Mathezic

Adrien Cavell's page

1,081 posts. Alias of RinValak.


Full Name

Adrien "Cavell"

Race

HP 47/63, AC 18, Init +7, Passive Perception 15, Saving Throws: Str +4, Dex +5, Con +4, Int +0, Wis +2, Cha +2, HD: 1/6 + 2/3, Insp: 0/1, SD: 4/4, AS: 0/1, SW: 0/1

Size

Medium

Age

32

Alignment

Chaotic Neutral

Deity

Tymora

Languages

Common, Thieves' Cant

Occupation

Bogshark!

Strength 10
Dexterity 20
Constitution 10
Intelligence 10
Wisdom 14
Charisma 14

About Adrien Cavell

Adrien Cavell Aid-ree-in Kav-El
Class Fighter 6 (Battle Master), Rogue 3 (Swashbuckler)
Race Human
Background Criminal
Alignment Chaotic Neutral
Age 32
Height/Weight 6'0, 155 lbs
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A tall, thin man in dark commoners clothing and a hood, usually drawn back. Lightly tanned skin, brown hair, a short rough beard, and light green eyes. He has a nasty scar running from the front of his throat diagonally up over his jaw.

Portrait

Personality:
Easy smile, often laughing, drinking, playing cards. A little cocky. Strives to be the best. Often makes light of serious situations. Deadly loyal to his close friends. Hates politics and nobles. Pays tribute to Tymora, goddess of good fortune.

Ideals:
Adrien doesn't care about politics or changing the world, he just cares about his friends. Everyone else is free game.

Bonds:
Owes some loyalty to the Waterdeep Thieves' Guild. Is expected to abide by their rules and share a small cut with them. Other than that, every thief is fairly independent.

Flaws:
A proud man, and you never know when he'll laugh off an insult or take deadly offense. His pride can get him into bad trouble sometimes, and he hates losing. The best way to get Adrien to do something is to bet him he can't do it.

Backstory:
Adrien was the oldest son in a minor noble house, the Mareschals of Iriaebor. He was trained by a court weapon master of middling talent, but who knew how to manipulate Adrien into dedicating himself to training―by prodding his ego. Eventually, Adrien got sick of politics and dinner parties. As a lad of 17, he began dressing up as a commoner and sneaking into slummy taverns, far from the safety and comfort of his family's estate. There he found real people, not fake masks like in court. He grew to love them, these regular people, and his distaste for politics and fancy parties gradually turned into loathing. One night, a fancily dressed noble came into the slummy tavern. He was older than Adrien, a proper young man, and was accompanied by a dangerous looking bodyguard. The noble demanded drinks on the house and started harassing the commoners. The last straw for Adrien was when the noble decided it was within his rights to take one of the commoner girls to bed―a girl Adrien fancied. He stepped in and tried to disarm the situation, and the nobleman talked down to him just like any other commoner and was going to forcibly take the girl to his room. Adrien challenged him to a duel and killed him, even drunk and years younger. The bodyguard had to let the duel happen, but once it was over he turned Adrien in to the city guard. A commoner killing a noble, even in a duel, had severe consequences. He spent the night in a cell but finally admitted that he was a Mareschal, not a commoner. His parents bailed him out, and he thought everything would go back to normal. The noble he killed turned out to be a member of Lord Bron's own family, a potential heir to rulership of the city. The political repercussions would be devastating for the Mareschals if they didn't do something drastic, they could all lose their titles and be exiled from the city, so they disowned and exiled Adrien. They didn't do it lightly but saw no other choice. The stunned boy was left on the edge of town with a rucksack of supplies and orders to never return.

He walked. Following the caravan routes and roads northwest towards the coast. By the time he made it to Waterdeep, he was out of food and coin. Adrien slept and cried in the alleys with the addicts and beggars, eating thrown-away food. Then, a stroke of luck turned into a disaster and back into luck again. While begging for coin, a particularly wealthy man took pity on him and gave him a handful of gold pieces. Adrien hid them quickly in a coinpurse, so grateful he was in tears. The wealthy man left, and a grim-looking ruffian came over and demanded the purse, pointing a dagger at him. Adrien drew his own dagger and fought back. Despite being much smaller and younger, he killed the thug effortlessly and took his valuables. The other beggars whispered the story for many nights after. Eventually, the thieves' guild came looking for Adrien, following the rumors, searching for the urchin that killed their man. They said Adrien owed them a debt for killing him, and would have to work it off, by stealing. They trained him and he did his job well for several years, giving them almost everything he had, keeping only enough coin to stay alive. As the thieves' guild kept delaying when he could become a full member, Adrien grew impatient and broke into the leader's room at night, planning to steal some token to prove he was ready. The guild leader caught him red-handed and almost killed him. It was against guild law to steal from fellow members, but Adrien insisted then they should make him a real member because he wasn't one. The ploy was improvised, cocky, and actually worked. For the next twelve years, Adrien worked as a member of the Thieves' Guild throughout the region. He was a capable enough burglar, but his niche seemed to be the most high risk, high reward jobs, that smart thieves didn't take. Adrien had a knack for being able to fight his way out of overwhelming odds and pull off the impossible, something most thieves weren't capable of. He worked as a fence for stolen goods, a smuggler of contraband, a weapons trainer for the thieves, and occasionally a bodyguard for hire. In the Thieves' Guild, he went by the name Adrien Cavell. His old family name, Mareschal, an unwanted relic of the past, best left forgotten.

While working in Everlund, Adrien took a Thieves' Guild contract to get hired as a caravan guard for a particular shipment, which would be ambushed by a bandit gang called "The Bogsharks". The contract was to allow this gang to take the cargo, helping them subdue the real caravan guards if necessary. The plan went smoothly, and Adrien helped them carry the loot back to their base of operations. There, they laughed and celebrated the successful heist, and the look on the merchant's face. The boss of the Bogsharks said Adrien could join if he wanted. Lots of freedom, good hauls, but very risky work. Fights can get ugly quick, but the payouts are huge if successful. That sounded like exactly what Adrien was looking for, and what he was good at. Plus, he liked the Bogsharks. They weren't so cold and calculating like the people he was used to working with. That was 3 years ago, and Adrien's never looked back.

Note: Adrien's noble blood is a closely held secret. He hasn't told a single person since his exile at 17 years old. When asked where he grew up, or where his family is, he tells a different story every time.

Total HP 63
AC 17 (18 when dual wielding)
Init +7
Speed 30
Passive Perception 15
Hit Die d10x6,d8x3
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Saving Throws
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STR +4, DEX +5, CON +4, INT 0, WIS +2, CHA +2
Equipment Leather Armor (stored), Thieves Tools, Crowbar, Dark Common Clothes with hood, Burglar's Pack, Dragon Talon Necklace (Trinket), Keepsake Pouch (15sp), 87gp, 4sp, 1cp, Manacle Pick, Sapphire's Sabre, Sabre, 4 Daggers, Longbow, 40 arrows, Grappling Hook, Flask of Oil, Bag of Caltrops, Bag of Ball Bearings, Forgery Kit, Studded Leather Armor.
Proficient Skills/Tools Acrobatics (+9), Athletics (+4), Deception (+11)*, Perception (+6), Stealth (+13)*, Playing Cards, Thieves' Tools (+9), Forgery Kit, Sleight of Hand (+9)
*Expertise
Languages Common, Thieves' Cant
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Special Abilities
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Core Knowledge (Thay): Cavell once had the opportunity to learn quite a bit about a particular, niche subject. He has proficiency on intelligence (History & Arcana) checks where they pertain to the Thay, and may roll Advantage on the same.
Second Wind: Heal 1d10+6 as your bonus action, must rest to use again.
Action Surge: On your turn, you can take an additional action on top of your regular action and a possible bonus action. Can use once per short or long rest.
Superiority Dice: You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest.
Parry: When another creature damages you with a melee attack, you can use your reaction and expend one superiority die to reduce the damage by 1d8+5.
Riposte: When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, you add 1d8 to the attack's damage roll.
Rally: On your turn, you can use a bonus action and expend one superiority die to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature gains temporary hit points equal to 1d8+2.
Fighting Style: Two-Weapon Fighting (Add ability modifier to damage of second attack).
Extra Attack: Attack twice whenever you take the Attack action.
Dual Wielder: +1 AC while dual wielding, able to use rapiers, draw and stow both weapons at once.
Criminal Feature: Reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact through local messengers, corrupt caravan masters, and seedy sailors.
Expertise: Double proficiency bonus in Stealth and Deception.
Sneak Attack: Once per turn, deal an extra 2d6 damage on hit if the attack has advantage. You don't need advantage if another enemy of the target is within 5 feet of it (unless you have disadvantage).
Cunning Action: 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.
Fancy Footwork: You know how to strike and then slip away without reprisal. During your turn, if you make a melee attack against a creature (whether you hit or not), that creature can't make opportunity attacks against you for the rest of your turn.
Rakish Audacity: Your unmistakable confidence propels you into battle. You can add your Charisma modifier to your initiative rolls. In addition, you don't need advantage on your attack roll to use your Sneak Attack if no creature other than your target is within 5 feet of you, you are within 5 feet of your target, and you don't have Disadvantage on the attacks.
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Attacks
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Melee: Sapphire's Sabre, Troll Splitter. +11 1d8+7, +11 1d6+7
Ranged: Longbow. +9 to attack, 1d8+5

Sapphire's Sabre:
Sapphire's sword
You are now attuned to it, and cursed by it. You cannot unattune to it unless the curse it broken, or satisfied. Brundon must die.

Curse: This sword is cursed and possessed by a vengeful spirit. Becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the sword, keeping it on your person at all times.

In addition, while the sword is on your person, you must succeed on a DC 15 Wisdom saving throw whenever you take damage in combat. On a failed saving save, you must attack the creature that damaged you until you drop to 0 hit points or it does, or until you can't reach the creature to make a melee attack against it.

Finally, seeing Frostheight or Brundon might bring about additional rules.

Trollsplitter:
When you hit an enemy of large size or bigger with it, it does an extra 1d12 damage.

Boon of the Cursed:
Sapphire's vengeful spirit has started to contaminate Adrien in his moment of emotional distress. She has started to bleed out from her cursed sword, using Adrien as her medium.
Gain the following benefits:

Cursed Sight (Bonus action)- Gain Dark vision (60) for 5 minutes. This will allow you to see ethereal life forms on the material plane. Refreshes after a long rest.

Bloodied Precision- While you have less than half of your remaining HP left, you crit on 19-20

Addtionally, Sapphire's cursed sword is now +2. The curse on it is even harder to break now, and Adrien should feel loathing from parting with either of his weapons, and potentially even have difficulty choosing to have the curse broken.

The curse normally on Sapphire's sword has the following additions.
Firstly, While the curse is active, Adrien gains advantage on Acrobatics, Athletics, and Perception checks, as well on ALL SAVING THROWS (except the Will save the sword itself requires).
Secondly, if the curse ends because the target of the curse got somewhere Adrien cannot get to (as opposed to the target being DEAD), mark two of your hit dice as spent without regaining any HP from it. If you must do this and you are out of Hit dice, gain a level of exhaustion instead.