DDD Everiat

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Dwellers in Dark Dungeons

Everiat Grim, Full PC

  • Human Thief 4
  • XP: 5065
  • Neutral

Attributes

  • STR 11
  • INT 11
  • WIS 10
  • DEX 11
  • CON 9
  • CHA 15 (+1)

Background/Languages/Knacks/Skills

Background

  • Merchant: The character begins play Proficient in Bargaining, and if he spends a number of days equal to the Market Class of a City familiarizing herself with the area, he may treat it as being one Class larger. (+2 total)
    • Junction functions as Market Class 6
    • Rhea's Ford functions as Market Class 10

Languages

  • Common

Knacks

  • Favored Weapon: handaxe. When using handaxes, Everiat gains a +1 bonus to all attacks and special maneuvers made with the weapon. The bonus increases to +2 at 5th level and +3 at 10th level.
  • Merchant Prince: After spending a number of days in a given urban settlement equal to the settlement’s market class, Everiat may treat it as if were another one class higher. He need only spend the time in a settlement once to gain the benefit. (+2 total)

Combat Maneuvers

  • Cleave x2
  • Precise Shot
  • Trick Shot

Skills

  • Bargaining: Proficient 15+
  • Trickery: Proficient (Bribery, Gambling, Read Lips) 15+

Combat

  • AC 12
  • HP 16
  • Movement Rate 90
  • Initiative Modifier +0
  • Attacks (BAB +2)
    • Primary Melee Attack: masterwork handaxe, +4 to hit, 1d6 damage
    • Secondary Melee Attack:
    • Primary Ranged Attack: masterwork handaxe, +4 to hit, 1d6 damage, 10/20/30
  • Saves:
    • Petrification & Paralysis 12
    • Poison & Death 13
    • Breath 15
    • Staves & Wands 14
    • Spells 13

Thief Abilities

  • Backstab +4 to hit, x2 damage
  • Pick Locks/Remove Traps 5
  • Search 5
  • Sleight of Hand 8
  • Sneak 6
  • Hear Noise 8
  • Climb Walls 8
  • Decipher N/A

Equipment

  • Coinpurse 25.8 gp
  • Ready 5/5
    • Leather Armor
    • Handaxe, masterwork +1 to hit
    • Handaxe, masterwork +1 to hit
    • 10' pole
    • Backpack/Stowed 11/11
      • Thieves' tools
      • Wineskin
      • Bundle of torches (6)
      • Flint and steel
      • Crowbar
      • Bedroll
      • Dagger
      • Handaxe
      • Bundle of large sacks (3)
      • Trail rations
      • Trail rations
  • Treasure: 1586 gp, 7 silver, 8 cp, two gems (500 gp each), one gem (75 gp)

Notes

Everiat's Trade Caravan

  • two draft horses
  • 1 unit steel tools (100 lbs, base value 200 gp, purchased for 180 gp)
  • 1 unit steel weapons (100 lbs, base value 250 gp, purchased for 175 gp)
  • Prospects
    • Everiat has identified four alchemists in Rhea's Ford as part of his survey. He asks them about the windbark blossoms, and all four give him roughly the same answer: a pound of blossoms is worth roughly 200 gold alcedes.

Everiat's Nefarious Friends

https://forum.rpg.net/showthread.php?822973-IC-Dwellers-in-Dark-Dungeons&p=22002610#post22002610
On the morning of the eighth day in Rhea's Ford, as Everiat is making the rounds of the tailors in Rhea's Ford, he's approached by a non-descript woman in a light blue dress. She nods, introduces herself as Evercen, and makes the thief an offer. "I represent a . . . group of interested and well-connected individuals," she says, "and I have been sent to make you an offer to retain your services. It's not a big deal, and you wouldn't be required to do anything dangerous or illegal. We've seen you around the city, and have learned that you hail from Junction. The group I represent is interested in, well, let's just say they're interested in information about what lies to the west of here. All we ask is that you send the occasional letter, informing us of what's going on in Junction and beyond. Gossip, really, nothing more. It seems that you've got a way of finding out things, though, and it's possible that you'll be able to help you out. In exchange for a letter every, say, two or three weeks my employers will be willing to pay you one hundred gold a month, plus bonuses if you find out anything juicy."

I am not sure I can offer you any more assurances than what I already have," she says, "as my employers wish, no, demand, that they remain anonymous. I can promise you that it is better this way; while what we ask is not strictly illegal, it would be better if everyone had plausible deniability should any questions be asked." She pauses and looks seriously at Everiat. "I know you are of a mercantile bent. To prove our good faith, how about I suggest that when your return to Junction you invest in the caravan owned by a merchant named Ferum Vinbit, bound for Rocky Peak. I think you will be pleased by the return you receive on the invesment. If you are, and you wish to work further with us, all you have to do is write a letter, sealed with blue wax and this stamp". She hands Everiat a small seal of iron. "Address it to 'Aunt Heredun, 204 Avenue Rouge, Rhea's Ford' and leave it with Kev Vinley, who runs a bakery in Junction. When you return in two or three weeks with another letter there will be a package left for you there, addressed to Werdrid, which is the name you will give the baker. Ask Kev for a thrice-baked cheese blintz, and he will give you the package."