, so the multitudes can be restored, and he can once again blend into the crowd.

 

Edited by PlotDevice (see edit history)
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Dice

Edited by PlotDevice (see edit history)
Name
stats set 1
14,13,13,15,18,16
repeat(drop(reroll(4d6,2,below),lowest),6) 1,2,5,3,5,4,2,5,3,5,3,2,3,5,1,4,2,4,5,4,2,6,3,5,6,6,6,4,2,6,6,4
Stats Set 2
15,12,15,13,18,14
repeat(drop(reroll(4d6,2,below),lowest),6) 1,1,3,2,2,6,5,4,5,3,3,4,2,3,5,4,6,5,4,1,3,4,6,1,6,6,4,3,2,3,5,6
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@The Vermicious Knid

App is pretty much done, but I had a couple of questions (and will probably make some minor changes in response to your answers):

-My magic items need approval, not sure if the sources will be ok.

-The sheet I copied from another app had Green-Flame Blade on it, is that cantrip allowed?

-Are you using encumbrance?

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