Human, male, 5’10”, sandy brown hair, right handed, age:23
Favorite Scam: Convincing people that worthless junk is worth their hard earned money.
Feature: False Identity (always uses ones in jobs; “Varkos Grith”)
Trait: I pocket small items of little value to polish and shine for suckers to buy later
Ideal: I aspire to make something more of myself than a common thief
Bond: I swindled and ruined a person who didn’t deserve it. I seek to atone for my misdeeds but might never be able to forgive myself.
Flaw: 1) I can’t resist swindling people who are more powerful than me. 2) Sometimes i have to break into somewhere just to see if i can.
Rogue [Thief] 5th / HD: 5,5,5,5,5 = 25 + 10 (CON) = 35
Alignment: Lawful Neutral
Constitution: 14 +2
Dexterity: 17 +3
Intelligence: 12 +1
Wisdom: 15 +2
Charisma: 12 +1
Languages: Gladnorian, Dundarian (non proficient), Thieves Cant
Abilities: Dexterity, Intelligence
Weapons: Simple weapons, hand crossbows, long swords, rapiers, short swords
Skills: Perception (Wis), Stealth (Dex; x2 proficiency bonus), Sleight of Hand (Dex), Deception (Cha), Investigation (Int), Acrobatics (Dex), Athletics (Str)
Knowledge > +2 Kalascor, +2 Kaald, +4 Ox Birch Cut area
Tools: Disguise Kit, Forgery Kit, Thieves’ tools (x2 proficiency bonus)
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 b e used only to take the Dash, Disengage, or Hide action.
Uncanny Dodge: Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.
Sneak Attack: 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.
Fast Hands: Starting at 3rd level, you can use the bonus action granted by your Cunning A ction to make a Dexterity (Sleight o f Hand) check, use your thieves’ tools to disarm a trap or open a lock, or take the Use an Object action.
Second Story Work: When you choose this archetype at 3rd level, 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 o f feet equal to your Dexterity modifier.
Feat: Keen Mind – You have a mind that can track time, direction, and detail with uncanny precision. You always know which way is north; You always know the number of hours left before the next sunrise or sunset; You can accurately recall anything you have seen or heard within the past month.
Second Story Satchel: small crow bar, glass cutter, 120’ silk cord (supports 200 lbs.) x2, charcoal, 1 bag of small caltrops (D2 damage in 5’x’5 area – DC 13 Dexterity check or slowed for 10 rounds by 50%), 1 small jar oil (slippery), black foot pads, black grease (1 ointment), 1 bag aniseed (for fooling scent trackers)
Weapons: Rapier (Finesse, D8 dmg, +1 initiative; well balanced), Dart (Finesse, D4 dmg) x3
Chalas has been a notorious thief around the South Drift region of the cold northern Hinterlands for many years in 9130 common year. He goes by his last name of Varkos and always operates in disguise when taking jobs. By day, he poses as a simple laborer named Varkos Grith, and is part of a set of regulars that seek work at the Dragon Hearth Inn known to favor Merkaine worshipers. He is a follower of Merkaine in real life, so this no stretch. Recently he was hired to steal a figurine from a traveling merchant.
When he showed up at the exchange site to collect his fee, he was taken captive. He awoke, being carried hogtied on a pole by three red skinned lizard like creatures that spoke in a language he could not understand as they were carrying him. Emerald falls was their destination – he had used its locale as a meeting place before and knew it well. Emerald Falls is also a place of magic – which is why people avoid it! Deep into the tunnels under the cliff face the falls spill over they went with him. He had a suspicion he was to be used as some sort of sacrifice. It was difficult to discern exactly where they were, but eventually – nearly a day later by his reckoning – he was dropped at the foot of some immense magical construct – a gateway of some sorts. Bound and stripped he was hauled and pushed, prodded and goaded through the portal and felt the sensation of vertigo.
All he remembers is eventually waking to the sounds of battle. All around him creatures of strange geometry swarmed the red lizard creatures. They killed many but were eventually overcome. The strange creatures took him, blindfolded and trussed to some other place. He felt days of travel – food was sparse. Eventually he was handed over to some sort of monastic sect. Strange grey skinned captors, who would let him walk in a strange field of fungus – only a strange monastery surrounding him, and a swirling tunnel of magic passing beneath its depths. Little conversation has been had for weeks – they say “The end is near, those who are coming will take you.” – this is all he hears. There is no place to make a break to – it’s an alien place… or world, he is not sure. He is finally told that outsiders have arrived, and their moment has come… they release him from captivity and take him to meet the outsiders.
Never robs from those who cannot afford it
Never robs from Merkaine’s holy ground
Never robs “big scores” (draws too much attention)
Business is business… don’t make things personal in the criminal world or business
Know the laws; in the criminal underground its just another set of laws – written or not