Reynald Breyth – Character

Human, 5’8″, #145, age: 18, handed: right, gender: male, hair: short brown, skin: caucasian (heavily tanned from sun)
> Wounds/Scars: None (minor from fights, nothing debilitating)
Class: Rogue (thief) 3rd level
Hit Dice: 5,5,5 =15 Hit Points
STR 12 (+1 bonus)
INT 10
WIS 16 (+3 bonus)
DEX 16 (+3 bonus)
CON 10
CHA 10
Looks: Average – nondescript (people have a hard time remembering any distinguishing features)
Background: Criminal
PROFICIENCY: +2 Bonus
Languages: Gladnorian (Speak/partially literate), Mercat (speak), Thieves Cant
Skills: Perception (WIS +3), Stealth (DEX +3/x2 proficiency bonus), Sleight of Hand (DEX +3), Acrobatics (DEX +3), Investigation (INT/x2 proficiency bonus)
Knowledge > +2 Rhyl, +3 Meargensdale Vale (+4 criminal underworld in all of vale)
Ability Proficiency: Dexterity, Intelligence
Kit Proficiency: Thieves (lock picks)
Weapon Proficiency: Simple weapons, hand crossbows, longswords, rapiers, shortswords
Armor Proficiency: Light

Combat Abilities

Cunning Action: 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.
Sneak Attack: You know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal extra 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. Bonus Damage = +D6 (or 3)
Thieving Abilities
Fast Hands: You can use the bonus action granted by your Cunning Action to make a Dexterity
(Sleight of Hand) check, use your thieves’ tools to disarm a trap or open a lock, or take the Use an Object action.
Second Story Work: You gain the ability to climb faster than normal; climbing no longer costs you extra movement. In addition, when you make a running jump, the distance you cover increases by a number of feet equal to your Dexterity modifier.
Equipment
Armor: Leather
ARMOR CLASS = AC 11 +3 Dex =14 AC
Weapons: Shortsword (finesse Dex +3 hit; D6 or 3, +3), Shortbow (D6 or 3; Dex +3 hit), hip quiver w/12 arrows & 4 broadhead “specials” (+2 damage; 25 silvers each)
Other: Riding Horse and tack, saddle, saddlebags, bedroll, tarp, flint and tinder
Mule: bedroll, court clothes, nice clothes, work clothes x3, boots high and low, spare leather armor, 24 arrows, spare shortsword, spare shortbow, all-weather 1 man tent, lamp and 4 flask oil
Second story satchel: small crowbar, aniseed oil (kills scent for dogs), 80’ black silk rope (#220), main lock picks, spyglass (500 silvers; 100m), door spike x3 and small hammer, trip wire and 2 pitons, small hook (#220), bag of caltrops (5×5; D2 damage + Dex DC 14 or half move for 10 rounds), 3 candles, flint and tinder, small mirror

History

Reynald was the 2nd son of a coal miner in the slums of Correl. His father was never around but for a few months total out of the year – busy in the far away hills mining. He grew up undisciplined and his mother was a drug addict and died when he was 9. His older brother went off to become a miner like his father and Reynald lost track of all family and had to fend for himself. He was pressured by both gangs in the capital, but was never much of a “joiner”. He makes a minor living thieving, picking pockets of the rich, and doing odd jobs. He’s done jobs all over Correl – in the small towns and villages (better not to interfere with the 2 main gangs of Correl). He makes it clear to any who hire him, he’s not a brawler. Of late, he’s been on the hunt for information – rumors and knowledge that might allow him to escape his situation. He’s seeking bigger prospects but his ultimate goal is to set himself up with an Inn or tavern – he does like a good drink, but is careful to never imbibe too strongly. One night, while at the Three Jacks Inn, he was approached by an eccentric elven mage named MayBug. Word had reached MayBug that Reynald was looking for a larger opportunity. MayBug has a reputation for being strange, but for always getting the job done – whatever it was – and sticking by his word. A bit of “detection” work was what he was famous for, but rumors always put him in the middle of a few scandals, questionable “hits”, and a for-hire explorer of ruins. He almost worked with him on a job once, but fortunately one of the gang members was used on a recovery job he was hired for – he just provided the contact for the fence. The gang member Joey came back with a permanent limp and talked an incredible tale of MayBug’s magery and swordcraft. MayBug said that a group was being formed to work some local problems, and that it involved a druid. A druid? This was admittedly intriguing. MayBug could not say more, but Reynald knew it must be that druid on the north side of the vale that was rumored to be outcast among his own kind for violating orders… a sad tale of love and loss, but he never betrayed his faith. When asked what role he would play, MayBug insinuated that he was familiar in the ways of “troubleshooting”. This was code for second-story and stealth skills among the criminal element – how did MayBug know this? He said they needed someone who could watch their back, and ‘work through certain obstacles’. Well, MayBug may be odd, but he seemed to know what he was about. He agreed to join MayBug at the Three Jacks Inn in 2 days.

> start Meargensdale Politics campaign