Artemis Entreri

Artemis Atredies's page

89 posts. Alias of Freddy Honeycutt.


About Artemis Atredies

Hit Points: 7
Saving Throw: 15
AC: Descending AC System (Ascending AC System) 5 (14)
Leather armor 7 (12), shield -1{+1}, Dex -1{+1}
Movement Rate: 12

Race: Human
Class: Warrior*....Only a 3-8% chance to suspect otherwise
Gender: Male
Alignment : (True) Neutral
Diety:
Age: 17
Prime Attribute :
Xp Bonus: N/A
Experience Points: 0 (1500 needed for next level)
Occupation: Woodcutter
Languages: Common, Elven, Goblin, Giantish

Life in and around Diamond Lake is tough and unforgiving.

Artemis is the surviving son of a local wood cutter family the Atredies' his father Temis was, a well liked man because he dealt fairly with all. Those who needed work knew they could earn a fair wage and local consumers of his product, knew they were paying a fair price.

Artemis and Temis knew of the druids of the Bronzewood lodge and they were constantly respectful of the forest, when they harvested a tree of the proper size and species from the forest, they were careful to take only what was needed and to plant a new tree in place of the one taken.

Although neither Rangers nor druids, Temis and Artemis knew enough woodlore to find trees suitable for masterwork weapons, and to avoid common forest dangers and weather.

The local blacksmith Manlin Osgood, of the Osgood Smithy* was a close friend of Temis, and he often supplied the properly selected, cut and cured wood mainly for handles, that helped Osgood manufacture master work products.

Unbeknownst to the entirety of Diamond Lake...

Spoiler:
his father Temis was a former assassin and imparted his unique skillset to his son. DM option the local blacksmith is a member of the guild...

The lumber consortium angered by competing wages and unwilling to tolerant any competition or dissent to their way of doing business, murdered Temis (Artemis's father), destroyed his home, stole the wood cart and horse.

Artemis spent a brief amount of time working in the local militia during a couple of hard seasons once he turned 16, and combined that with his experience in the woods to make a fine warrior in times of crisis.

Quotes:
"Cutting a tree and finding the masterwork wood within is not a matter of strength it is a matter of striking the wood accurately over and over."

"In the forest it is sometimes a matter of finding the right tree."

"A bow is not crafted in a single season."

Atributes

Strength 7
Dexterity 13
Constitution 13
Intelligence 12
Wisdom 11
Charisma 10

Attribute Bonuses

Bonus to Hit (Str): +0
Open Doors (str): 1-2
Damage Bonus (Str): +0
Carry Modifier (Str): +0
Bonus to Missiles (Dex): +1
Armor Bonus (Dex): +1
Hit Points Bonus (Con): +1
Raise Dead Survival (Con): 100%
Additional Languages: 3
Max # of Special Hirelings: 4

Disguise:

Spoiler:

Assassins can disguise themselves with great skill, allowing them to blend into other groups without causing suspicion.

A person of average intelligence and wisdom (both about 10) has only a 5% change to see through the disguise, unless it includes considerable fakery such as posing as a member of the opposite sex. In those cases the base chance to detect the disguise is 10%.
These chances will be modified by the Referee to take the observer’s intelligence into account. As a rough guideline, if the observer had the brutish intelligence of an orc or a particularly foolish human, the chance to detect the disguise might drop by 1% or 2%. If the observer were a captain of guards, a Cleric, a Magic-User, or were otherwise of greater than average mental capacity, the chance to detect such a disguise would increase by 1% to 3%. The Assassin’s disguise is more than just a matter of costume; it encompasses mimicry of speech and behavior as well. However, if the character is impersonating a specific individual, the disguise can only make the Assassin look vaguely similar – anyone at all familiar with the original would spot the imposture immediately. Disguises are more about blending in, mimicking a different social class, and – especially – not being recognized afterwards.

Poison use:

Spoiler:

Assassins are able to use poison on their weapons without the risk of making basic errors. Fighters who coat their swords with poison might – just might – make the mistake of absentmindedly rubbing their eyes before remembering to wash the deadly toxin from their hands; Assassins are trained not to fall prey to such basic errors when using poison. Assassins are not, however, trained at concocting poisons; most guilds employ an alchemist for such purposes.

Back stab: (+4 to hit, Double damage, 25% chance to kill outright provided the opponent's hit dice are no more than 1 higher than the Assassin's level.)

Spoiler:

Assassins may attack from behind with a to-hit bonus of +4, and inflict double damage. At levels 5-8, damage is tripled, and above level 8 such an attack inflicts quadruple damage.

Other skills not until 3rd level...

Spoiler:

Assassins have skills similar to those of Thieves, but comparable to a Thief two levels lower than the Assassin character.

1.Climbing Walls or Cliffs The percentage chance is what the assassin needs to climb a wall that others cannot climb. If the wall is more difficult than normal (very slippery, for example), the referee may lower a assassin’s chances of success. In general, if a normal person has a chance to climb a wall, an assassin can most likely do it automatically.

2.Delicate Tasks This percentage chance is used for disabling small mechanical traps like poisoned needles, and is also used for picking pockets. The skill is also used to detect whether a mechanism, keyhole, or other small location contains a trap that can be removed.

3.Hearing Sounds An assassin can hear well when concentrating; this mainly includes listening at doors.

4.Hiding in Shadows Assassins can make themselves very hard to see when lurking in the shadows. Anyone can hide, of course, but assassins are virtually invisible and can move around while hiding.

5.Moving Silently Assassins can move quietly, without being heard.

6.Opening Locks Assassins can pick locks; some locks might be unusually difficult, in which case the Referee might reduce the percentage chance as appropriate.

Offense

Hand axe
[dice]1d20+1; 1d6[/dice]

Hand axe Backstab
[dice]1d20+5; 2d6[/dice]
[dice]1d00[/dice] 25% chance to outright kill, if HD is Level+1

Dagger
[dice]1d20+1; 1d4[/dice]

Dagger Backstab
[dice]1d20+5; 2d4[/dice]
[dice]1d00[/dice] 25% chance to outright kill

Dagger (thrown) ROF:1 , Range: 10ft
[dice]1d20+2; 1d4[/dice]

Dagger (thrown)Backstab
[dice]1d20+6; 2d4[/dice]
[dice]1d00[/dice] 25% chance to outright kill

Shortbow Damage:1d6, ROF:2, Range:50ft
[dice]1d20+2; 1d6[/dice]
[dice]1d20+2; 1d6[/dice]

Shortbow Backstab
[dice]1d20+6; 2d6[/dice]
[dice]1d00[/dice] 25% chance to outright kill
Shortbow Backstab
[dice]1d20+6; 2d6[/dice]
[dice]1d00[/dice] 25% chance to outright kill

Lamp oil thrown
[dice]1d20+2; 1d4[/dice] Continues to burn for 1 the next 2 rounds

Money Starting wealth 120 gold
Gold: 7
Silver: 10
Copper: 25
Other portable wealth:

Gear:
Shortbow 15 gold
(60) arrows 6gold 60/60
(4) hand axes 4gold
(4) Daggers 8 gold
(2) Slings x4gold
Leather armor 5gold
Shield 15gold

Backpack 5gold
Bedroll x2gold
chain 10' 30gold
Chalk x05gold
Flint & steel 1gold
lantern hooded 7gold
(6) oil, lamp x6gold 6/6
grappling hook 1gold
rope, silk 50 10gold
(7) rations, trail 3.5gold 7/7

27. Osgood Smithy
The distinctive “O” maker’s mark of Manlin Osgood (N male human expert
5) is a regional sign of quality powerful enough that lesser blacksmiths in neighboring communities ofen forge it to maintain competitive parity. Osgood and his team of seven apprentices and
journeyman smiths specialize in masterwork armor and household items like canteens, canisters, tools, and the like.
Osgood is a somewhat coarse, unfailingly polite middle-aged human with a bald head and a walrus-like mustache. He always remembers a customer’s name, and greets frequent patrons with a hearty
handshake and a slap on the back.

"Valar Morghulis" is a phrase in an ancient tongue that is commonly used in the Free City, which means "All men must die".

This is the phrase that Artemis will use in the free city to discover the hidden masters, he also carries a special coin hidden upon his person that will show his identity when he arrives.

The faceless man