Stygian Slayer

Fairgrim Sionnodel's page

16 posts. Alias of Tacticslion.


Race

Half-Elf

Classes/Levels

Rogue (arcane trickster) 3 | Init +3 | Passive Perception 9 | Passive Investigation 12 | HP: 18/18 | AC: 1? | HD 3d8 | Saves: S+1 D+5 C+0 I+4 W-1 C+2 | sneak attack +2d6 damage | weapon +? [1d?+1] | ?/? weapon +? [1d?+1] | XP: 900

Gender

Male

Size

Medium

Alignment

CG

Languages

Common, Elvish, other (Rashemi, Shou, Tethyrian?)

Strength 12
Dexterity 16
Constitution 10
Intelligence 15
Wisdom 8
Charisma 15

About Fairgrim Sionnodel

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Fairgrim Siannodel
CG, Half-elf (Human-side: Rashemi/Shou/Tethyrian) Rogue (arcane trickster) 3
Current XP: 900
Physical Features: 5'2", skin (dusky, yellowish-bronze; freckles), hair (thick brown [black striations]), eyes (dark blue, nearly black)
Languages: Common, Elvish, {Rashemi , Shou, Tethyrian?}

DEFENSE
Initiative: +3
AC: 14 (unarmored)
hp: 18 (3d8+0)
Resistances: Fey Ancestry (immune sleep; advantage v. charmed)
Saves: S+1 D+5 C+0 I+4 W-1 C+2

OFFENSE
Melee: <weapon> +5 [d6+3(+5)]
Ranged: four javelins +5 [1d6+3(+5)]
Special: sneak attack +2d6

Equipment:

- rapier
- dagger [2]
- shortbow and quiver of 20 arrows
- leather armor
- burglar’s pack,
- • backpack (bedroll, mess kit, tinderbox, candles [5], hooded lantern, flask of oil [2], day rations [10], ball bearings [1,000], string [10 ft.], bell, crowbar, hammer, piton [10]); waterskin, hempen rope [50 ft.]
- • disguise kit, thieves' tools
- deck of cards (marked)
- belt pouch (33g 7s 6c)
- healing potion [2]
- chest (cases [2], fine clothes, fake signet rings [2], ink bottle, ink pen, 5 sheets, perfume vial [1], sealing wax, soap)
- • disguise kit, forgery kit, thieves' tools, signet ring <Stayanoga family>

Class Abilities:
Expertise: choose two skill proficiencies or one skill and proficiency with thieves' tools; gain double the proficiency bonus

Sneak Attack (+2d6): (1/rnd) deal extra damage if you have advantage, or another of its foes is in 5 ft and isn't incapacitated and you don't have disadvantage; 1d6 per odd level <requires finesse or ranged>

Thieves’ Cant: mix of dialect, jargon, and code; set of signs/symbols to convey short, simple messages;
- words: can hide messages in seemingly normal conversation; only understand such messages by knowing thieves' cant. [4 x time] convey a message than to speak it plainly.
- symbols: convey short, simple messages: ex: area is dangerous, or area is territory thieves’ guild, or loot is nearby, or people in an area are (or aren't) easy marks or will (or will
not) provide a safe house for thieves on the run.

Cunning Action: you can take a bonus action on each of your turns in combat to take the Dash, Disengage, or Hide action.

Arcane Trickster
Spellcasting (INT-based: attack, reference, and DCs)
- cantrips (3): mage hand, prestidigitation, shocking grasp
- spell slots: (2/lvl) [max 1st lvl]; to cast a spells, you must expend a slot of the spell's level or higher; regain all expended spell slots when you finish a long rest.
- spells known (cantrips plus 3): charm person, disguise self, grease
• whenever you gain a level in this class, you can replace one spell you know with another spell of your choice from the wizard spell list (must be of a level for which you have spell slots, and must be enchantment or illusion, unless replacing the spell gained at 8th/14th/20th)
Spell save DC 12 (8 + proficiency bonus [2] + Intelligence modifier [2])
Spell attack modifier +4 (your proficiency bonus [2] + your Intelligence modifier [2])

Mage Hand Legerdemain: when you cast mage hand, you can make the spectral hand invisible, and you can perform the following additional tasks with it:
• stow 1 object the hand is holding in a container worn or carried by a creature
• retrieve an object in a container worn or carried by a creature
• use thieves’ tools to pick locks and disarm traps at range
do 1 w/out being noticed, if you succeed on a Dex (Sleight of Hand) v a target's Wis (Perception)
You can use bonus action from Cunning Action to control hand

Ability Scores and Skills:

STR 12 (+1) Athletics
CON 10 (+0)
DEX 16 (+3) Acrobatics, Sleight of hand, Stealth
INT 15 (+2)
WIS 8 (-1)
CHA 15 (+2) Deception, Persuasion

- Athletics +5
- Athletics +3
- Deception +4
- Persuasion +4
- Sleight of Hand +5
- Stealth +5

Proficiencies:

Proficiency Bonus (+2) {1/4 [lvl-1] (rounded down) +2

Weapons
- Simple Weapons
- Hand crossbows
- Longswords
- Rapiers
- Shortswords

Armor
- Light Armor

Tools
- Disguise Kit
- Forgery Kit
- Thieves' Tools

Languages
- Common
- Elven
- Other (Rashemi, Shou, Tethyrian)?

Feats:

- none

Background:
After an "incident" - something confusing with terrible magical forces, and lots of confusion - in order to avoid any repercussions, he was quickly smuggled out of the city in what at first was made to merely appear to be a kidnapping... and then became one. Taught the arts of magic by a miserly and terrible creature obsessed with secrets, power, and theivery named "Liteswii" (Light-soo-ee), Fairgrim did his best to maintain a positive attitude and a kind demeanor despite his harsh and hateful master.

Despite Liteswii's best efforts, Fairgrim never truly forgot his origins, nor came to hate his family for effectively selling him into a combination slavery and apprenticeship. Instead, he worked hard to become a quiet hero amidst his tormented life, and learn the ways of being a good person no matter what vile lessons Liteswii tried to beat into his skull, back, or shins. Despite that, Liteswii was extremely protective of Fairgrim for many years, ensuring he never went hungry (at least, not for too long) and took surprisingly excellent care of Fairgrim when the lad became ill. Liteswii never allowed Fairgrim to believe that it was true emotion or care, however; "I must ensure my investment comes to fruition." is the refrain for any sort of thanks. Instead, Liteswii would demand especially difficult or painful services from Fairgrim in "payment" - often of a darker nature than Fairgrim was willing to follow, normally.

Some years ago, Liteswii finally overstepped his bounds. When he forced Fairgrim to slip into a home and steal some food and magic, and an innocent woman found them, Liteswii demanded Fairgrim kill her. The young man refused, and he and his mentor fought, as the woman quailed. Liteswii won and killed the girl, despite Fairgrim's best efforts. Though Liteswii was going to take Fairgrim back despite his "betrayal" the two were discovered and captured - and lacking their magical power, were quickly overwhelmed by the guards. A deep investigation proved Fairgrim's relative innocence, and Liteswii's relative guilt. A bargain was made, and Fairgrim walked, with no knowledge of what happened to Liteswii thereafter. No news of hanging or other execution was forthcoming for a time, so it seemed he was imprisoned somewhere.

Charlatan Traits:

Skill Proficiencies: Deception, Sleight of Hand
Tool Proficiencies: Disguise kit, forgery kit
Equipment: A set of fine clothes, a disguise kit, tools of the con of your choice (a deck of marked cards, and a signet ring of an imaginary duke), and a belt pouch containing 15 gp already factored in

Scam: I put on new identities like clothes.

Feature: False Identity
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 o f document or the handwriting you are trying to copy.

Personality Trait(s):
- I fall in and out of love easily, and am always pursuing someone.
- I have a joke for every occasion, especially occasions where humor is inappropriate.
- Flattery is my preferred trick for getting what I want.

Ideal
- Independence: I am a free spirit— no one tells me what to do. (Chaotic)
- Friendship: Material goods come and go. Bonds of friendship last forever. (Good)
- Aspiration: I’m determined to make something of myself. (Any)

Bond
- I owe everything to my mentor—a horrible person who’s probably rotting in jail somewhere.
- Somewhere out there, I have a child who doesn’t know me. I’m making the world better for him or her.
- I come from a noble family, and one day I’ll reclaim my lands and title from those who stole them from me.

Flaw
- I can’t resist a pretty face.
- I'm always in debt. I spend my ill-gotten gains on decadent luxuries faster than I bring them in..
- I can’t resist swindling people who are more powerful than me.

Faith:
Astrid is a deeply spiritual woman, although she doesn't worship the Immortals. Rather, she worships totem spirits. She calls upon her belief in Bear (Constitution), Wolf (Strength), Eagle (Charisma), Coyote (Dexterity), Fox (Intelligence), and Raven (Wisdom) whenever she feels she needs their help in a task.
She spends an hour in meditation every day communing with them, and asking them for signs to guide her.

(GOT NOTHIN' FOR FAITH YET - WORKIN' ON IT

Ability Scores, XP:

STR 12 (+1)
CON 10 (+0)
DEX 16 (+3)
INT 15 (+2)
WIS 8 (-1)
CHA 15 (+2)

Racial Traits: Darkvision, Fey Ancestry, Skill Versatility (2)
Speed: 30 ft.
Proficiency: 1/4 [lvl-1] (rounded down) +2
Sneak Attack: 1d6/odd level
Class Features
Hit Dice: 3d8 (1d8 per rogue level)
Hit Points 18
Armor: Light armor
Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords
Tools: Disguise Kit, Forgery Kit, Thieves’ tools
Saving Throws: Dexterity, Intelligence
Skills: Acrobatics, Athletics, Deception, Persuasion, Sleight of Hand, Stealth
Tool Proficiencies: Disguise kit, forgery kit
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
• a rapier
• a shortbow and quiver of 20 arrows
• a burglar’s pack, disguise kit, deck of marked cards, belt pouch containing 33g 7s 6c
• Leather armor, two daggers, and thieves’ tools; a set of fine clothes, signet ring

Burglar’s Pack {Dungeoneer's/Explorer's} (19.5 gp). Includes a backpack, bedroll, mess kit, a bag of 1,000 ball bearings, 10 feet of string, a bell, 5 candles, a crowbar, a hammer, 10 pitons, a hooded lantern, 2 flasks of oil, 10 days rations, a tinderbox, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.
Chest [2 cases (map or scroll), ink bottle, inkpen, 5 sheets, perfume (vial), sealing wax, soap]
Healing Potion (2)

Expertise: choose two skill proficiencies or one skill and proficiency with thieves' tools; gain double the proficiency bonus

Sneak Attack [2d6]: (1/rnd) deal extra damage if you have advantage, or another of its foes is in 5 ft and isn't incapacitated and you don't have disadvantage; 1d6 per odd level <requires finesse or ranged>

Thieves’ Cant: mix of dialect, jargon, and code; set of signs/symbols to convey short, simple messages;
- words: can hide messages in seemingly normal conversation; only thieves’ cant understands
such messages. [4 x time] convey a message than to speak it plainly.
- symbols: convey short, simple messages: ex: area is dangerous, or area is territory thieves’
guild, or loot is nearby, or people in an area are (or aren't) easy marks or will (or will
not) provide a safe house for thieves on the run.
Cunning Action: you can take a bonus action on each o f your turns in combat to take the Dash, Disengage, or Hide action.

Arcane Trickster
Spellcasting [INT-based: attack, reference, and DCs]
- three cantrips: mage hand, prestidigitation, shocking grasp
- spell slots: (2/lvl [1st lvl]); to cast a spells, you must expend a slot of the spell's level or higher; regain all expended spell slots when you finish a long rest.
- spells known: cantrips plus charm person, disguise self, grease
- whenever you gain a level in this class, you can replace one spell you know with another spell of your choice from the wizard spell list (must be of a level for which you have spell slots, and must be enchantment or illusion, unless replacing the spell gained at 8th/14th/20th)
Spell save DC 12 (8 + your proficiency bonus [2] + your Intelligence modifier [2])
Spell attack modifier +4 (your proficiency bonus [2] + your Intelligence modifier [2])
Mage Hand Legerdemain: when you cast mage hand, you can make the spectral hand invisible, and you can perform the following additional tasks with it:
• stow 1 object the hand is holding in a container worn or carried by a creature
• retrieve an object in a container worn or carried by a creature
• use thieves’ tools to pick locks and disarm traps at range
do 1 w/out being noticed, if you succeed on a Dex (Sleight of Hand) v a target's Wis (Perception)
can use bonus action from Cunning Action to control hand
For the record, I chose the Burglar's pack to start with, and supplemented it with things from the diplomat's, dungeoneer's, and explorer's pack that it lacked.