I decided to do an occasional post detailing several individuals living in The North also known as 'Blackmoor' after the prominent feature of Castle Blackmoor for the 5e system.
Ancestry: Dwarf / Class: Rogue / Level: 8 / Background: Spy
Attributes
Str: 12 / +1
Dex: 14 / +2
Con: 14 / +2
Int: 19 / +4
Wis: 15 / +2
Cha: 14 / +2
Str: 12 / +1
Dex: 14 / +2
Con: 14 / +2
Int: 19 / +4
Wis: 15 / +2
Cha: 14 / +2
Saves
Str: +1
Dex: +5
Con: +2
Int: +7
Str: +1
Dex: +5
Con: +2
Int: +7
Wis: +2
Cha: +2
Info
AC: 15 (Studded Leather)
Ini: +2
PB: +3
Perception: +7 / 17
HP: 83
AC: 15 (Studded Leather)
Ini: +2
PB: +3
Perception: +7 / 17
HP: 83
Dagger: Attk: +5 / D: 1d4+2 / R: Thrown
Shortsword: Attk: +5 / D: 1d6+2 / R: Melee
Blackjack +1: Attk: +6 / D: 1d6+3 / R: Melee / Special: Subdual
Heavy Crossbow: Attk: +5 / D: 1d10+2 / R: Far
Gear: Pack, Canteen, Rations, Bedroll, Lantern, Oil, Mess Kit, Scroll Case, Inkpen, Ink, Invisible Ink, Lens of Deciphering, Cape of the Mountebank
Traits
Dwarf: Darkvision. Resilience: Advantage on Save vs. Poison; Resistance to Poison Damage. Stonecunning: Gain Expertise on History (Int) when dealing with natural and worked earth, including rock formations and gemstones. Toughness: +1 HP per level.
Dwarf: Darkvision. Resilience: Advantage on Save vs. Poison; Resistance to Poison Damage. Stonecunning: Gain Expertise on History (Int) when dealing with natural and worked earth, including rock formations and gemstones. Toughness: +1 HP per level.
Skills: Deception: +5, History: +10, Insight: +8, Intimidate: +5, Investigation: +9, Perception: +7, Persuade: +8, Sleight of Hand: +5, Stealth: +5 / Tool Kit (+3): Disguise Kit, Calligraphy Kit, Chess Set, Forgery Kit, Thieves' Tools (+6), Vehicles (L)
Expertise: History, Insight, Persuade, Thieves' Tools
Feats: Observant, Fighting Initiate (Defensive)
Cunning Action (1/Round - Bonus): Dash, Disengage, Hide + Help / Sneak Attack: 4d6
Master of Intrigue: Taking a minute to study speech patterns of locals in the region, the Rogue can pass themselves off as a native speaker.
Uncanny Dodge (1/Round - Reaction): As a Reaction, 1/2 the damage of an incoming attack that the Rogue can see.
Evasion: On a successful Dex Save for 1/2 damage, a Rogue negates all damage instead.
Notes
- Sebastian Ironheart is one of the spies under the employ of Spymaster Odo out of Mount Uberstar and the Regency of the Mines. Officially, Sebastian poses as a merchant receiver in the city of Braunstein on the border between the Duchy of Ten and 'The Gloomy' the free city-states and environs that dot the hostile Gloomen Swamp and other waterways. His role is passing on information out of the Duchy and back to Uberstar.
- As a Mastermind, Sebastian likes to utilize hirelings to do his dirty work for him. When he gets directly involved as a Rogue, he can advise allies with a ranged Help action as a bonus action. He carries a combination of shortsword, dagger, and crossbow. His main magical armament is his blackjack, which is capable of rendering victims unconscious for later interrogation.
- The bottom of his square cut tumbler glass is a 'Lens of Deciphering' this magical item acts as a permanent comprehend languages, including deciphering coded messages from his handlers out of Starmorgan to pass onto the Regency.

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