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Post by Thorfin on Jul 11, 2021 12:12:25 GMT
Name
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| Thorfin Fadenheim
| Class |
| Rogue 1
| Race |
| Mountain Dwarf
| Background |
| Charlatan | Alignment |
| Chaotic Neutral
| Size |
| Medium | Height
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| 148 cm | 4" 9'
| Weight |
| 60 kg | 130 lbs
| Age
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| 178
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| Experience
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| -
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| Proficiency Bonus
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| + 2
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Appearance: | A crown of brown dreadlocks that fades to white on the tip, a short and well beard, adorned with golden and jade jewellery. Sun-darkened skin that also is wears piercings and earrings. Thorfin looks more like a pirate than a scion of a noble family. It's hard to find him not smiling and searching for the positive side of every event. His equipment is often concealed under large clothes he likes to wear, giving a difficult time to whoever tries to ascertain what his expertise are. Most important piece of his accessories is his signet ring, that he always wear, with the emblem of the Fadenheim house.
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Post by Thorfin on Jul 11, 2021 12:17:13 GMT
Stats |
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| Strength | 17 | Mod | + 3
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| Dexterity | 14 | Mod | + 2
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| Constitution | 13 | Mod
| + 1
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| Intelligence | 11
| Mod
| 0
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| Wisdom | 9 | Mod | - 1
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| Charisma
| 13 | Mod
| + 1
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Post by Thorfin on Jul 11, 2021 12:28:39 GMT
Saving Throws
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| Stats
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| Proficient
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| Modifier
| Strength
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| 0
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| + 3
| Dexterity
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| X
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| + 4
| Constitution
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| 0
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| + 1
| Intelligence
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| X
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| + 2
| Wisdom
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| 0
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| - 1
| Charisma
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| 0
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| + 1
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Skills
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| Skill
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| Proficient
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| Modifier
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| Passive
| Acrobatics
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| O
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| + 2
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| Animal Handling
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| O
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| - 1
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| Arcana
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| O
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| 0
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| Athletics
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| E
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| + 7
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| Deception
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| X
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| + 3
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| 13
| History
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| O
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| + 0
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| Insight
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| O
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| - 1
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| 9
| Intimidation
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| O
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| + 1
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| Investigation
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| X
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| + 2
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| 12
| Medicine
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| O
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| - 1
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| Nature
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| O
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| 0
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| Perception
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| O
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| - 1
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| 9
| Performance
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| O
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| + 1
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| Persuasion
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| E
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| + 5
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| Religion
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| O
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| 0
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| Sleight of Hand
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| X
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| + 4
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| Stealth
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| X
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| + 4
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| 14
| Survival
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| O
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| - 1
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Tools
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| Tool
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| Proficient
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| Str
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| Dex
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| Int
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| Wis
| Thieve's Tools
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| X
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| + 5
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| +4
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| + 2
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| + 1
| Disguise Kit
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| X
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| -
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| + 4
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| + 2
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| + 1
| Forgery Kit
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| X
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| -
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| + 4
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| + 2
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| + 1
| Smith's Tools
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| X
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| + 5
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| + 4
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| + 2
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| + 1
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Post by Thorfin on Jul 11, 2021 12:33:20 GMT
Initiative Bonus
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| + 2
| Armour Class
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| 15
| Speed
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| 25
| Max Hit Points
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| 18
| Current Hit Points
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| 18
| Temporary Hit Points
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| 0
| Hit Dice
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| d8
| Max Number of Hit Dice
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| 2
| Current Number of Hit Dice
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| 2
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Death Saves
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| Success | O O O | Fail | O O O
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Post by Thorfin on Jul 11, 2021 12:39:34 GMT
Languages:
Common, Dwarvish
Proficiencies: Armour
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| Light, Medium
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| Weapons
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| Simple, Battleaxe, Longsword, Rapier, Shortsword, Hand Crossbow
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| Tools
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| Smith's Tools, Thieves' Tools, Disguise Kit, Forgery Kit
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| Vehicles
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Post by Thorfin on Jul 11, 2021 12:43:45 GMT
Attacks: Name
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| Attack Bonus
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| Saving Throw
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| Damage & Type
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| Properties
| Sneak Attack
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| -
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| -
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| 1d6 Weapon's
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| Rapier
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| + 5
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| -
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| 1d8 + 3 Piercing
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| Finesse
| Shortbow
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| + 4
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| -
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| 1d6 + 2 Piercing
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| Ammunition (range 80/320), two-handed
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Post by Thorfin on Jul 11, 2021 12:44:55 GMT
Spellcasting: -
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Post by Thorfin on Jul 11, 2021 12:49:14 GMT
Equipment
On person
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| Items
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| Quantity
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| Price
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| Weight
| Chain Shirt
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| 1
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| 50 gp
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| 20 lbs
| Rapier
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| 1
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| 25 gp
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| 2 lbs
| Shortbow
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| 1
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| 25 gp
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| 2 lbs
| Quiver (arrows)
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| 20
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| 2 gp
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| 2 lbs
| Thieves' Tools
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| 1
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| 25 gp
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| 1 lbs
| Fine Clothes
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| 1
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| 15 gp
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| 6 lbs
| Fadenheim Signet Ring
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| 1
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| 5 gp
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| 0 lbs
| Cold Weather Clothing
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| 1
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| 10 gp
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| 5 lbs
| Snowshoe
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| 1
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| 2 gp
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| 4 lbs
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| Total Weight
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| 42 lbs
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Backpack
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| 2 gp
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| 5 lbs
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| Items
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| Quantity
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| Price
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| Weight
| Ball bearings
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| 1'000
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| 1 gp
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| 2 lbs
| Bell
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| 1
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| 1 gp
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| 0 lbs
| Disguise Kit
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| 1
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| 25 gp
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| 3 lbs
| Crowbar
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| 1
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| 2 gp
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| 5 lbs
| Dreamcatcher
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| 1
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| 0 gp
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| 0 lbs
| Hammer
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| 1
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| 1 gp
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| 3 lbs
| Hooded Lantern
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| 1
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| 5 gp
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| 2 lbs
| Flask of Oil
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| 2
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| 2 sp
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| 2 lbs
| Ration
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| 5
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| 2 gp 5 sp
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| 10 lbs
| Hemped Rope (50 feet)
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| 1
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| 1 gp
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| 10 lbs
| Piton
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| 10
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| 5 sp
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| 2.5 lbs
| String (10 feet)
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| 1
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| o gp
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| o lbs
| Tinderbox
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| 1
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| 5 sp
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| 1 lbs
| Waterskin
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| 1
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| 2 sp
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| 5 lbs
| Crampons
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| 2
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| 2 gp
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| 1/4 lbs
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| Total Weight
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| 50.75 lbs
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Currency
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| Copper
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| 0
| Silver
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| 3
| Electrum
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| 0
| Gold
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| 11
| Platinum
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| 0
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| Total Weight
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| 0 lbs
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Encumbrance
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| Encumbered
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| 92.75 / 255 lbs
| Heavily Encumbered
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| 92.75 / 340 lbs
| Max Carry Capacity
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| 255 lbs
| Push, Pull, Drag
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| 510 lbs
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Post by Thorfin on Jul 11, 2021 13:06:15 GMT
Personality Traits
Flattery is my preferred trick for getting what I want; even if it's an illusion, people must feel comfortable around a noble gentleman of my calibre.
I always have plan for what to do when things go wrong, there is always a positive side in every event, no matter how dreadful it looks.
Ideals
Aspiration. I'm determined to make something of myself, rebuild my reputation, find my lost identity.
Bonds
I'm the scion of a noble family, and one day I'll reclaim my lands and title proving my worth with the wealth and adventures I lived along the way to find my lost family.
Flaws
I can't resist swindling people who are more powerful than me and whoever act like they are superior to the rest of us.
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Post by Thorfin on Jul 11, 2021 13:11:27 GMT
Features & Traits
Darkvision
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| Accustomed to life underground, 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.
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| Dwarven Resilience
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| You have advantage on saving throws against poison, and you have resistance against poison damage.
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| Speed
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| Your speed is not reduced by wearing heavy armor.
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| Stonecunning
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| Whenever 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.
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| Expertise
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| At 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. > Athletics, Persuasion
At 6th level, you can choose two more of your proficiencies (in skills or with thieves' tools) to gain this benefit.
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| Sneak Attack
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| Beginning 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.
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| Thieves' Cant |
| During 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.
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| Cunning Action
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| 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 be used only to take the Dash, Disengage, or Hide action.
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| False Identity
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| You 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.
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Post by Thorfin on Jul 11, 2021 13:12:16 GMT
Backstory:
178 years are not many in a dwarf's life, but in this period this particular dwarf had many, of lives. Sometimes to run, others to hide, and sometimes also for fun, he has visited many places and taken countless identities. During his last trip, a turbulent sea crossing, a great fever struck him, the weight of a lifetime of lies on shoulders unable to bear it any more. In his fevered state, he searched all his belongings, who was he really? Tossing all the stuff he knew was fake overboard, only a few trinkets remained in his bag: a signet ring, an old letter telling the tale of a twin of that ring and the family who it belongs to, and a dreamcatcher with details suggesting Icewind Dale as the place of fabrication. Without a clear path ahead, the dwarf with his newly found self, Thorfin, scion of the Fadenheim family, set course for that region. He has been in Bryn Shander for a couple of months, both hiding from the consequences of his past and searching leads to rejoin with his noble family. He is even doing some good work around, after all how could he claim his position if not demonstrating he is worth of it?
When he reached the village he was helped by a local healer Eirian, who has been his contact to learn about the region.
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Post by Thorfin on Jul 11, 2021 13:12:34 GMT
Assumptions:
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