Sir Farin Quarrymeade

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Ser Elric with his armor off.
D&D 5th Edition
D&D on White.png
GM
Mark
Milestone
Level 13
Characters
Sir Elric, Human Champion
Marigold Banks, Halfling Attendent
Gleeman Alastar, Tiefling Harald
Lady Aldreda, Half-Elf Schemer
Gion of Velen, Human Mystery
Sir Farin Quarrymeade Dwarf Noble
Ser Elric in his customary armor, shield and sword.

Ser Farin is a lawful neutral level 4 Human rogue.

Description

Under construction.

Ser Farin is fluent in Common, Dwarven, Thieves' Cant, and Draconic.

History

Under construction

Character Statistics

Basic Statistics

Passive Skills: Insight: 12/17
Perception: 14/19 Investigation: 10/15

Speed: 25 feet
Maximum Hit Points: 42
Armor Class: 18

Attributes

Strength 18 (+4)   Dexterity 16 (+3)   Constitution 20 (+5)
Intelligence 10 (+0)   Wisdom 11 (+0)   Charisma 14 (+2)

Proficiency

Proficiency bonus: +2

Proficient Saves

  • Intelligence
  • Dexterity

Proficiencies

  • Simple Weapons
  • Martial Weapons
  • Light Armor
  • Medium Armor
  • Heavy Armor
  • Brewing
  • Riding a mount
  • Poisoner's Kit
  • Thieve's Tools (And Expertise)

Proficient Skills

  • Athletics
  • History
  • Insight
  • Perception (+2 Expertise)
  • Persuasion
  • Sleight of Hand

Background Points

  • Courteous

"Correct words and demeanor can win many wars."

  • Vivacious

"We aren't called Quarrymeade for nothing!"

  • Loyal

"One must always have something to be faithful to."

  • Ambitious

"If you have much to give in this world, then you also have much to take."

  • Discreet

"Subtly, much can be accomplished, even in front of another's eyes.

Ideals

  • Dependability

"Loyalty, trust, and action for kin must be counted upon."

  • Detachment

"Make one's own name."

  • Impartiality

"Be firm but fair, and you will be respected."

Bonds

  • Allegiance is owed to Farin's father, and to Farin's brother, the heir.

"My life is my kin. Hopefully they will see it."

Flaws

  • Opportunistic

"Like in chess: if your opponent leaves an opening, take it."

  • Paranoid

"Get them first before they get you. Some are "not" to be trusted."

  • Criminal

"It happened to fall into my possession."

  • Well-Meaning

"My intent was to do good."

Special Rules

Dwarf

  • Dwarves receive +2 constitution (already included).
  • Can move 25 feet even if in heavy armor
  • Darkvision (see 60 feet black-and-white in pitch-dark)
  • Dwarven resilience: Advantage on saving throws against poison, and resistance against poison damage
  • Tool proficiency: This dwarf chose proficiency as a brewer.
  • Stonecunning (always proficient with double the proficiency bonus on history checks related to stonework; cannot become lost underground)

Mountain Dwarf Subrace

  • Mountain Dwarves receive +2 strength (already included).
  • Armor Mastery: Proficiency with light and medium armor.

Noble

  • Farin is the second son from the Iron Mountains, sent for goodwill to ally with Sir Elric
  • You are proficient in riding a horse.
  • One extra language of your choice (already included).
  • You are proficient with at least one kind of gaming set. Consider bringing one.

Rogue Archetype: Assassin

  • Begin with bonus proficiencies -- disguise and poisoner kit.
  • Level Three: Assassinate -- you have advantage against any creature that has not yet taken a turn in combat. Hits on surprised creatures are criticals.

Feats

Improved Initiative or something?

Equipment

Encumbrance: 100lb (Light, -10); 200lb (Heavy, -20); 300lb (Maximum)
Carried: 66lb on person, +60 Personal, +135 Pack. )

Weapons

  • Battleaxe {5lb}

[1d6/1d10, Versatile]

  • Hand axes {4 at 3 lbs each}

[+6 to hit; 1d6+4 slashing, light, thrown (range 20/60)]

  • Dagger {50 sp, 2 at 1lb each}

[1d4, +6 to hit; Light, piercing Thrown 20/60]

Armor

  • Breastplate {20lb}

[Max dex +2, +4 AC]

  • Steel Shield {6 lb.}

[+2 AC]

Gear

  • Backpack {20 sp, 5lb}
  • Bedroll {10 sp, 7lb}
  • Ball bearings (bag of 1000)
  • Bell
  • Brewer's Kit
  • Candles x 5
  • Case (for map or scroll) x 2
  • Chest
  • Clothing change x 2
  • Crowbar
  • Dragonchess Set
  • Hammer
  • Fine Clothes {20 sp, 4lb}
  • Ink pen
  • Ink vial
  • Lantern (hooded)
  • Mess kit {2 sp, 1lb}
  • Oil flasks x 2
  • Paper sheets x 5
  • Parchment sheets x 2
  • Perfume bottle
  • Pitons (bag of 4) x 10
  • Poisoner's Kit
  • Purse
  • Rations (10 day) {50 sp 20lb}
  • Rope (50 feet) {10 sp, 10lb}
  • Signet Ring {0.2 sp, 1lb}
  • Sealing wax
  • Signet ring
  • Soap
  • String, ten feet x1
  • Whetstone
  • Waterskin (Full) x2 {4 sp, 10lb}

MOUNT

War Horse (Palen):

  • Riding Horse {100 sp, 0lb}
  • Military Saddle {50 sp, 25lb}
  • Saddlebags {4 sp, 8 lb}
  • Bit and Bridle {5 sp. 100 lb}
  • Scale Barding
Statistics

Large beast, unaligned)
Speed 60 ft. )
Armor Class 15)
Hit Points 24 (3d10+3) )

Strength 18 (+4)   Dexterity 12 (+1)   Constitution 13 (+1)
Intelligence 2 (-4)   Wisdom 12 (+1)   Charisma 7 (-2)

Perception (passive) 11)
Encumbrance: 180lb. (Light -10ft), 360lb. (Heavy -20ft), 540lb. (Maximum) )
Kick: Melee Attack +4, 2d6+4 damage, Reach 5 ft. )
Sure Footed: Palen has advantage on Strength and Dexterity saving throws made against effects that would knock him prone.
Trampling Charge: If the horse moves at least 20 feet straight toward a creature right before hitting it with a hooves attack, the target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the horse can take a bonus action to make another attack with its hooves against the target.

travelling with samrdog the hoper with porcelain

Rogue Advancement