"Ha HA! Just as I planned! Probably!"
Class & Level: Rogue 1
Background: Guild Artisan
Race: (Half) High Elf
Alignment: Neutral Good
Hit Points: 9
Hit Dice: 1d8
Speed: 30 ft.
Passive Perception: 13
Proficiency Bonus: +2
Gladius: +5 Attack, 1d6 +3 Piercing Damage (Finesse, Light)
Dagger (2 Daggers): +5 Attack, 1d4 +3 Piercing Damage (Finesse, Light, Thrown 20/60)
L. Crossbow (20 Bolts): +5 Attack, 1d8 +3 Piercing Damage (Ammunition 80/320, Loading, Two-Handed)
Sneak Attack: 1d6
Leather Armor: AC 11 + Dexterity modifier
Money: 15 gp
Burglar’s Pack: Backpack, Bag of 1,000 ball bearings, 10 ft. of string, Bell, 5 candles, Crowbar, Hammer, 10 pitons, Hooded lantern, 2 flasks of oil, 5 days of rations, Tinderbox, Waterskin, 50 ft. hempen rope
Other Items: Thieves’ Tools, Alchemists’ Supplies, A letter of introduction from Charles Chuckman II, A set of traveler’s clothes, Belt pouch.
Trinkets: Small wooden statuette of a smug halfling, Silver spoon with an “M” engraved on the handle
Strength: 12 (+1)
Saving Throw: +1
Dexterity: 17 (+3)
Saving Throw: +5*
Acrobatics: +3, Sleight of Hand: +3, Stealth: +5*
Constitution: 13 (+1)
Saving Throw: +1
Intelligence: 16 (+3)
Saving Throw: +5*
Arcana: +3, History: +3, Investigation: +5*, Nature: +3, Religion: +3
Wisdom: 12 (+1)
Saving Throw: +1
Animal Handling: +1, Insight: +5**, Medicine: +1, Perception: +3*, Survival: +1
Charisma: 14 (+2)
Saving Throw: +2
Deception: +4*, Intimidation: +2, Performance: +2, Persuasion: +6**
Armor: Light armor
Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords, longbows
Tools: Thieves’ Tools, Alchemist’s Supplies
Languages: Common, Elvish, Dwarfish, Thieves’ Cant, Usquabe
High Elf Racial Features
Speed: 30 ft.
Low-Light Vision: Can see well in dim lighting conditions.
Keen Senses: Free proficiency in Perception skill.
Fey Ancestry: You have advantage on saving throws against being charmed, and magic cannot put you to sleep.
Trance: Elves trance for 4 hours every day instead of sleeping for 8 hours.
Languages: You can speak, read, and write Common and Elvish
Elf Weapon Training: You have proficiency with the longsword, shortsword, shortbow, and longbow.
Cantrip: You know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it.
Extra language: You can speak, read, and write one extra language.
Rogue Class Features
Expertise: At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves’ tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. At 6th level, you can choose two more of your proficiencies (in skills or with thieves’ tools) to gain this benefit.
Sneak Attack: Beginning at 1st level, you know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll. The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table.
Thieves’ Cant: During your rogue training you learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves’ cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly. In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.
Guild Artisan Background Features
Skill Proficiencies: Insight, Persuasion
Tool Proficiencies: Alchemist’s Supplies
Languages: One of your choice
Guild Business: Alchemists & apothecaries
Feature (Guild Membership: As an established and respected member of a guild, you can rely on certain benefits that membership provides. Your fellow guild members will provide you with lodging and food if necessary, and pay for your funeral if needed. In some cities and towns, a guildhall offers a central place to meet other members of your profession, which can be a good place to meet potential patrons, allies, or hirelings.
Guilds often wield tremendous political power.If you are accused of a crime, your guild will support you if a good case can be made for your innocence or the crime is justifiable. You can also gain access to powerful political figures through the guild, if you are a member in good standing. Such connections might require the donation of money or magic items to the guild’s coffer.
You must pay dues of 5 gp per month to the guild. If you miss payments, you must make up back dues to remain in the guild’s good graces.
Personality Trait 1: I believe that anything worth doing is worth doing right. I can’t help it – I’m a perfectionist.
Personality Trait 2: I always want to know how things work and what makes people tick.
Ideal: Aspiration. I work hard to be the best there is at my craft.
Bond: I owe my guild (and my teacher especially) a great debt for forging me into the person I am today.
Flaw: I’m never satisfied with what I have – I always want more.
Leon Silversun’s first memory is of the scent of blood. Even as a child the smell always gave him an ominous sense of déjà vu.
The earliest memories that he can actively recall, though, are of a small village in the heart of Cambria called Mossdale. It was here where Leon was raised by his elven father Elric and his human mother Aura, along with his younger sister Maria. Leon never really asked why he, his father, and his sister were the only elves that lived in Mossdale. This was, after all, the only life he’d ever known. He’d spend his days learning the elven language from his father, politeness from his mother, and taught himself how to fiddle locks open after a dare from some of the local children. His father encouraged him to strike up such friendships, saying the just because elves lived long lives didn’t mean that they should withdraw from the world. Being just a child, Leon naturally wasn’t quite sure what his father meant by that but resolved to live by that axiom all the same.
In the last decade of his life in the village, he struck up an especially close friendship with a halfling lad named Roscoe Boffin. The two would spend a lot of time exploring the Mossdeep Forest that bordered the edge of town and became quite familiar with its layout. These explorations also ended up being the start of Leon’s later interest in the science of alchemy, as he became acquainted with the many different plants that grew in the forest.
Sadly, these peaceful days were not to last. On a day not long after Leon turned 60, Mossdale came under attack by a horde of gnolls. So swift was the attack that everyone was caught off-guard. Elric Silversun, in an obvious panic, urged his wife and children to run before heading out to fend off the invaders. It would be the last time that his family ever saw him. Fortunately, Leon’s years of wandering the Mossdeep Forest with Roscoe (who Leon assumed was dead, considering that the attack had struck the half of the village where he lived first) allowed Leon to guide his sister and mother past the attackers and eventually onto a road.
The surviving Silversuns eventually managed to make it to the town of Eiland, located in Cambria’s rolling hills. They were able to survive for a time on the money that Aura had thought to take with her before their escape. Unfortunately, she was now in her 80s and her body had begun to fail her. Driven to desperation, Leon practiced how to open locks again and attempted to burgle the first wealthy house he came across. His attempt failed when he was caught by the person who owned the house, a dwarf by the name of Charles Chuckman.
When Chuckman learned why Leon had resorted to thievery, he took pity on him and invited the Silversuns to stay with him. Aura Silversun survived for three more months under the expert care of Chuckman, who was chairman of the local chapter of the Alchemist’s Guild and one of the foremost practicing alchemists in Cambria. In the end though, she did pass away, but not before making her children promise that they would never go to the city of Salted Wounds.
After their mother’s passing, Leon and Maria became Chuckman’s apprentices, learning the science of alchemy from him. It was a discipline that Leon threw himself into readily after finding that he had a real talent for it. After 8 years of training, Leon was able to pass the initiation test for the Alchemist’s Guild and was initiated as a journeyman alchemist. As a requirement for accepting his journeyman status, he was required to travel across the land to aid other alchemists in the Guild. After an emotional goodbye from his teacher and his sister (who had decided that she wanted to study a few more years before taking the test herself), Leon headed out on the open road.
Leon has spent the past 6 years criss-crossing the world. visiting many different places. He’s been to Cambrian townships, rich Velderi ports, Miratan border fortresses, and even the lands of the Usquabe. He’s had to negotiate with theives’ guilds, Usquabe warriors, and some of the more bull-headed members of the Alchemist’s Guild. He is probably one of the most well-traveled people on the face of Alkerund.
His latest mission, tasked to him by a guild chairman, is to oversee the transportation of several rare alchemical regents to the guild house in the city of Runoff. By a sheer stroke of luck or a divine miracle, he learned that one of the guards for the caravan he was going to be a part of was his childhood friend Roscoe, whom he thought had been dead. He was sure that this was to be the herald of only more good things to come…