Post by Alxolex on Jan 6, 2019 3:28:10 GMT
Biography
Character Name: Henry James Smee
Character Class/Level: Rogue 3
Race: Human
Gender: Male
Alignment: Chaotic neutral
Deity: Valkur, the Captain of the Waves
Size: Medium
Hair: Bushy white sideburns, white shoulder-length hair, receding hairline
Eyes: Brown
Height: 5ft (1m 52cm)
Weight: 220lbs (100kg)
Age: 46
Appearance
Ex-deck hand H.J. Smee is a diminutive, portly gentleman with a receding hairline that he hides under a red bonnet. What hair he has left is shoulder-length and white, and bushy white sideburns adorn his round ruddy cheeks. His eyes are brown and close-set above his round, large and pink nose, a testament to his fondness for spiced rum. He’s instantly recognizable by his half-moon glasses and his red bonnet, and his paunch that has the habit of spilling from under the hem of his shirt.
History
As a young lad, H.J. Smee fled his controlling family to become a deck hand on the first ship that would hire him in Waterdeep’s harbor. That ship was the Jolly Devil, a pirate ship that engaged in high-risk trade and plunder on the Sea of Swords. It was a grand life, rigging sails on stormy seas, watching the crew board ships with hulls brimming with riches and spiced rum, navigating the wide-open seas, reading the winds, riding the currents. He spent his life on the sea, decades on the wide horizons of open waters, growing up and becoming a man in the rigging of the brig. Sure, he had to deal with an irascible captain and bullying crew mates, but the good food, tobacco and spirits made the whole ordeal more than tolerable. His girth testifies to his love of feasts and spiced rum, and to a life well lived.
That all came to a sudden end when the captain cursed Umberlee’s name, the Queen of the Depths, after a week-long spell of windless weather. A rogue wave shattered the Jolly Devil against the cliffs south of Waterdeep. H.J. believes he’s the only survivor and would rather stay off the seas for now, at least until the goddess forgets about his captain’s slight. All that remains of his lifetime on the Jolly Devil is part of the bowsprit he salvaged from the wreck and now wields as a greatclub, and a small box of assorted buttons he occasionally used to mend his crewmates’ breeches and shirts (for those mates who bothered to wear shirts). He can’t stand being alone though and is awkwardly desperate to be part of a crew again, on the seas or on land.
Personality
Kind-hearted Mr. Smee is eager to please everyone, but his chronic bumbling tends to endear new acquaintances and irritate his peers. One could say with no malice whatsoever that he’s not the sharpest tool in the shed, though he has an uncanny knack for guessing people’s intentions. He lives for plundering on the open seas, flowing rum, piles of treasure, and smoking his pipe in peace.
He’s strong and ruggedly healthy but clumsy; wise but dull as a cannonball, and just as charming.
Stats
Ability Scores
Strength: 16
Dexterity: 10
Constitution: 16
Intelligence: 8
Wisdom: 16
Charisma: 9
[Already calculated: Human: all scores +1]
Class
Rogue, level 3
Skills
Athletics, deception, insight (expertise), perception
Proficiencies & Languages
Armor: Light armor
Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords
Tools: Thieves' tools
Saving Throws: Dexterity, Intelligence
From sailor background: Navigator’s tools, vehicles (water)
Languages: Common, Halfling
Background
Sailor (feature: ship’s passage)
Ideal: Freedom
Bond: His first and only ship, the Jolly Devil
Flaw: Drinking. Especially spiced rum.
Feats
None
Features
Sneak attack 2d6
Thieves' Cant
Cunning Action (Bonus Action to Dash, Disengage, or Hide)
Roguish Archetype: Inquisitive
Ear for Deceit
At 3rd level, whenever you make a Wisdom (Insight) check to determine whether a creature is lying, treat a roll of 7 or lower on the d20 as an 8.
Eye for Detail
Starting at 3rd level, you can use a bonus action to make a Wisdom (Perception) check to spot a hidden creature or object or to make an Intelligence (Investigation) check to uncover or decipher clues.
Insightful Fighting
At 3rd level, as a bonus action, you can make a Wisdom (Insight) check against a creature you can see that isn't incapacitated, contested by the target's Charisma (Deception) check. If you succeed, you can use your Sneak Attack against that target even if you don't have advantage on the attack roll, but not if you have disadvantage on it.
This benefit lasts for 1 minute or until you successfully use this feature against a different target
Gear
Short bow and 20 arrows, burglar’s pack, leather armor, 2 daggers, thieves’ tools, 9 gp, 9 sp (instead of shortsword*).
From sailor background: Jolly Devil’s bowsprit (greatclub*), 50 feet of silk rope, set of common clothes, belt pouch containing 10 gp, small box filled with different-sized buttons (his lucky charm and last memento of the Jolly Devil)
*I'm replacing the belying pin (club) from the sailor's background (1 sp) and the shortsword (10 gp) of the Rogue's equipment by the greatclub (2 sp).
Character Name: Henry James Smee
Character Class/Level: Rogue 3
Race: Human
Gender: Male
Alignment: Chaotic neutral
Deity: Valkur, the Captain of the Waves
Size: Medium
Hair: Bushy white sideburns, white shoulder-length hair, receding hairline
Eyes: Brown
Height: 5ft (1m 52cm)
Weight: 220lbs (100kg)
Age: 46
Appearance
Ex-deck hand H.J. Smee is a diminutive, portly gentleman with a receding hairline that he hides under a red bonnet. What hair he has left is shoulder-length and white, and bushy white sideburns adorn his round ruddy cheeks. His eyes are brown and close-set above his round, large and pink nose, a testament to his fondness for spiced rum. He’s instantly recognizable by his half-moon glasses and his red bonnet, and his paunch that has the habit of spilling from under the hem of his shirt.
History
As a young lad, H.J. Smee fled his controlling family to become a deck hand on the first ship that would hire him in Waterdeep’s harbor. That ship was the Jolly Devil, a pirate ship that engaged in high-risk trade and plunder on the Sea of Swords. It was a grand life, rigging sails on stormy seas, watching the crew board ships with hulls brimming with riches and spiced rum, navigating the wide-open seas, reading the winds, riding the currents. He spent his life on the sea, decades on the wide horizons of open waters, growing up and becoming a man in the rigging of the brig. Sure, he had to deal with an irascible captain and bullying crew mates, but the good food, tobacco and spirits made the whole ordeal more than tolerable. His girth testifies to his love of feasts and spiced rum, and to a life well lived.
That all came to a sudden end when the captain cursed Umberlee’s name, the Queen of the Depths, after a week-long spell of windless weather. A rogue wave shattered the Jolly Devil against the cliffs south of Waterdeep. H.J. believes he’s the only survivor and would rather stay off the seas for now, at least until the goddess forgets about his captain’s slight. All that remains of his lifetime on the Jolly Devil is part of the bowsprit he salvaged from the wreck and now wields as a greatclub, and a small box of assorted buttons he occasionally used to mend his crewmates’ breeches and shirts (for those mates who bothered to wear shirts). He can’t stand being alone though and is awkwardly desperate to be part of a crew again, on the seas or on land.
Personality
Kind-hearted Mr. Smee is eager to please everyone, but his chronic bumbling tends to endear new acquaintances and irritate his peers. One could say with no malice whatsoever that he’s not the sharpest tool in the shed, though he has an uncanny knack for guessing people’s intentions. He lives for plundering on the open seas, flowing rum, piles of treasure, and smoking his pipe in peace.
He’s strong and ruggedly healthy but clumsy; wise but dull as a cannonball, and just as charming.
Stats
Ability Scores
Strength: 16
Dexterity: 10
Constitution: 16
Intelligence: 8
Wisdom: 16
Charisma: 9
[Already calculated: Human: all scores +1]
Class
Rogue, level 3
Skills
Athletics, deception, insight (expertise), perception
Proficiencies & Languages
Armor: Light armor
Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords
Tools: Thieves' tools
Saving Throws: Dexterity, Intelligence
From sailor background: Navigator’s tools, vehicles (water)
Languages: Common, Halfling
Background
Sailor (feature: ship’s passage)
Ideal: Freedom
Bond: His first and only ship, the Jolly Devil
Flaw: Drinking. Especially spiced rum.
Feats
None
Features
Sneak attack 2d6
Thieves' Cant
Cunning Action (Bonus Action to Dash, Disengage, or Hide)
Roguish Archetype: Inquisitive
Ear for Deceit
At 3rd level, whenever you make a Wisdom (Insight) check to determine whether a creature is lying, treat a roll of 7 or lower on the d20 as an 8.
Eye for Detail
Starting at 3rd level, you can use a bonus action to make a Wisdom (Perception) check to spot a hidden creature or object or to make an Intelligence (Investigation) check to uncover or decipher clues.
Insightful Fighting
At 3rd level, as a bonus action, you can make a Wisdom (Insight) check against a creature you can see that isn't incapacitated, contested by the target's Charisma (Deception) check. If you succeed, you can use your Sneak Attack against that target even if you don't have advantage on the attack roll, but not if you have disadvantage on it.
This benefit lasts for 1 minute or until you successfully use this feature against a different target
Gear
Short bow and 20 arrows, burglar’s pack, leather armor, 2 daggers, thieves’ tools, 9 gp, 9 sp (instead of shortsword*).
From sailor background: Jolly Devil’s bowsprit (greatclub*), 50 feet of silk rope, set of common clothes, belt pouch containing 10 gp, small box filled with different-sized buttons (his lucky charm and last memento of the Jolly Devil)
*I'm replacing the belying pin (club) from the sailor's background (1 sp) and the shortsword (10 gp) of the Rogue's equipment by the greatclub (2 sp).