Class: Rogue 3rd (Thief)/Warlock (lesser) 1
Charisma: 13 +1
Constitution: 12 +1
Dexterity: 16 +3 {proficient}
Intelligence: 12 +1 {proficient}
Sanity: 10
Strength: 11
Wisdom: 12 +1
Essence 11+14/2 = 12 – Aptitude -1 Warlock = 10
Communication: Gladornian (speak+literate), Thieves Cant (speak), Feyloise (speak Elven) – Rudimentary (DC 15 to understand)
Skills: Deception (CHA), Acrobatics (DEX), Stealth (DEX; double proficiency bonus), Investigation (INT), Sleight of Hand (DEX), Perception (WIS; double proficiency bonus)
Lores: (+1) Gladnor, Riverdans, Feywild
Armor: Light Armor
Weapons: Simple Weapons, hand crossbows, long sword, rapier, short sword
Tools: Thieves Tools (lock picks, etc.)
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.
Spell Save = 8 + Proficiency Bonus/+2 + CHA +1 = 11
Spell Attack = Proficiency Bonus/+2 + CHA +1 = 3
Cantrips: (2) Blade Ward, Chill touch
Spells Known: (3) Sleep, Protection from Evil and Good, Cause Fear
> Spell slots: 1 @ 1st (regain all on rest)
HEALTH: Rogue@1,2,3 = 8,5,5; Warlock 5 + 4 CON; Total = 27 -2 = 25
Typical AC = 15 > Studded Leather (12 {1 resilience} + full Dex bonus)
Tactics: Prefers to strike from behind or throw knives with surprise; his thin poignard makes it easier to take down heavily armored foes – and he loves to see the mighty fallen on hard times… like death.
Armor: Studded Leather
Weapons: staff (d6/3 or d8/4 2 handed), poignard (d3/2 +3 dam; finesse weapon uses DEX (See DEFT trait!) / +2 to hit medium + heavy armor), 3 throwing knives (d3/2 +3 dam; finesse; brace on arm of all three when adventuring)
Arcane Focus (Spell casting Focus): Brought back from the Feywild – a bracelet woven of vines from Rivin’s hedge maze (Disadvantage on Fey Presence feature).
Basic clothes (2 sets), good clothes (1 set), shoes, day pack, mess kit, bedroll, 2 torches, flint/tinder, 20m of cord, 2 belts, 2 small sacks, wine skin w/watered wine, 1 week worth of fresh rations
Origins: Riverdans of Dunstrand; Criminal background
Campaign: Ancient Blood, set in the Steel Realms.
Mannerisms: No fear – never flinches
Defining Event: brother was a fence, killed in a deal with rivals
Feature: Criminal Contacts – easily finds and makes contacts with shady characters
Personality Trait: The best way to get me to do something is to tell me i can’t do it.
Ideal: Independence – Chains are meant to be broken, as are those who would forge them.
Bond: I am guilty of a horrible crime, and i hope i can redeem myself for it.
Flaw: I have a “tell” that reveals when i am lying (left little finger twitches).
Alignment: Chaotic Good
Patron: Titania the Summer Queen (arch-fey) > Balthazaar of the Light = previous – given up the light faith after seeing the hypocrisy
Back Story: Rabat found the light after killing the man and family of the man that killed his brother. He used the weapon (poignard) his father once stole from a dead adventurer. He is a reluctant light worshiper, and probably not long for being a pious man – it slips away every day. He fled Bar-Innis into the Riverdans, and made his way to Terbans Cross. He finds more in common with the adventurers he met, though he was happy to take Balthazaars favor in tracking down the highwaymen that terrorized the area. Rabat and friends were able to recover the stolen Light of Balthazaar, but Rabat “accidentally” touched it – draining him forever, but opening his eyes to the wonderment of the world.
You had just tracked down down some highwaymen that stole “the light of Balthazaar” from a church… there were rival factions of gaia and Balthazaar – but it turns out it was not religious strife, but highwaymen trying to frame the Gaia worshipers. Horun was on the side of Gaia. Rabat for Balthazaar… Rabat realizes that the whole religious zeal thing may not be what he expected. He’s not much of a follower like that and the church of light is losing its flavor, so Rabat made up with Horun and both went with the group to the city.
Pact: The Feywild alters Rabat – his sense reach out as he travels through the hedge maze of the minotaur, and dark voices whisper in his head. The lure of power is great, and wielding magic will get him the respect he has always craved! On the vine bridge, crossing back into the Steel Realms he promises great deeds in the name of the arch-fey that guards over the place if he can take back but a fraction of their power. The spirit of Waele, patron of the temple of the moon they were at agrees to serve as messenger to his mistress, Titania, the Summer Queen of faerie. She agrees to Rabat’s wishes, granting him his rudimentary powers. Waele also grants him rudimentary knowledge of Feyloise – the elven mother tongue.
SEAN > I would suggest that Rabat’s attitude is verging on suicidal. With a primary character motivation to redeem himself for past failings, this adventure has had him cutting multiple deals with absolute evil NPC’s, all leading to the deaths of numerous innocents including one that he murdered himself, effectively completing a ritual sacrifice to another evil entity. I’d say my only motivation at this point would be to take out either or both Hags and would gladly die in the process – but I am so weak I cannot see any realistic way to actually manage this… so unless some opportunity presents itself, we must bide our time and return later.
LAST UPDATED 7/14/2024 by Kelly Berger
CURRENT ADVENTURING GROUP: Belim, Beedel, De’Vosa, Rabat, B’Hein
Conversion from original Incarna v 2