So, is this to write the stats or like a short description of the rogue? Or both? xD
Sounds like fun, I guess I will go on and write a little something.
Gorlan Halt, Half-elf Bounty Hunter.
Str 12
Dex 18
Con 16
Int 12
Wise 12
Cha 18
Gorlan specializes in fighting with Whip and shield (Short sword alternatively). Given his profession, he found it useful to be able to strike at foes from a nice distance as well as being able to trip them up, or even bind them if necessary. Unlike most rogues who specialize in the art of being pure sneaky or relying on the help of allies to produce some mighty powerful blows - Gorlan takes a more hands-on approach while also being a cocky duelist! His martial prowess has lead him to the discovery of the swift strike! With enough speed and technique, Gorlan's singular attack generates enough power that it manifests into crackling thunder and releases upon impact of the target (Booming Blade once he hits level 5 as a 4th rogue to take magic initiate. xD ). He's cocky and sometimes arrogant, but he plays to his strengths as a charming yet pompous striker.
Oh geez, rogue is my favorite class and I've created so many of them... Which one do I choose!
I'll talk about my rogue Ethel. I don't have her character sheet on me so I'll just tell you what I can remember about her. Let's start with the fact that she's an incredibly short human. I think I put her at 3'9"? Then again, she was only 16 at the time the campaign started so she's still growing. Her entire background story is that she and her sister (sister's name was Karin) was born and raised in an assassin's guild. Ethel was one of if not the top student in the guild while her sister was near the bottom. One day, the guild leaders decide to kill off the current weakest assassin , which was Karin. Ethel was furious and ended up killing the top assassin of the guild and so the rest of the leaders backed off and didn't kill Karin. Turns our, Karin was a magic user rather than a knife or bow user, so she studied magic as much as she could. One day Karin was preforming a ritual and Ethel happened to walk in at the wrong time and messed up the ritual. Karin's body was destroyed and her soul bound to Ethel's as a ghost. Now the two travel around trying to find someone with powerful enough magic to restore Karin's body. In the meantime however, Ethel kills people, animals, and whatever else she can get her arrows/daggers into.
I ended up playing her in my college's TTRPG club in a homebrew campaign and I loved every moment of playing her. Some of the bigger things that happened were that she cut a person clean in two with a pickaxe (thank you sneak attack ^.^), she later delt about 342dmg to a demon by throwing two pickaxes at it (again sneak attack) and then later on, she rolled a nat 20 on a stealth check and she has a +15 to stealth so in total, she got 35 on the check and was able to hide in plain sight from a person who was basically a god. Like she was just sitting there on the box and he didn't see her. And then she also lifted and carried the barbarian of the party and got them in some cover after the barbarian was knocked out in the middle of the field and our healer couldn't get to them without dying themselves. (Ethel had a str of 17 I do remember.) The barbarian was at least twice Ethel's size and the party didn't know her str stat because I never used str for anything since all my weapons were dex based and I never used athletics before that fight, so they were quite surprised by her being able to lift the barbarian. TL:DR; Ethel was a combat badass!
Some more things about Ethel, her hood had giant bunny ears on it because Karin wanted Ethel to be more girly and at the very minimum more unassuming. Ethel also only ever said the work kill, and Karin had to translate everything so the party knew what Ethel was saying. Everyone assumed that Ethel was chaotic neutral because she loved killing people for seemingly no reason. In truth however, she was Chaotic Evil and wanted/wants everyone in the world (except for Karin) to be dead by her hand (She wasn't stupid though as she knew when it would be impossible to kill someone without dying herself), and then Karin was Chaotic Good. and one last thing that I remember off the top of my head is that Ethel didn't want to touch magic because she was scared of what it did to Karin.
The latest one I created is a Rogue (Inquisitive)/Paladin (Oath of Conquest) and is basically an Inquisitor.
He is part of a sacred order dedicated to making sure Law is enforced everywhere they can reach, openly or otherwise, and he's specifically part of the more subtle fringe of the order, which operates in the shadows, making use of deception and covert investigation to uncover the enemies lurking in the shadows and bring them justice.
Another one I am pretty proud of is a straight Rogue (Scout), ex Soldier (forward scout, specifically) who lost his entire squad due to what he thinks was bad intel provided by himself. He got mostly over it, but since then decided to become a sellsword/adventurer and offer his services wherever needed.
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Born in Italy, moved a bunch, living in Spain, my heart always belonged to Roleplaying Games
My Rogue isn't your traditional sneaky stabby man. I wanted to make a multiskilled individual capable of doing everything relatively well, and felt at home in the wilderness. Hence Adrik was born.
CORDYN "ADRIK" GALADRAN
Cordyn was born to a relatively well off family of traders near the forest regions of the world. His father, a human who was head of household and business, was a good father who expected much out of his children, but was never overbearing. His mother, an elven woman who no one could deny was the greatness behind the man, was strict and expected great things from Cordyn and his brothers. The family was happy, and while the parents were strict they were loving. Cordyn displayed a great deal of aptitude for his studies, including the magic arts, but the young boy had little interest, studying more of a sense of duty than anything else.
He felt trapped, burden by the expectations of his family, and to make matters worse he was often ridiculed by the other human children for his heritage. Likewise those of elven decent were less than inviting. Deciding to take his life into his hands he enlisted in the local militia and finally found a place he felt naturally at ease. Being in the forests and woods of the surrounding area was calming to him, and he was finally able to stretch his muscles and satisfy his need for action that being stuck in a classroom had dulled.
The stigma of his mixed heritage never left him though and when he was recommended for the kings own scout force he volunteered without hesitation. There he felt free. Being able to scout around the fringes of the battlefields, exploring the world, learning a variety of new skills he seemed to acquire with exteme ease, he even made friends with a veteran dwarf who helped him out. Their friendship grew quickly and eventually he was bestowed the name of "Adrik" by his dwarven friend and became his alias. When the old dwarf finally passed Adrik retired from the military and went on to adventure. He put his skills to the test, scouting out dangerous dungeouns, spotting and deactivating deadly traps, unlocking treasures, even guiding people through the woods. He was light on his feet and had a knack for being well rounded and skilled.
Going by Adrik now and doing all he can to hide his heritage from the world, he continues to dive deeper and deeper into dungeons, and he continues to scout out the wilderness. With a little luck on his side and a variety of skills Cordyn "Adrik" Galadran is the man you want when you need anything and everything done.
Rake Stillwind, a shy wood elf raised by a human couple, is currently a 12th level Rogue Thief with a ridiculous amount of Dexterity and an equally ridiculous Passive Perception. Combining a devastating sneak attack with the Boon of the Night Spirit granted him by a solar entity, Rake is the party member you want scouting ahead of the group dealing with traps and right by your side when the stuff goes down. His last adventure saw him take out a hag with only his stealth and a Bag of Devouring. His backstory is...interesting.
Being an Abridged History of Freedomia and of Rake Stillwind, an Elf of Unlikely Origin
Many years ago, it happened that a small group exiled thieves and rogues came together while wandering the outer roads of civilization. They decried their shared plight amongst themselves around the fire one night and decided, after many ales, that they would form their own community. They planned a self-sustained community that night, based on equality and a shared use of resources and produce. The literate among them kept notes. As the sun rose the next morning, a map was laid on the hard ground. Malik Byam strode forth, drained his cup, and poked meaningfully at a spot on the map far from the towns and cities that dotted the island. A wooded area east of Eagle Scry, north of Leshing. “There,” said Malik. They struck out that day, and on they way they named their new community: Freedomia.
It was as silly a decision as the name would imply.
They lost two of their number not two miles from their camp on the outskirts of Dust Wind Town. Another was killed by a group of bandits that could not be convinced to join the community. The learned to be especially quiet as they moved through the forest, and to forgo fires in the evenings. “At least we’ll be left alone,” commented Malik one night. They lost three more to a stone giant the next day. Everyone held everyone else back from Malik’s neck.
On the sixth day they reached what they judged to be the spot, or as near as damn it. It was a small clearing, but one that could easily be made bigger. The camp was laid and plans were reviewed. There followed a great amount of pointing at things, slapping of backs, and staking of homesteads. They were, indeed, home.
Two years on, a young citizen named Tia Stillwind was wandering in the woods in search of food outside Freedomia (the name stuck) when she happened upon a baby cradled in the roots of a tree. The baby cooed softly from its swaddling, and Tia noted the dagger that lay at the boy’s side. She scooped up both in alarm and hurried to back her hut. A watch had been set months back when the incursions began. Monsters, they’d found, roamed freely on the borders they set. The things that skulked there had no qualms whatever about coming into their community and eating livestock and citizens, and no inhibitions when it came to damaging their homes. Tia was supposed to be finding edible mushrooms that day, not bringing back more mouths to feed, but she certainly couldn’t leave a baby out there to die. Her husband, Ed, agreed and they named the boy Rake.
Young Rake grew up around stories of daring robberies, epic swindles, and flashing blades. His teachers and mentors, thieves to a one, showed him the art of picking pockets, picking locks, and picking just the right spot on a creature’s neck (if it had one). As he aged, he grew more and more useful in the fight against the constant incursions, and more adept at pilfering goods from the military brigades that sometimes dotted the outskirts of the forest.
In Rake’s 20th year, a wall was raised around what could now fairly be called the town of Freedomia. Word had quietly spread, and exiles were slowly making their way to the community in ones and twos, their hopes of a new life driving them on. With the town’s relative safety secured, Rake ventured out into the larger world seeking weapons, money, supplies, and anything else that might help secure his community forever.
I've got a couple of Rogues. One retired, one just started.
My first one was Garret, a Tiefling Assassin. Backstory relatively unimportant, as most of it was resolved by level 4 and the main campaign quest became his overriding goal, but it was a traditional desire-for-vengeance backstory. His signature weapon, which he got at level 6 or so, was a homebrew variant of a Nine Lives Stealer - the blade was sentient, Chaotic Evil, and regained 1D4 charges every day at dawn. Its sole desire was to consume as many souls as possible, particularly powerful souls. Of course, as an assassin, the weapon's effect would proc pretty regularly, and so he was able to keep the sword sated and (relatively) content. In the end, he made a Warlock Pact of the Hexblade with the sword in exchange for feeding the soul of the BBE (An archlich, via his phylactery) to the sword. Ended up retiring at 12 Assassin / 3 Hexblade as the leader of an assassin's guild in one of the region's larger cities. His big thing was that he was an assassin, not a thief, and so he refused to steal anything. Ever. Sure, he'd loot the bodies of his slain foes, but taking things from a living creature? Not a chance.
We just started a new campaign set in Eberron, and so I figured I'd go back to the Rogue, seeing as Garret is my favorite character that I've ever played. The one thing that I didn't like about him was the lack of spellcasting until I multiclassed into Warlock, so I decided that this Rogue was going to be an Arcane Trickster. Thus, my new rogue was born. This one is a Changeling named Paiq, living in Sharn. Parents were lost in the Mourning, and so he's taken to being a Charlatan in the city, swindling criminals in the city's lower reaches and using his spells and shapeshifting to avoid retribution. His Charlatan alias is a Black Dragonborn, K'ril, while he also has an alias as a chef and a newly formed alias specifically for adventuring. He presents himself to his newfound companions as Ferghus, a human Arcane Trickster. The interesting thing here is that none of the players, in game or above table, know that I'm playing a Changeling - only the DM and I know. We've only had a session 0 so far, with our first actual sesion taking place next sunday, but I'm really looking forward to geting this character started.
I've only ever had one: Bug, a tabaxi thief. He was an escaped slave with crippling social anxiety and I largely played him as refusing to fight, or avoiding fights entirely. Instead I had him subvert the enemy by laying traps and stealing their weapons and items. I managed to not sneak attack for eight whole levels.
Toey is a former soldier who served with another half orc Kormet Defraw (its not easy being green). After his duty was completed he sought out adventure in Waterdeep starting at the Yawning portal. Adventure started with rescuing Volo's friend and is continuing with the clearing of several undead in the city. (DM bought all the side quests for Waterdeep,and being milestone we can play them all before advancing) We now are in pursuit of the location of the hoard of gold located somewhere in the city.
Toey has had several investment opportunities as he calls them, robbing from Xanathar merchants and giving to the poor and orphans of the city. His goal is to keep the poor and orphans off the street and out of Xanathar's gangs.
Hello! First post! Love reading about other people's rogues! Since I could not find an introduction thread, I figured I start here. Played my first session a few weeks ago (brand spanking new to D&D) with some coworkers and I loved it! I decided to go with a rogue and go the thief route.
I will try to make it short as I can. My character is a 55 year old Half-Elf named Ronin Silentrunner. Ronin was born from a human mother who died after giving birth to him. He grew up in a nomadic/***** type tribe traveling the continent with his father. Most of them were traders but at night a few of them would go to the town or city that they were at and go thieving. Ronin's father was one of them. So Ronin learned how to steal at a very young age and excelled at it. One day, at the age of 16, Ronin went into town and sell off the stolen goods from a previous city. When he returned, his whole tribe, including his father, were attacked and killed by a group of goblins. After this he became reclusive and traveled from city to city stealing and gambling. Since he mostly interacted with humans when in the city and he grew his hair and beard out to blend in. He is known as "Blue Beard" in the underground world due to his hair and beard being blue.
My rolls for each ability (after half-elf ability score increase) at level 1.
Str - 8
Dex - 15
Con - 12
Int - 12
Wis - 14
Cha - 12
So there it is. Like I said, I have been having blast with everything about DnD. Reading, podcasts(especially critical role), character creation, playing, etc. all have kept me busy and excited for the next session! Hell, even my wife is even thinking about wanting to play seeing how excited I have been.
Kardyn was a private investigator living in Waterdeep, formerly of the City Watch. He had grown disenchanted by the watch's inability to prevent the criminal elements in the city from harming innocent civilians, centralizing themselves most around the wealthy or the nobility. He started his own private investigation agency in response to a disturbing increase in missing people, which he suspected went deeper than typical criminal activity. Able to go where the watch wasn't sanctioned or authorized to go, Kardyn developed a reputation as a troublemaker; even borderline vigilante.
He's geared towards being your stereotypical hard-boiled detective from classic crime noir, and as such, possesses a keen observation and a dry, sardonic personality.
He uses the Inquisitive Rogue specialization, to further aid his Perception & Investigation. More of a scrapper or brawler, he takes advantage of flaws in his opponents defenses, improvising on the fly.
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Want to share your amazing rogue with the world, seek inspiration on creating a rogue, or you're just plain bored, here is an archive of your rogues!
So, is this to write the stats or like a short description of the rogue? Or both? xD
Sounds like fun, I guess I will go on and write a little something.
Gorlan Halt, Half-elf Bounty Hunter.
Str 12
Dex 18
Con 16
Int 12
Wise 12
Cha 18
Gorlan specializes in fighting with Whip and shield (Short sword alternatively). Given his profession, he found it useful to be able to strike at foes from a nice distance as well as being able to trip them up, or even bind them if necessary. Unlike most rogues who specialize in the art of being pure sneaky or relying on the help of allies to produce some mighty powerful blows - Gorlan takes a more hands-on approach while also being a cocky duelist! His martial prowess has lead him to the discovery of the swift strike! With enough speed and technique, Gorlan's singular attack generates enough power that it manifests into crackling thunder and releases upon impact of the target (Booming Blade once he hits level 5 as a 4th rogue to take magic initiate. xD ). He's cocky and sometimes arrogant, but he plays to his strengths as a charming yet pompous striker.
Oh geez, rogue is my favorite class and I've created so many of them... Which one do I choose!
I'll talk about my rogue Ethel. I don't have her character sheet on me so I'll just tell you what I can remember about her. Let's start with the fact that she's an incredibly short human. I think I put her at 3'9"? Then again, she was only 16 at the time the campaign started so she's still growing. Her entire background story is that she and her sister (sister's name was Karin) was born and raised in an assassin's guild. Ethel was one of if not the top student in the guild while her sister was near the bottom. One day, the guild leaders decide to kill off the current weakest assassin , which was Karin. Ethel was furious and ended up killing the top assassin of the guild and so the rest of the leaders backed off and didn't kill Karin. Turns our, Karin was a magic user rather than a knife or bow user, so she studied magic as much as she could. One day Karin was preforming a ritual and Ethel happened to walk in at the wrong time and messed up the ritual. Karin's body was destroyed and her soul bound to Ethel's as a ghost. Now the two travel around trying to find someone with powerful enough magic to restore Karin's body. In the meantime however, Ethel kills people, animals, and whatever else she can get her arrows/daggers into.
I ended up playing her in my college's TTRPG club in a homebrew campaign and I loved every moment of playing her. Some of the bigger things that happened were that she cut a person clean in two with a pickaxe (thank you sneak attack ^.^), she later delt about 342dmg to a demon by throwing two pickaxes at it (again sneak attack) and then later on, she rolled a nat 20 on a stealth check and she has a +15 to stealth so in total, she got 35 on the check and was able to hide in plain sight from a person who was basically a god. Like she was just sitting there on the box and he didn't see her. And then she also lifted and carried the barbarian of the party and got them in some cover after the barbarian was knocked out in the middle of the field and our healer couldn't get to them without dying themselves. (Ethel had a str of 17 I do remember.) The barbarian was at least twice Ethel's size and the party didn't know her str stat because I never used str for anything since all my weapons were dex based and I never used athletics before that fight, so they were quite surprised by her being able to lift the barbarian. TL:DR; Ethel was a combat badass!
Some more things about Ethel, her hood had giant bunny ears on it because Karin wanted Ethel to be more girly and at the very minimum more unassuming. Ethel also only ever said the work kill, and Karin had to translate everything so the party knew what Ethel was saying. Everyone assumed that Ethel was chaotic neutral because she loved killing people for seemingly no reason. In truth however, she was Chaotic Evil and wanted/wants everyone in the world (except for Karin) to be dead by her hand (She wasn't stupid though as she knew when it would be impossible to kill someone without dying herself), and then Karin was Chaotic Good. and one last thing that I remember off the top of my head is that Ethel didn't want to touch magic because she was scared of what it did to Karin.
The latest one I created is a Rogue (Inquisitive)/Paladin (Oath of Conquest) and is basically an Inquisitor.
He is part of a sacred order dedicated to making sure Law is enforced everywhere they can reach, openly or otherwise, and he's specifically part of the more subtle fringe of the order, which operates in the shadows, making use of deception and covert investigation to uncover the enemies lurking in the shadows and bring them justice.
Another one I am pretty proud of is a straight Rogue (Scout), ex Soldier (forward scout, specifically) who lost his entire squad due to what he thinks was bad intel provided by himself. He got mostly over it, but since then decided to become a sellsword/adventurer and offer his services wherever needed.
Born in Italy, moved a bunch, living in Spain, my heart always belonged to Roleplaying Games
My Rogue isn't your traditional sneaky stabby man. I wanted to make a multiskilled individual capable of doing everything relatively well, and felt at home in the wilderness. Hence Adrik was born.
CORDYN "ADRIK" GALADRAN
Cordyn was born to a relatively well off family of traders near the forest regions of the world. His father, a human who was head of household and business, was a good father who expected much out of his children, but was never overbearing. His mother, an elven woman who no one could deny was the greatness behind the man, was strict and expected great things from Cordyn and his brothers. The family was happy, and while the parents were strict they were loving. Cordyn displayed a great deal of aptitude for his studies, including the magic arts, but the young boy had little interest, studying more of a sense of duty than anything else.
He felt trapped, burden by the expectations of his family, and to make matters worse he was often ridiculed by the other human children for his heritage. Likewise those of elven decent were less than inviting. Deciding to take his life into his hands he enlisted in the local militia and finally found a place he felt naturally at ease. Being in the forests and woods of the surrounding area was calming to him, and he was finally able to stretch his muscles and satisfy his need for action that being stuck in a classroom had dulled.
The stigma of his mixed heritage never left him though and when he was recommended for the kings own scout force he volunteered without hesitation. There he felt free. Being able to scout around the fringes of the battlefields, exploring the world, learning a variety of new skills he seemed to acquire with exteme ease, he even made friends with a veteran dwarf who helped him out. Their friendship grew quickly and eventually he was bestowed the name of "Adrik" by his dwarven friend and became his alias. When the old dwarf finally passed Adrik retired from the military and went on to adventure. He put his skills to the test, scouting out dangerous dungeouns, spotting and deactivating deadly traps, unlocking treasures, even guiding people through the woods. He was light on his feet and had a knack for being well rounded and skilled.
Going by Adrik now and doing all he can to hide his heritage from the world, he continues to dive deeper and deeper into dungeons, and he continues to scout out the wilderness. With a little luck on his side and a variety of skills Cordyn "Adrik" Galadran is the man you want when you need anything and everything done.
Rake Stillwind, a shy wood elf raised by a human couple, is currently a 12th level Rogue Thief with a ridiculous amount of Dexterity and an equally ridiculous Passive Perception. Combining a devastating sneak attack with the Boon of the Night Spirit granted him by a solar entity, Rake is the party member you want scouting ahead of the group dealing with traps and right by your side when the stuff goes down. His last adventure saw him take out a hag with only his stealth and a Bag of Devouring. His backstory is...interesting.
Being an Abridged History of Freedomia and of Rake Stillwind, an Elf of Unlikely Origin
Many years ago, it happened that a small group exiled thieves and rogues came together while wandering the outer roads of civilization. They decried their shared plight amongst themselves around the fire one night and decided, after many ales, that they would form their own community. They planned a self-sustained community that night, based on equality and a shared use of resources and produce. The literate among them kept notes. As the sun rose the next morning, a map was laid on the hard ground. Malik Byam strode forth, drained his cup, and poked meaningfully at a spot on the map far from the towns and cities that dotted the island. A wooded area east of Eagle Scry, north of Leshing. “There,” said Malik. They struck out that day, and on they way they named their new community: Freedomia.
It was as silly a decision as the name would imply.
They lost two of their number not two miles from their camp on the outskirts of Dust Wind Town. Another was killed by a group of bandits that could not be convinced to join the community. The learned to be especially quiet as they moved through the forest, and to forgo fires in the evenings. “At least we’ll be left alone,” commented Malik one night. They lost three more to a stone giant the next day. Everyone held everyone else back from Malik’s neck.
On the sixth day they reached what they judged to be the spot, or as near as damn it. It was a small clearing, but one that could easily be made bigger. The camp was laid and plans were reviewed. There followed a great amount of pointing at things, slapping of backs, and staking of homesteads. They were, indeed, home.
Two years on, a young citizen named Tia Stillwind was wandering in the woods in search of food outside Freedomia (the name stuck) when she happened upon a baby cradled in the roots of a tree. The baby cooed softly from its swaddling, and Tia noted the dagger that lay at the boy’s side. She scooped up both in alarm and hurried to back her hut. A watch had been set months back when the incursions began. Monsters, they’d found, roamed freely on the borders they set. The things that skulked there had no qualms whatever about coming into their community and eating livestock and citizens, and no inhibitions when it came to damaging their homes. Tia was supposed to be finding edible mushrooms that day, not bringing back more mouths to feed, but she certainly couldn’t leave a baby out there to die. Her husband, Ed, agreed and they named the boy Rake.
Young Rake grew up around stories of daring robberies, epic swindles, and flashing blades. His teachers and mentors, thieves to a one, showed him the art of picking pockets, picking locks, and picking just the right spot on a creature’s neck (if it had one). As he aged, he grew more and more useful in the fight against the constant incursions, and more adept at pilfering goods from the military brigades that sometimes dotted the outskirts of the forest.
In Rake’s 20th year, a wall was raised around what could now fairly be called the town of Freedomia. Word had quietly spread, and exiles were slowly making their way to the community in ones and twos, their hopes of a new life driving them on. With the town’s relative safety secured, Rake ventured out into the larger world seeking weapons, money, supplies, and anything else that might help secure his community forever.
I've got a couple of Rogues. One retired, one just started.
My first one was Garret, a Tiefling Assassin. Backstory relatively unimportant, as most of it was resolved by level 4 and the main campaign quest became his overriding goal, but it was a traditional desire-for-vengeance backstory. His signature weapon, which he got at level 6 or so, was a homebrew variant of a Nine Lives Stealer - the blade was sentient, Chaotic Evil, and regained 1D4 charges every day at dawn. Its sole desire was to consume as many souls as possible, particularly powerful souls. Of course, as an assassin, the weapon's effect would proc pretty regularly, and so he was able to keep the sword sated and (relatively) content. In the end, he made a Warlock Pact of the Hexblade with the sword in exchange for feeding the soul of the BBE (An archlich, via his phylactery) to the sword. Ended up retiring at 12 Assassin / 3 Hexblade as the leader of an assassin's guild in one of the region's larger cities. His big thing was that he was an assassin, not a thief, and so he refused to steal anything. Ever. Sure, he'd loot the bodies of his slain foes, but taking things from a living creature? Not a chance.
We just started a new campaign set in Eberron, and so I figured I'd go back to the Rogue, seeing as Garret is my favorite character that I've ever played. The one thing that I didn't like about him was the lack of spellcasting until I multiclassed into Warlock, so I decided that this Rogue was going to be an Arcane Trickster. Thus, my new rogue was born. This one is a Changeling named Paiq, living in Sharn. Parents were lost in the Mourning, and so he's taken to being a Charlatan in the city, swindling criminals in the city's lower reaches and using his spells and shapeshifting to avoid retribution. His Charlatan alias is a Black Dragonborn, K'ril, while he also has an alias as a chef and a newly formed alias specifically for adventuring. He presents himself to his newfound companions as Ferghus, a human Arcane Trickster. The interesting thing here is that none of the players, in game or above table, know that I'm playing a Changeling - only the DM and I know. We've only had a session 0 so far, with our first actual sesion taking place next sunday, but I'm really looking forward to geting this character started.
I've only ever had one: Bug, a tabaxi thief. He was an escaped slave with crippling social anxiety and I largely played him as refusing to fight, or avoiding fights entirely. Instead I had him subvert the enemy by laying traps and stealing their weapons and items. I managed to not sneak attack for eight whole levels.
"The Epic Level Handbook wasn't that bad, guys.
Guys, pls."
Toey. Half-orc Inquisitive Rogue.
Toey is a former soldier who served with another half orc Kormet Defraw (its not easy being green). After his duty was completed he sought out adventure in Waterdeep starting at the Yawning portal. Adventure started with rescuing Volo's friend and is continuing with the clearing of several undead in the city. (DM bought all the side quests for Waterdeep,and being milestone we can play them all before advancing) We now are in pursuit of the location of the hoard of gold located somewhere in the city.
Toey has had several investment opportunities as he calls them, robbing from Xanathar merchants and giving to the poor and orphans of the city. His goal is to keep the poor and orphans off the street and out of Xanathar's gangs.
Job done!
Hello! First post! Love reading about other people's rogues! Since I could not find an introduction thread, I figured I start here. Played my first session a few weeks ago (brand spanking new to D&D) with some coworkers and I loved it! I decided to go with a rogue and go the thief route.
I will try to make it short as I can. My character is a 55 year old Half-Elf named Ronin Silentrunner. Ronin was born from a human mother who died after giving birth to him. He grew up in a nomadic/***** type tribe traveling the continent with his father. Most of them were traders but at night a few of them would go to the town or city that they were at and go thieving. Ronin's father was one of them. So Ronin learned how to steal at a very young age and excelled at it. One day, at the age of 16, Ronin went into town and sell off the stolen goods from a previous city. When he returned, his whole tribe, including his father, were attacked and killed by a group of goblins. After this he became reclusive and traveled from city to city stealing and gambling. Since he mostly interacted with humans when in the city and he grew his hair and beard out to blend in. He is known as "Blue Beard" in the underground world due to his hair and beard being blue.
My rolls for each ability (after half-elf ability score increase) at level 1.
Str - 8
Dex - 15
Con - 12
Int - 12
Wis - 14
Cha - 12
So there it is. Like I said, I have been having blast with everything about DnD. Reading, podcasts(especially critical role), character creation, playing, etc. all have kept me busy and excited for the next session! Hell, even my wife is even thinking about wanting to play seeing how excited I have been.
Kardyn was a private investigator living in Waterdeep, formerly of the City Watch. He had grown disenchanted by the watch's inability to prevent the criminal elements in the city from harming innocent civilians, centralizing themselves most around the wealthy or the nobility. He started his own private investigation agency in response to a disturbing increase in missing people, which he suspected went deeper than typical criminal activity. Able to go where the watch wasn't sanctioned or authorized to go, Kardyn developed a reputation as a troublemaker; even borderline vigilante.
He's geared towards being your stereotypical hard-boiled detective from classic crime noir, and as such, possesses a keen observation and a dry, sardonic personality.
He uses the Inquisitive Rogue specialization, to further aid his Perception & Investigation. More of a scrapper or brawler, he takes advantage of flaws in his opponents defenses, improvising on the fly.