Rivkin [5e]

Wizard 4th [demon trained at 3rd] / Fighter 4th / Rogue 6th = 14th
HD: 4,4,4,4 = 16 +4 / 6,6,6,6 = 24 +4 / 5,5,5,5,5,5 = 30 + 6 > Hit Points = 84
STR = 11
INT = 16
WIS = 13
DEX = 20
CON = 13
CHA = 14
SAN = 9

Proficient @ +5

Skills: Proficiency: Insight, Persuasion, Stealth (expert), Deception (expert), Investigation, Perception (expert), Acrobatics, History (expert)
> Lores of Focus (+2): Finance, Cormyr, Drow, Giants
Languages: goblin (speak/literate), Dwarvish (speak/literate), Human (other/literate), Common (speak/literate), Elvish (speak/literate), Human (dead language), Cant, Giantish (slight); ability to mimic speech patterns of any creature after 1 minute of study
Tools: Poisoner’s kit, Disguise Kit, Forgery Kit, gaming cards, Thieves Tools
Saves: Dexterity and Intelligence
Armor: Light Armor, Medium Armor, Shields
Weapons: Simple Weapons, Martial Weapons

Combat

Martial Archetype: Champion, Fighting Style: Two Weapon (Add damage bonus to off hand weapon), Second Wind, Action Surge, Improved Range: 19-20 is critical, Sneak Attack (3D6), Cunning Action Dash or Disengage as a Bonus Action), Uncanny Dodge (uses Reaction to halve damage), [DEMON TRAINING] Whip – advantage on initiative if only wielding a whip/benefits of Dueling style wielding a whip/Extra attack/Maneuvers: distracting strike + goading attack 1/short rest (d10/5); MASTER OF TACTICS: Can use Bonus Action to Help an ally within 30′

Feat: Dual Wielder

Feat: Lucky (3/Long Rest)

Feat: Sharp Shooter

Faith Capability

Patron: Sune (tithe 5% of all [legit] business profits)

Magic Capability

Arcane Tradition: Divination
Arcane Recovery: 2 spell slots per short rest
Portent: glimpses of the future begin to press in on your awareness. When you finish a long rest, roll two d20s and record the numbers rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of these foretelling rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn
Each foretelling roll can be used only once. When you finish a long rest, you lose any unused foretelling rolls.

Spells and Spell Affects

Fay Ancestry: Resistance vs. Charm/Unaffected by Sleep
Cantrips: [4] Prestidigitation, Mage Hand, Message, Minor Illusion
Prepared Spells: 4 + 3 = 7
1st level spells: [x4] * Sunes Scar Ward (custom), Detect Magic, * Charm Person, Comprehend Languages, Feather Fall, * Fog Cloud, * Protection from Evil/Good, Unseen Servant, Disguise Self, Sleep
2nd level spells: [x3] * Rope Trick, Arcane Lock, * Locate Object, * Detect Thoughts, Phantasmal Force

Equipment

Satchel: 1 days fresh food and drink always packed (under are 4 D4 poultices against infection)

  • Thieves Gear: Lock Pick set (monogrammed, sleeve roll + collars, belt, cuffs = extra) +2, Skeleton Key (simple locks only), foot pads and s tealth suit, costume jewelry (very well made), 3 sets reversible clothes for disguise, letters of writ and marque, scribe kit and stamp kit
  • Poisons and Potions: Dust of Sneezing and choking x6 doses [belt packs], Potion of Animal Friendship, Potion of Gaseous Form, Potion of Water Breathing [three glassteel containers worn on armpit holster]; labeled 2 potions of healing
  • Gray Bag of Tricks (monogrammed with salamander)
  • Ring of Jumping
  • Amulet of Proof Against Detection and Location
  • Scrolls: (3 total) Wrapped in ogre mage hide (prevent moisture and magic detection) around calves (if concealed) or carried in water proof scroll tubes on missions
    Mage scrolls: [3] 1> Protection from Evil/Good, Alarm, Expeditious Retreat, Long Strider, Mage Armor, 2> Invisibility, Gust of Wind, Knock, Spider Climb, Misty Step; 3> Fly, Gaseous Form
  • 4 Charms of Disguise: Replaces current outfit for one of pre-set of four outfits.

Lesser Shadow Cloak: (rebuilt from remains/tendrils of blown up artifact)
+1 Protection, Advantage on Stealth (hide in shadows) checks, See in absolute darkness – magical or normal 120′, Cast darkness 1/day (double strength), +2 passive perception vs. hide in shadows/stealth, Vanish in shadows/darkness 1/short rest (becomes invisible until moving or attacking)

Armor

[+1 Protection with the Shadow Cloak / +1 AC w/2 Weapons] Glamoured Studded Leather (on missions only) OR Fitted Leather
AC = 10 + Dex + 1 = 16 or 18 (on mission) +1 w/2 Weapons

Weapons

1 brace of silvered meteorite decorative throwing objects – lapel pin, shoe buckles, cuff and collar decorations. etc (x8; D2/1 damage)
2 braces of three throwing knives: 3 x normal w/poison, 3 x mithiril w/poison +2 > [prepared] Save vs CON DC 18 or additional 4-24 damage in 2 rounds + poisoned/save for half

Parrying dagger (reduces 2 blows by 1 result/crit to normal or normal to miss) + [always worn at hip] +2 dagger – tarnished, detects as non magical; poison in hilt requires 5′ movement to activate = 3 doses of DC 18 Constitution save or 4-24 extra damage in 2 rounds + loss of 2 points of strength + Poisoned on failed save. Additional save vs Constitution DC 22, or death in 3 rounds/6-36 damage on a success) in hidden scabbard tip compartment – requires puncture to activate

Rapier +2 “Old Age”, D8/4 damage; Sentinel power while wielded (advantage on wisdom/perception and initiative rolls), Sentient: uses emotion to communicate; 30 feet senses range; Alignment: Lawful Neutral / Detects Precious Gems (kind and number when held); looks tarnished and old, worn. Detects as a lesser magical aura.
>> in scabbard at left hip

Whip +2 (counts as +4 vs who can hit) “Sibilant Death”; D6 force damage / Powers of Rope of Entanglement (30′ normal/120’, entangles up to 4 creatures, AC 20, HP = 50 [regenerates 2D6 per Long Rest])
Sentient: hearing/vision to 90’, transmits emotions; Alignment: Lawful Evil (if wielder is as well, Vicious weapon – a critical does +7 damage)
Purpose: aligned (If the item is destroyed, it releases a red Slaad which will try and kill the wielder)
Speaks: Abyssal, Common
Creator: Aberration (appears to move out of the corner of the eye); hisses when it stretches out for an attack
History: Sinister – The items was made by demons that combined a Rope of Entanglement with the souls of three murdered children
Property: Wicked – When the bearer is presented with a chance to act selfishly or malevolent, the item heightens the urge
Quirk: Confident – The bearer feels self assured and calm with it nearby
URGE = Strangle the victims of entanglement
>> Wrapped around waist always (even bathing) – scars from it cutting and constricting

Disguises/Outfits

> Never a scar! Uses prestidigitation for coloring
1) Halderman Brak: Hide Armor, Medium Shield; [accent] south, black hair, dark skin, blue eyes, left handed
2) Rothi: Leather Armor, [accent] north, blonde hair, pale skin, green eyes, right handed
3) Reemini: Robes; flamboyant, [accent] eastern, brown hair, brown eyes, reddish skin, left handed
4) Rivkin Ensemble – on a manikin in the underground stables of the villa in Cormyr
earrings @ 50/200/300/400, rings @ 100/250/500/750/1000, necklace @ 1000, bracelet @ 50/100, anklet @ 100, Money belt w/40 platinum; letter of writ for Cormyr worth 10,000gp; purse with 20 rubies @ 50

History

Race: Half Elf (DarkVision: Dim light 60′)
Description: 5’4″, #118, green/yellow eyes, white hair
Background: Guild Artisan / Proficiency: Insight, Persuasion; Languages: goblin; Tools: poisoner’s kit
Business: Alchemist and apothecaries
Personality Trait: I dont like to part with my money and will haggle endlessly for a better deal.
Ideal: Aspiration: I work hard to be the best
Bond: I pursue wealth in order to rule my own domain and destiny
Flaw: Im never satidfied with what i have, i always want more

Cast down/out of the guild for dabbling in forbidden secrets – ended up in the streets.

Came up as a failed businessman, thug and do-anything for hire guy, to a paid killer. Always with an eye on finance and creating his own larger criminal organization, which he succeeded in. He has several legitimate business interests in trade, and controls a small part of the underworld in Cormyr and a few enclaves on the northern Sword Coast. He has interests in drugs, smuggling, prostitution, gambling, horse racing, dog racing. He has a breeding pit of poisonous eels.

Wedding Rings: The ‘Rings of Concert’ were created by Panandremus of Saerloon, ‘The Shifting One’, to accommodate the difference in stature between Rivkin and Avesta-Banbha. Attunement is required, for both rings to both wearers; and is somewhat painful as the inner surface of the ring penetrates and bonds to the wearer’s skin. Once per day (resetting at sunset) the wearers can adjust their stature toward each other. For example the larger wearer can reduce in size down to be equal with the smaller; the smaller wearer can increase up to the size of the larger, or they can ‘split the proportion’ in the middle. Due to the nature of the magical energies involved, the duration varies as follows:

  • Smaller wearer can become larger size for 1 hour
  • Larger wearer can become smaller size for 2 hours
  • Both wearers meet at their average size for 1.5 hours

The effect requires the wearers to be within 50 yards of each other; otherwise they quickly return to their natural size. The effects do not confer any ability increases or decreases. The rings, being custom made, only work for those with statures between 5 feet and 12 feet.

400gp from sun and life way house