Gideon Quagmire

03 April 2018

Known as one of the rising perfume masters of Thaliost, Gideon rose to popularity in only a few years. The young dwarf was a gifted prodigy, capable of mixing alchemical concoctions to the delight of his customers. Most of his patrons are nobles who are enamored with the seductively sweet scents of his perfume. They are willing to shell out coins for a small vial of his intoxicating scents. Only a handful of individuals have a clear understanding of Gideon's murky history as a charlatan and his failed joint ventures with the local thieves guild. 

Male Neutral (Hill) Dwarf
Rogue Level 1
Guild Artisan (Alchemist and apothecaries) Background

Str  8 (-1)
Dex  15 (+2)
Con  15 (+2)
Int  12 (+1)
Wis  11 (+0)
Cha  14 (+2)

Language: Common, Dwarvish, Thieves' Cant, Elvish

Hit Points: 11
Sized: Medium (4 feet and 8 inches)
Speed: 25 feet

Hill Dwarf Traits:
Constitution score increases by 2, Wisdom score increase by 1, Darkvision (60 feet), Advantage on saving throws against poison (plus resistance against poison damage), Stonecunning, Dwarven toughness (hit point maximum increases by 1 and it increases 1 per level)

Weapon and Armor Proficiency:
Battleaxe, Throwing hammer, Warhammer, Light armor, simple weapons, hand crossbows, longswords, rapiers, shortswords

Tool Proficiency:
Mason's tools, Thieves' tool, Alchemist's supplies

Saving Throws: Dexterity, Intelligence
Skills: Deception (Cha), Investigation (Int), Perception (Wis), Persuasion (Cha), Stealth (Dex), Sleight of Hand (Dex)

Background:
As a member of the alchemist guild, Gideon knows the skills needed to create finished items from raw materials. He can rely on certain benefits that the guild provides, such as lodging and food.

Equipment:
Shortsword, shortbow, quiver of 20 arrows, explorer's pack, leather armor, two daggers, thieves' tools, Alchemist tool, traveler's clothes, Alchemist license, Belt pouch with 15 GP

Expertise:
Double proficiency bonus for any ability check using thieves tools and the Stealth skill

Sneak Attack:
Deal an extra 1d6 damage to one create you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or 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 is not incapacitated and you don't have disadvantage on the attack roll).

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