Rogue

Silviradrith Moonmist's page

10 posts. Organized Play character for Degnax 1e.


About Silviradrith Moonmist

Silviradrith Moonmist

Alignment: Chaotic Good

Size: medium

Class: UC Rogue 6/ Shadowdancer 4

Race: Elf:

Ability modifiers: +2 Dex, +2 Int, -2 Con

Type: Humanoid, Elf

Size: medium

Base Speed: 30

Languages: Common, Elvish,

Elven Immunities

Keen sense

Shadowplay: Disguise Self (DC17) 1/day, Shadow Walk (self) (DC 21) 1/day

Low Light Vision

Weapon Familiarity: longbow, longsword, rapier, shortbow and “elven” weapons

Initiative: 6

Senses: low-light vision, Dark Vision, Perception: 21

Languages: Common, Elven, Chondathan, Illuskan, Halfling, Sylvan, Dwarven, Gnome, Orcish

Stats:

Str: 12 | +1 = 12 (base)
Dex: 22 | +6 = 16 (base) + 2 (level) + 2 (belt)
Con: 8 | +8 = 10 (base)
Int: 20 | +5 = 16 (base) + 2 (race) + 2 (headband
Wis: 12 | +1 = 14 (base) - 2 (Feat)
Cha: 10 | +0 = 10 (base)

Defense:

AC: 23 = 10 (base) + 5 (armor) +6 (dex) +1 (deflection) +1 (dodge)

Touch: 18

Flat: 16

HP: 99 = 49 (base) + 50 (int)

Fort: 5 = 3 (base) -1 (Con) + 3 (cloak)

Ref: 16 = 7 (base) + 6 (dex) + 3 (cloak)

Will: 7 = 3 (base) + 1 (wis) + 3 (cloak)

CMD: 26 = 10 (base) + 7 (BAB) + 1 (Str) + 6 (dex) + 2

Armor:
+1 Mithril shadow chainmail of shadow blending | armor bonus: 5 | max dex: 8 | armor check: 0 | arcane failure: 10% | speed: 30 | enhancement bonus +1 | weight: 12lbs | cost: 13850gp

50% miss chance in dim light

Offense:

Speed: 30 ft.

BAB: 7/2

CMB: 8 = 7 (BAB) + 1 (str)

Melee:
+1 keen Elven Curve Blade | To Hit: +14/+9 | DMG: 1d10 +10 | Crit: 15-20/x2 | DMG Type : Slashing | Weight: 7 lbs | Cost: 8080gp

Dagger | To Hit: +8/+3 | DMG: 1d4+1 | Crit: 19-20/x2 | DMG Type: Piercing | Weight: 1lbs | Cost: 2gp

Range:
MW Longbow | To Hit: +14/+9 | DMG: 1d8 | Crit: x3 | DMG Type: Piercing | Range: 100ft | Ammo: 40 reg / 40 blunt | Weight: 3lbs | Cost: 375gp

Feats and Traits:

Traits:
Child of the Moon

Feats:
1. Mind over body
1. Weapon Finesse
3. Dodge
5. Mobility
6. Combat Reflexes
7. Shadow Weave Magic
9. Accomplished Sneak Attacker

Class Features: Unchained Rogue:

1. Finesse Training, Trapfinding, Sneak Attack 1d6

2. Evasion, Rogue Talent

3. Danger Sense +1, Finesse Training, Sneak Attack 2d6

4. Debilitating Injury, Rogue Talent, Uncanny Dodge

5. Rogues Edge: Sense Motive, Selena Attack 3d6

6. Danger Sense +2, Rogue Talent

Rogue Talents:

2. Minor Magic: No Light: at will (DC 16)

4. Gloom Magic: Darkness 2/day (DC 18)

6. Combat Trick

9. Major Magic: Dancing Darkness 8-11/day (DC 16)(need gm ruling)

Shadow Dancer:

1. Hide in Plain Sight

2. Darkvision, Improved Uncanny Dodge

3. Rogue Talent, Shadow Illusion: 2/day (DC 12), Summon Shadow

4. Shadow Call: 1/day (DC 15), Shadow Jump 40ft.

Skills:

*=Class skill

*Acrobatics: 19 = 10Rans + 6Stat + 3CS
*Appraise: 5 = 5Stat
*Artistry: 5 = 5Stat
*Bluff: 5 = 10Ranks + 0Stat + 3CS
*Climb: 5 = 1Ranks + 1Stat + 3CS
*Craft: 5 = 5Stat
*Diplomacy: 18 = 10Ranks + 0Stat + 3CS + 5Item
*Disable Device: 22 = 10Ranks + 6Stat + 3CS + 3Class
*Disguise: 13 = 10Ranks + 0Stat + 3CS
*Escape Artist: 6 = 6Stat
Fly: 6 = 6Stat
Handle Animal: 0 = 0Stat
Heal: 1 = 1Stat
*Intimidate: 4 = 1Ranks + 0Stat + 3CS
Knowledge Arcana: 8 = 3Ranks + 5Stat
*Knowledge Dungeoneering: 12 = 4Ranks + 5Stat + 3CS
Knowledge Engineering: 6 = 1Ranks + 5Stat
Knowledge Geography: 6 = 1Ranks + 5Stat
Knowledge History: 6 = 1Ranks + 5Stat
*Knowledge Local: 12 = 4Ranks + 5Stat + 3cs
Knowledge Nature: 8 = 3Ranks + 5Stat
Knowledge Nobility: 6 = 1Ranks + 5Stat
Knowledge Planes: 8 = 3Ranks + 5Stat
Knowledge Religion: 8 = 3Ranks + 5Stat
*Linguistics: 5 = 5Stat
*Lore: 5 = 5Stat
*Perception: 21 = 10Ranks + 1Stat + 3CS + 2Race + 5Item
*Perform (dance): 13 = 10Ranks + 0Stat + 3CS
*Profession: 1 = 1Stat
Ride: 6 = 6Stat
*Sense Motive: 14 = 10Ranks + 1Stat + 3CS
*Sleight of Hand: 19 = 10Ranks + 6Stat + 3CS
Spell Craft: 9 = 4Ranks + 5Stat
*Stealth: 25 = 10Ranks + 6Stat + 3CS + 5Armor + 1Trait
Survival: 5 = 4Ranks + 1Stat
*Swim: 8 = 1Ranks + 1Stat + 3CS
*Use Magic Device: 10 = 7Ranks + 0Stat + 3CS

Magic Items:

Head -

Headband - Headband of Vast Intelligence +2 (Disguise) (4000gp)

Eyes - Eyes of the Eagle (2500gp)

Shoulders - Cloak of Resistance +3 (9000gp)

Neck -

Chest -

Body - Living Garments (5000gp)

Armor - +1 Mithral Shadow Chainmail of Shadow Blending (13850gp)

Belt - Belt of incredible Dexterity +2 (4000gp)

Wrists -

Hands - Trapspringer’s Gloves (4000gp)

Rings - Ring of Sustenance (2500gp)
Ring of Seven Lovely Colors (4000gp)

Weapons - +1 Keen Elven Curve Blade (8080gp)

Wands - Wand of cure light wounds (750gp)

Potions - Protection From Evil x3 (150gp)
Protection From Chaos x3 (150gp)
Protection From Law x3 (150gp)
Protection From Good x3 (150gp)
Endure elements x3 (150gp)
Feather fall x3 (150gp)
Pass without trace x3 (150gp)
Vanish x4 (200gp)

Slotless - Bag of Holding I (2500gp)

Mundane Equipment:

Bedroll 5lb 1sp
tent 20lb 10gp
Blanket 3lbs 5sp
Waterskin x2 8lb 2gp
Rations x5 5lbs 2gp 5sp
Silk rope 50ft x4 20lbs 40gp
Belt Pouch 0.5lbs 1gp
Chalk x10 1sp
Caltrops x5 10lbs 5gp
Bell tripwire trap x4 8lbs 8gp
Compass 0.5lbs 10gp
Folding Pole 10lbs 2sp
Flint and steel 1gp
Fishhook 1sp
Grooming Kit 2lbs 1gp
Mirror 0.5lbs 10gp
Saw 2lbs 4cp
Hammer 2lbs 5sp
Crowbar 5lbs 2gp
Shovel 8lbs 2gp
Concealable Thieves tools 0.5lbs 190gp
Disguise kit 8lbs 50gp
Grappling Hook 4lbs 1gp
Piton x10 5lbs 1gp
50ft twine x6 3lbs 6cp
Shaving Kit 0.5lbs 1gp 5sp
10x Oil 10lbs 1sp
40x Arrows 6lbs 2gp
40x Blunt arrows 6lbs 4gp

Total Weight: 190.5lbs
Carry Weight: 35.5lbs
Bag of Holding: 155lbs

Remaining Money: 126gp 3sp

Carrying capacity: Light < 43lbs | Medium 44-86lbs | Heavy 87-130lbs

Backstory:

Silviradrith Moonmist was born in Silverymoon beneath a moon veiled by drifting cloud, a quiet and unremarkable night by elven standards, yet one that would subtly shape his future. His parents were both accomplished spellcasters, adherents of the Art in its purest, Mystra-blessed form, and from an early age, it was assumed that Silviradrith would follow the same path.
He did not.
Though intelligent and disciplined, Silviradrith found the intricacies of spellcasting elusive. Cantrips came with effort, minor workings with dedication, but the effortless brilliance his parents displayed never manifested in him. Rather than resentment, this bred a sharp self-awareness: magic was simply not generous with him. If he could not learn to shape the Weave, then he would learn to move around it, even if that meant walking a lonelier path.
He turned his mind toward knowledge, observation, and skill. Where others relied on divinations, he learned to listen. Where wards barred entry, he learned how they were placed, and where they were not. Tutors assigned to arcane theory found him asking different questions: Who built this? Why is it guarded? What happens when the light goes out?
It was during these years that something else became apparent. Born beneath that clouded moon, Silviradrith found shadows responded to him in subtle ways. Darkness seemed to soften around him, and dim places felt receptive. Through instinct rather than study, he learned a handful of minor, shadow-touched tricks: small illusions, a whisper of shade, the ability to blur his presence just enough to pass unnoticed. These manifestations did not feel like Mystra’s Weave. They felt quieter. Hidden.
Older, more cautious minds might have warned him away from such paths, but Silviradrith was not reckless, only curious. He did not seek power for its own sake, nor did he bargain with dark entities. Instead, he treated shadow as another tool, a means to see what light concealed, to go where openness was denied, and to uncover truths hidden behind locked doors and polite smiles.
Despite this, Silviradrith never meant harm. His curiosity was tempered by a genuine desire to help. He used what he learned to expose corruption, avert quiet disasters, and protect those who could not protect themselves, often without ever revealing his involvement. In Silverymoon, where secrets can be more dangerous than monsters, this made him useful, and occasionally unwelcome.
In time, his talents drew the attention of those who walk the boundary between shadow and motion, the Shadowdancers. From them, he learned that shadow is not merely concealment, but a living edge between worlds, one that can be stepped through, danced upon, and mastered. Under their guidance, Silviradrith refined his talents into an art, vanishing between heartbeats, moving through darkness as others move through air, and commanding shadow not as a corrupter, but as a student.
Now, Silviradrith Moonmist walks Faerûn as a quiet observer and subtle agent. He is no chosen of Mystra, no towering archmage, but where light fails, where truth hides, and where discretion matters more than force, he embodies the quiet strength and keen insight the world needs.

Campaign Hook:

Why Silviradrith Is in Alaghôn

Silviradrith Moonmist did not come to Alaghôn in search of righteousness.
He came in search of answers.
Turmish is a land of contracts, guild charters, and mercantile power, and Alaghôn sits at the center of it all. For someone who has learned that secrets hide more comfortably behind ledgers than behind locked doors, the city is a quiet treasure trove of half-truths. Silviradrith arrived under the guise of a discreet consultant, offering his services to merchant houses and civic officials who needed problems solved quietly and without spectacle.
Smuggling routes that vanished overnight.
Rival guilds are undermining one another through sabotage rather than open violence.
A sudden rise in illicit substances and alchemical poisons moving through back channels.
None of these problems required public attention, but all of them required someone who could move unseen, listen without being noticed, and ask the right questions without announcing them.
It was while untangling one such thread that Silviradrith began to notice something unsettling. Certain names recurred across unrelated investigations. Certain shipments disappeared only to reappear weeks later under new seals. More troubling still, rumours of hedge magic, curses, and “witchcraft” surfaced whenever scrutiny grew too close, as if fear itself were being used as a diversion.
That was when the letter surfaced.

Why He Joins the Witch Hunt

The request for aid from a small village passed through the hands of a local priest and then through the Inquisition's channels. To most, it was simply another plea for deliverance. To Silviradrith, it matched patterns he had already begun to recognize.
Villages do not ask for witch hunters unless something has already gone wrong.
And when they do, the truth is rarely what it first appears to be.
Silviradrith understood immediately what was at stake. If the hunt proceeded blindly, innocents would suffer. If it was ignored, something far worse would continue to fester beneath the surface. The presence of a bound witch only complicated matters further, turning the investigation into a volatile mix of authority, fear, and temptation.
He offered his services not as an executioner, but as a counterbalance.
Where the Inquisitor brought authority, Silviradrith brought discretion.
Where the Paladin brought conviction, he brought restraint.
And where the Witch brought danger, he brought understanding.
He does not condone forced servitude, nor does he trust the Witch’s justifications. What he trusts are patterns, consequences, and the uncomfortable truth that evil often hides behind legitimacy while loudly accusing others.
Silviradrith joins the hunt for one reason above all others:
to ensure that justice is discovered before it is declared.