Fey Friend

Thratch's page

351 posts. Alias of bookrat.


Full Name

Thratch

Race

Lightfoot Halfling | Rogue (Thief) 5 | HP 22/33 | AC 15 | S0, D7, C1, I5, W-1, Ch2 |

Classes/Levels

PP 12 | Status: -4 HP Max | Insp: II

Gender

Male

Size

Small

Alignment

CG

Languages

Common, Halfling

Occupation

Burglar

Strength 10
Dexterity 18
Constitution 12
Intelligence 15
Wisdom 8
Charisma 14

About Thratch

Race Lightfoot Halfling
Background Criminal
Class Rogue (Thief) 5
AC 15
Initiative +4
Alignment CG
Speed 25 ft
Proficiency +3

Attacks: +2 (Melee), +7 (Ranged)
Saves: Str +0, Dex +7, Con +1, Int +5, Wis -1, Cha +2
HP: 33 (9 + 6 + 6 + 6 +6)
Hit Dice: 5d8

Proficiencies:
Saving Throws: Dex, Int
Skills: Acrobatics, Athletics, Deception, Intimidation, Perception, Slight of Hand, Stealth (expertise)
Weapons: Simple Weapons, Hand Crossbow, Short Sword, Rapier
Armor: Light Armor
Tools: Lock Picking Tools (expertise), Gaming Set (dice), Forgery Kit
Languages: Common, Halfling, Thieves Cant

Equipment:

Armor: Leather (10 lbs)
Weapons: Shortbow (+7, 1d6+4 Peircing, 80/320, 2 lb), 2x Dagger (+7 melee, +7 ranged, 1d4+4 Peircing, 20/60, 1 lb ea), short sword (+7 melee, 1d6+4 piercing, 2 lbs)

Ammo: 13 Arrows

Clothing: Black common outfit with hood (3 lb)

Tools: Theive's Tools (1 lb), dice set, Forgery kit (5 lbs)

Packs: Burglar's Pack (Includes a backpack (5 lb), a bag of 1,000 ball bearings (2 lbs), 10 feet of string, a bell, 5 candles, a crowbar (5 lb), a hammer (3 lb), 10 pitons (1/4 lb ea), a hooded lantern (2 lb), 2 flasks of oil (1 lb ea), 4 days rations (2lb ea), a tinderbox 1 lb), and a waterskin (5 lbs). The pack also has 50 feet of silk rope (5 lbs) strapped to the side of it.)

Other: Steel mirror (1/2 lb), magnifying glass, 2x antitoxin, chalk

Trinket: Nightcap that gives pleasant dreams when worn

Magic Items:
Wondrous Figuring (Silver Raven): turns into a real Raven on command for up to 12 hours. While a Raven, you can cast Animal Messenger on it. Once the time is up, it can't be deactivated for 2 days.

Rope of Climbing (500 GP, 3 lbs): This 60-foot length of silk rope weighs 3 pounds and can hold up to 3,000 pounds. If you hold one end of the rope and use an action to speak the command word, the rope animates. As a bonus action, you can command the other end to move toward a destination you choose. That end moves 10 feet on your turn when you first command it and 10 feet on each ofyour turns until reaching its destination, up to its maximum length away, or until you tell it to stop. You can also tell the rope to fasten itself securely to an object or to unfasten itself, to knot or unknot itself, or to coil itself for carrying. If you tell the rope to knot, large knots appear at 1-foot intervals along the rope. While knotted, the rope shortens to a 50-foot length and grants advantage on checks made to climb it. The rope has AC 20 and 20 hit points. It regains 1 hit point every 5 minutes as long as it has at least 1 hit point. If the rope drops to 0 hit points, it is destroyed.

6x Potion of Healing (1/2 lb ea)

Copper Pieces: 19
Silver Pieces: 17
Electrum Pieces: 0
Gold Pieces: 22
Platinum Pieces: 15

Gems and other Valuables:
25 GP Gem x2
50 GP Gem x3
100 GP Gem
Silver knife and fork

Max Carry: 120
Current Carry: 69.5

Background:
Background:Criminal
Specialty: Burglar

Feature: Criminal Contact. You have a 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, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you.

Personality Trait: I look for ways to circumvent obsticles instead of facing them head on.

Ideal: The most important things to me are freedom and curiosity.

Bond: I'm trying to escape a theives guild who thinks they own me and I owe them.

Flaw: I lie to get out of the situations I end up in.

Skill Proficiencies: Slight of Hand, Stealth
Tool Proficiencies: Forgery Kit, One Gaming Set
Equipment: Crowbar, Set of dark clothes and hood, 15 gp.

Training: Acrobatics (600 GP)

Race:
Lightfoot Halfling
+2 Dex, +1 Cha
Small
Speed: 25'
Lucky: Reroll 1s on attack rolls, saves, and checks. Must take new roll.
Brave: Advantage vs Fear
Nimbleness: Move through the space of any creature larger than you.
Stealthy: You can hide even when obscured by only a creature one size larger than you (while hidden, advantage on attack rolls)
Languages: Common, Halfling

Class:
d8 Hit Dice
Armor: Light armor
Weapons: Simple weapons, hand crossbows,
longswords, rapiers, shortswords
Tools: Thieves’ tools
Saving Throws: Dexterity. Intelligence
Skills: Choose four from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation,
Perception, Performance, Persuasion, Sleight of Hand, and Stealth.

Chose: Athletics, Deception, Intimidation, Perception

Archetype: Thief

Expertise (double proficiency): Thieves Tools, Stealth

Sneak Attack: 3d6 (Usable if you have advantage on attack or if enemy is threatened by someone within 5' and you do not have disadvantage)

Thieves Cant: Special language only thieves know, can "double talk" in plain language.

Cunning Action: Bonus Action to Dash, Disengage, and Hide. Slight of Hands, Thieves tools (open lock, disarm trap), and Use an Object.

Second-Story Work: Normal speed when climbing, extra foot of jump distance per dex mod.

Uncanny Dodge: When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.

Back Story:

Editor's Note: story originally written for a wild mage. Character has been changed to a thief.

Click. The last tumble clicked into place. The door quietly slid open as he placed the lock picks back in his pocket. Thratch walked into the shop - this was going to be his biggest heist yet. A magic shop. Garund would finally be happy - happy enough that maybe the a$!*@+& enough wouldn't yell at him tonight. Thratch could only hope. He's been berated after practically every job since the gang boss took him off the streets. Always for a different reason - too many risks, too careless, didn't get a good enough haul, robbed the wrong house, put too much pressure on the gang from the sheriffs. But hey, at least he wasn't beat like some of the other recruits - and Jessin said it was a sign that Garund cared. If he didn't he wouldn't even bother. Yeah right. You don't yell and smack people you care about.

Tonight's haul would get him in good graces - this time they'd see that he was valuable, that he was worthy enough to be a full fledged member with the proper respect that came with it. No more yelling. No more hits. Tonight he was stealing from the city archmage and he would glorified for it.

That night, they berated him again. They called him stupid. They called him foolish. He was yelled at for hours. This time, they said, he went too far. How could he not know how dumb it was to steal from the archmage - didn't he know what that man could do to him, could do to them all? They had to call in every member of the gang to try to sneak all the stolen property back to where it came from and undue the damage before archmage discovered what happened.

Well, not every item. There was a small magical night cap he kept for himself. Thratch didn't know what it did, but if it belonged to the Archcmage and it was important enough to be kept in a locked vault, it had to be magical. He wore it that night. And that is when his life changed.

It took him a couple of weeks to get used to his new powers - his strange command of magic. He never thought he'd grow up to have magic; always thought he'd be just another street rat grifting off the rich. The magic didn't always work the way he wanted, but it worked well enough. He could make small illusions appear, enough to cause distraction so he could lift an item from a street shop or snag a purse off some rich lady. He could pick a lock from 30 feet away now, making entries much safer. He could even focus a beam as cold as ice at someone. But most importantly, he could tap into the forces of chaos and change his own luck.

The secrets of his magical abilities only stayed secret for a few days. Strangely, instead of getting berated for it, he actually got respect. Maybe these new powers, Garund hypothesized, would actually make him more valuable of member than he otherwise would have been. When pressed on how and when he got the powers, he admitted to the nightcap and told the tale of what happened.

Garund asked to see it, to try to gain powers himself. But a week later, Garund admitted it wasn't working for him - all he got was these nice little pleasant dreams. No new powers, no magic, nothing. "Maybe it only worked for runts and midgets," someone suggested. That garnered laughter from around the room. Garund told Thratch to continue to wear it every night in hopes the little man's power would grow - so he could be more useful to the gang. Thratch suggested Garund keep wearing it in hopes he'd become a little more pleasant himself. Garund laughed.

Thratch's powers did grow, but it didn't seem to be related to the cap - they grew with practice. The more he used them in his jobs, the better he got. Heck, just the other day he was able to turn invisible for hour or so. Regardless, Garund didn't want to risk it. So Thratch kept wearing the cap every night.

He never did experience the pleasant dreams Garund claimed to experience. Instead, he dreamed of a woman in chains begging for help. The woman was always in a painting, yet at the same time she was real. The dreams were vivid - lifelike. Thratch would wake up in cold sweats every time the dream came. Each day, Garund wanted to know what he dreamed of. Every day Thratch would describe the lifelike dream. Garund was certain the dream meant something. This lasted for months.

Then one day, it was discovered that the painting was real. It was in a city called Vornheim. Thratch hadn't heard of the city before - it seemed no one had. He was ordered to go to the city and discover all he could about the painting. He was ordered to acquire it by any means necessary.

If he succeeded, he would graduate from recruit to full member. He was given a statuette of a silver Raven - it could turn into a real Raven for up 12 hours and act as a messenger. Once he had the painting, he was to send Garund a message. From there, he was to lay low for a few days until further instructions arrived.

Appearance & Personality:

Mischievous with a general optimistic view on life, despite the trouble he seems to find himself in.

He tends to be dirty from living in the streets - covered in dirt and grime. Even when he has the gets clean (by choice or not), it isn't very long before he's dirty again.

Standing 3'2" and weighing only 30 pounds, he's skinny even for a Halfling. He has sharply pointed ears, thin lips, green eyes, and dirty brown hair.

Personal Quests:

1) Help friends escape the maze.

Update: Vehemence is out.

2) Bring to Aelfedred the Witch one of the following: a) a light source brighter than she's ever seen, b) as many sun paintings as I can find, or c) a tear drop from Chronia Torn