In a game where mortals warp the reality of existence through the power of late-night final exam studies and barbarians topple entire fortresses by getting really f*cking angry, it's nice to know that D&D has their own brand of adventurer who just needs a dagger and expertise to get the job done.
Yes, we're going rogue with...the Rogue: the shadowy prowlers of the fantasy world, experts in ambush and surprise attacks with a peculiar predisposition for hoods and dressing in black.
Or at least, that's the stereotype...the rogue has undergone some new additions in recent memory, with fresh subclass additions giving the already-established rogue a bevy of roleplay options.
The classic rogue could be a pick-pocketing Thief who steals my wallet, the infiltrating Assassin who murders me for my now non-existent wallet, or the ever-popular Arcane Trickster (who unbeknownst to the Thief had mage-handed my wallet from afar and replaced it with a duplicate)...
...but now they can become a sea-shanty singing pirate (Swashbuckler), a Scout who snipes from afar while wearing gillyweed (I am-BUSH!), a criminal Mastermind who manipulates and plays chess, and the Inquisitive who plays detective and prefers checkers (or "Where's Waldo", I dunno).
...and then we have the weirdest rogue subclasses that just released with Unearthed Arcana, the Revived Rogue & the Soulknife.
The Revived Rogue let's you roleplay Bruce Willis as you find out (gasp!) you've been dead the whole time! From there you draw wisdom from your past lives like Avatar Aang, chat up dead people for free because nobody else understands you, a shoot people with green lasers for some reason, create the near-death equivalent of "Google", and then teleport...
...alright, that's just bonkers. But any class where I can roleplay crawling out of a graveyard or waking up from a hangman's noose at Level 1 is okay in my book.
The Soulknife, however, gives you freaky psionic powers that let's you hurl blades of pure THOT at enemies, terrify them, turn yourself invisible, or immobilize that one guy harder than a jittery college student with a fear of public speaking.
Anyway...share YOUR type of rogue below...name, race, background and goals, maybe even some interesting stories about what sort of hijinks you've committed.
Now excuse me while I turn my back and inspect my collection of valuables and plot-devices...
Introduce "my rogue", he says. Like I've got only one. There's the high elf criminal Trickster searching for meaning in a once-hollow existence, the human folk-hero(*) Swashblade racing the clock to find her family before the creeping curse overtakes her completely, the tiefling entertainer who's trying to beat a rotten childhood and become the clever, guileful Storybook Hero Rogues he idolized growing up...
Introduce "my rogue", he says. Like I've got only one. There's the high elf criminal Trickster searching for meaning in a once-hollow existence, the human folk-hero(*) Swashblade racing the clock to find her family before the creeping curse overtakes her completely, the tiefling entertainer who's trying to beat a rotten childhood and become the clever, guileful Storybook Hero Rogues he idolized growing up...
I've got an entire gallery of rogues!
...eh? ......ehh? .........geddit?
............I'll see myself out.
Ha ha...that would have been a more appropriate title, definitely.
Figured I'd toss in my own rogue concept I've concocted from the new "Unearthed Arcana":
Name: Shaelu Adari
Race: High Elf (Moon)
Rogue Subclass: Soulknife
Multiclass: Bladesinger Wizard
Background: Urban Bounty Hunter
Accent: obnoxiously French
Shaelu Adari was one of the various moon elves who had migrated to the city of Waterdeep, the City of the Splendors. At first, the city lived up to its title...the wealth of art, performance, magic and commerce present within the city delighted the moon elf, and she made a living as a performer.
Alas, as it is with most moon elves, the passing of time began to dwindle her enthusiasm, and she soon began to seek new thrills to pursue...and as she expanded her focus outward beyond the glitz and glamour, she began to understand that the city of Waterdeep had a very dangerous criminal element. Her presence as a performer undermined her consideration for a local constabulary with the City Watch, and so she chose the next best thing...bounty hunting.
Turns out...Shaelu was rather good at it.
Referred to as a "velvet mask"...or a bounty hunter who specializes with mingling with the upper class, social elite...Shaelu used her reputation as a performer to infiltrate and captivate the nobility of Waterdeep while also gathering intelligence on high-profile bounties. Even the richest and most influential of figures living in their ivory towers were not safe from her pursuit...by day, she was a charming, smiling socialite...by night, she became a hunter of fearsome caliber.
As one would expect, her success created tension, despite her low-profile...her contacts within law enforcement received blowback from the nobility, who worried about Shaelu finding out their dirty little secrets...while the criminal element considered her a potential threat to their operations and wanted her dead.
Thankfully, Shaelu was growing bored by this point, so she considered a new profession...adventuring. And apparently the Yawning Portal was just the sort of place for an adventurer to dwell...
Thrill-seeking, sensual, and manipulative, Shaelu Adari possesses an affinity for psionics, a rare gift among her people. Able to manifest spectral daggers from her thoughts, she can use these with lethal precision...or simply use them to knock out her targets without leaving a mess. This makes her a highly-effective bounty hunter, be it dead-or-alive.
She also is a practitioner of the ancient art of the Bladesong...a talent that she once used as a performer, which has now been turned towards a more aggressive use. Her own unique flavor of the bladesong is known as the Moon Dance...a gradual shift that builds up her speed like the phases of the moon. She implements a whip as her back-up weapon, snake-like when used during the Bladesong.
With the Soulknife's 5ft of movement...combined with the "Mobile" feat...the 10ft of movement from "Bladesong"...and perhaps the "Longstrider" spell...Shaelu's "Cunning Action" Dash will have her movement speed being a whopping 130ft.
Absolutely no one can escape her.
Her appearance is in part based on some concept art from the "Kingdom of Amalur" videogame (a great game, as it happens):
I'm a little sad now. Whenever I try and sit down to write out cool little snippets for either of my favorite rogues, they read exactly like the sort of asinine backstories tweenage woobies regurgitate for their Edgy But Troubled self-inserts.
I blame part of that on the fact that I don't pin down fine details that help flesh out the concept and make a trope into a character until I know what setting I'm playing in and can tie into it properly (and I almost never get to play instead of DM), and part of it on the fact that a certain amount of bad-tropism is almost required in order for a rogue to gain the skills that make them a rogue.
Still depressing, though. Clearly I need to rethink my character designs +_+
My current rogue is human, he's got a high CHA in addition to his DEX (which means I as a player have been leaning a lot on Sly Flourish, but oh man, the worst possible thing I can do on a hit is seven damage). He started out as a message courier and then a spy, before becoming an adventurer, so that's the field in which he learned what he knows about survival on the road, going unnoticed, hiding or destroying sensitive messages and memorizing the contents to relay in person... He also fell in love, and then eloped with, his employer's son. When his husband is kidnapped during the elopement, he's left on the hook for his kidnapping, but he isn't left on the hook for very long before their home city vanishes. So his personal quest is, he doesn't think there's anything he can do about their former home, their families, his job, their friends, etc, but he DOES have the hope that his husband wasn't taken back there and didn't vanish, and that he's somewhere in the world.
At this point, he's been searching for months, I expect it'll be a little over a year for him by the time that he does find him, but he feels responsible for not keeping him safe, and the one thing driving him is the idea that he can save him this time. And then what he really wants in life is to be able to settle down.
The rogue I have lined up to take his place is a tiefling named Knowledge, and his alignment is Chaotic Bastard. He's a LOT more impulsive than Jack-- even though he DOES have a future he wants, and a good friend in his backstory that he's motivated to stay alive to see again, he's just not careful with himself. Where Jack primarily stays back from the action and takes shots with a crossbow, Knowledge is a knife-fighter who enjoys getting in close. Where Jack's background is all about gathering information, Knowledge is a thief and he WILL have willpower issues whenever the opportunity to steal books in particular arises. Where Jack finds it really easy to befriend his party members and care about them, being a fairly normal human who's lost his entire family, Knowledge is really hampered in his people skills by a lifetime of being told he's evil by nature and treated with open mistrust even from most of the allies he's had in the past.
What Knowledge WANTS is a farm and a bunch of adopted kids, something he thinks he'll settle down with after he's amassed plenty of loot. Before he was kicked out of his home as a kid, he grew up in a really idyllic place, where tending and harvesting a crop was what much of life revolved around, he was the son of a wealthy landowner, and his idea of success is to have land and to grow things on it. He doesn't want to father children because he considers it unconscionable to create more kids who will face the fear and discrimination he got, but he likes the idea of being able to provide a safe home for a tiefling child in the position he was once in, where instead of turning to a life of crime in the streets. there's honest work and a warm hearth. But before he can really settle into a life like that, he needs to learn how to moderate himself, how to not just do whatever the hell he wants because he's an emotional mess with no real idea of what's healthy.
I play a human Rogue named Dennis. He started off with 3 levels in Ranger Gloom Stalker, and now he's taken 3 levels in Rogue Arcane Trickster.
He's a tall lanky teenager that grew up on a farm in the mountains in the Dalelands. His alignment is Neutral Good, as my four characters so far have been a pair of good Rogues and a pair of evil Clerics. His favored terrain is mountains from having grown up in the mountains, and his favored enemy is Dragons from having escaped from a combat with a Dragon while traveling to the coast with a group of fellow Harper Agents.
He has a folk hero background and he's proficient in Cartographer's tools and Thieves' tools. He was known in his farming community in the mountains for his unparalleled tracking and stealth skills. He has expertise in both Stealth and Perception. He was recruited by the Harpers because of his combination of Stealth skills and Map Making skills. His time in the mountains, including mountain caves taught him how to see well in the dark despite being human, and to hide in the dark exceptionally well.
His life philosophy is work smart, not hard. So he's a teenager when it comes to procrastinating and avoiding hard work. It's also why he joined the Harpers instead of staying to be a farmer. He's still a country boy with a country accent and he dislikes being in cities. He just doesn't want to be a farmer working hard and earning very little money. He realized that he can earn a lot more money doing a lot less work as a Harper's Agent. He's a Rogue, but he doesn't have any interest in stealing for personal gain. He loves sneaking around and scouting. If the party's goal is to retrieve an item, he'd rather steal the item than to take it by force, because it's much less work to steal an item than to get into combat and hit people with his sword. He doesn't really enjoy combat, he'd rather use his scouting skills, perception, map making, stealth, thieves' tools, etc. to find a way to avoid combat.
He tries to avoid creating conflict whenever possible. He's willing to break the law when it is the right thing to do, so he's not lawful good. But he's very careful to not get the attention of the authorities when breaking the law. He's very intent on not causing the Harpers any problems by breaking laws as a Harper Agent, and also he just doesn't want to start any conflict with city guards and other authorities that have good intentions. Basically, he wants to make as few enemies as necessary. Because having enemies makes for more hard work. It's just not smart to make enemies unnecessarily. And his philosophy is work smart, not hard.
In combat he uses Booming Blade. Because why do multiple attacks when you can just do one powerful attack that does just as much damage instead? Booming Blade is a more efficient way of doing damage than getting to 5th level Ranger and getting Extra Attack, or using an off hand weapon and attacking with a bonus action. Remember - work smart, not hard.
Dodger was an orphan in the flying city of sky haven until he was picked up by a criminal gang where his natural Dexterity and small frame made him a natural pickpocketed and so life went on for a time until he stole from a strange group of people. There was a scaled thing that walked around with a spell book (bob the warlock) a drow with an umbrella (I forgot his name but he is a wizard and a vampire) a elf with the clothes of a monk (our min maxed monk rogue and other stuff) and the one that would have the most impact (kethra greycastle our ranger) after he got caught kethra convinced his bosses to let him go for a price and so he joined the ranks of the Devils Chance
he fights mostly using rope, cunning action and high slight of hand. He also likes smoke bombs and oil flasks
7' of ego in a 3'3" body. Chip on the shoulder large enough to surf on.
Ideals
For all my bluster, Granddad raised me to do the right thing...eventually. (Good)
Bonds
I will live up to the standard Granddad set and someday make him proud.
Flaws
Chip on his shoulder. Sensitive about his upbringing.
Orphaned at an early age, Gridolpho was raised on the rough streets of Waterdeep by an older Halfling member of the Thieves Guild known simply as "Granddad". Gridolpho was his star pupil and he is keenly aware of the fact that he is above-average when it comes to the art of burglary. It's given him an ego when it comes to his own skills. But being a person of short stature surrounded by larger races left Gridolpho with a strong dislike of the other races who he feels look down on him and other Halflings. He constantly refers to the taller races as "Bigjobs" (or, rather, "Feckin' Bigjobs!")
Shortly after he came of age and joined the Guild as a full member, Granddad died under mysterious circumstances. The Guild leaders told him it was "natural causes", but he doesn't buy it for a second. But he also knows he can't take on the Guild...yet.
Gridolpho is brash and loud (overcompensating for his size), but deep down has a good heart. "Take only from those that can afford to gives it. Give to thems that don't has when you can" as Granddad says. Gridolpho usually ends up doing the right thing...eventually.
A consummate thief, Gridolpho doesn't handle downtime well. He is constantly fidgety, keeping his hands busy twiddling one of his daggers, shuffling cards, or (if he's had a drink or two) playing his flute. "Granddad said music was good for the soul. I don't care for that shite, but it does keep the fingers limber and ready for real work." He considers it a point of professional pride that no one really knows how many daggers he has on his person ("Always one more than you think, Bigjob!") or what cards he's holding in his hand ("Ante up and find out!"). Lastly, he has an ever-present metal toothpick in the corner of his mouth. Although that tends to disappear when it looks like he's about to be taken into custody, tucked into a cheek or slipped up a sleeve or down a boot in case he needs to pick his way out of trouble later.
On the job, Gridolpho is quiet, focused, and competent. His faith in his skills and Granddad's training are the closest he comes to religion. He eschews magic and sees "blessings" and "musical inspiration" as a form of cheating. If it can't be done by skill and skill alone, Gridolpho doesn't see it as worth doing. He wears a small, chess-like token carved in the image of a smug, older Halfling on a leather thong around his neck. His nervous fingers tend to go to it when he's talking about Granddad. The Thieves Guild he belongs to used these tokens as representations of their members and Gridolpho kept Granddad's piece after the old coot got "knocked off the board".
In a game where mortals warp the reality of existence through the power of late-night final exam studies and barbarians topple entire fortresses by getting really f*cking angry, it's nice to know that D&D has their own brand of adventurer who just needs a dagger and expertise to get the job done.
Yes, we're going rogue with...the Rogue: the shadowy prowlers of the fantasy world, experts in ambush and surprise attacks with a peculiar predisposition for hoods and dressing in black.
Or at least, that's the stereotype...the rogue has undergone some new additions in recent memory, with fresh subclass additions giving the already-established rogue a bevy of roleplay options.
The classic rogue could be a pick-pocketing Thief who steals my wallet, the infiltrating Assassin who murders me for my now non-existent wallet, or the ever-popular Arcane Trickster (who unbeknownst to the Thief had mage-handed my wallet from afar and replaced it with a duplicate)...
...but now they can become a sea-shanty singing pirate (Swashbuckler), a Scout who snipes from afar while wearing gillyweed (I am-BUSH!), a criminal Mastermind who manipulates and plays chess, and the Inquisitive who plays detective and prefers checkers (or "Where's Waldo", I dunno).
...and then we have the weirdest rogue subclasses that just released with Unearthed Arcana, the Revived Rogue & the Soulknife.
The Revived Rogue let's you roleplay Bruce Willis as you find out (gasp!) you've been dead the whole time! From there you draw wisdom from your past lives like Avatar Aang, chat up dead people for free because nobody else understands you, a shoot people with green lasers for some reason, create the near-death equivalent of "Google", and then teleport...
...alright, that's just bonkers. But any class where I can roleplay crawling out of a graveyard or waking up from a hangman's noose at Level 1 is okay in my book.
The Soulknife, however, gives you freaky psionic powers that let's you hurl blades of pure THOT at enemies, terrify them, turn yourself invisible, or immobilize that one guy harder than a jittery college student with a fear of public speaking.
Anyway...share YOUR type of rogue below...name, race, background and goals, maybe even some interesting stories about what sort of hijinks you've committed.
Now excuse me while I turn my back and inspect my collection of valuables and plot-devices...
Introduce "my rogue", he says. Like I've got only one. There's the high elf criminal Trickster searching for meaning in a once-hollow existence, the human folk-hero(*) Swashblade racing the clock to find her family before the creeping curse overtakes her completely, the tiefling entertainer who's trying to beat a rotten childhood and become the clever, guileful Storybook Hero Rogues he idolized growing up...
I've got an entire gallery of rogues!
...eh?
......ehh?
.........geddit?
............I'll see myself out.
Please do not contact or message me.
Ha ha...that would have been a more appropriate title, definitely.
Figured I'd toss in my own rogue concept I've concocted from the new "Unearthed Arcana":
Name: Shaelu Adari
Race: High Elf (Moon)
Rogue Subclass: Soulknife
Multiclass: Bladesinger Wizard
Background: Urban Bounty Hunter
Accent: obnoxiously French
Shaelu Adari was one of the various moon elves who had migrated to the city of Waterdeep, the City of the Splendors. At first, the city lived up to its title...the wealth of art, performance, magic and commerce present within the city delighted the moon elf, and she made a living as a performer.
Alas, as it is with most moon elves, the passing of time began to dwindle her enthusiasm, and she soon began to seek new thrills to pursue...and as she expanded her focus outward beyond the glitz and glamour, she began to understand that the city of Waterdeep had a very dangerous criminal element. Her presence as a performer undermined her consideration for a local constabulary with the City Watch, and so she chose the next best thing...bounty hunting.
Turns out...Shaelu was rather good at it.
Referred to as a "velvet mask"...or a bounty hunter who specializes with mingling with the upper class, social elite...Shaelu used her reputation as a performer to infiltrate and captivate the nobility of Waterdeep while also gathering intelligence on high-profile bounties. Even the richest and most influential of figures living in their ivory towers were not safe from her pursuit...by day, she was a charming, smiling socialite...by night, she became a hunter of fearsome caliber.
As one would expect, her success created tension, despite her low-profile...her contacts within law enforcement received blowback from the nobility, who worried about Shaelu finding out their dirty little secrets...while the criminal element considered her a potential threat to their operations and wanted her dead.
Thankfully, Shaelu was growing bored by this point, so she considered a new profession...adventuring. And apparently the Yawning Portal was just the sort of place for an adventurer to dwell...
Thrill-seeking, sensual, and manipulative, Shaelu Adari possesses an affinity for psionics, a rare gift among her people. Able to manifest spectral daggers from her thoughts, she can use these with lethal precision...or simply use them to knock out her targets without leaving a mess. This makes her a highly-effective bounty hunter, be it dead-or-alive.
She also is a practitioner of the ancient art of the Bladesong...a talent that she once used as a performer, which has now been turned towards a more aggressive use. Her own unique flavor of the bladesong is known as the Moon Dance...a gradual shift that builds up her speed like the phases of the moon. She implements a whip as her back-up weapon, snake-like when used during the Bladesong.
With the Soulknife's 5ft of movement...combined with the "Mobile" feat...the 10ft of movement from "Bladesong"...and perhaps the "Longstrider" spell...Shaelu's "Cunning Action" Dash will have her movement speed being a whopping 130ft.
Absolutely no one can escape her.
Her appearance is in part based on some concept art from the "Kingdom of Amalur" videogame (a great game, as it happens):
I'm a little sad now. Whenever I try and sit down to write out cool little snippets for either of my favorite rogues, they read exactly like the sort of asinine backstories tweenage woobies regurgitate for their Edgy But Troubled self-inserts.
I blame part of that on the fact that I don't pin down fine details that help flesh out the concept and make a trope into a character until I know what setting I'm playing in and can tie into it properly (and I almost never get to play instead of DM), and part of it on the fact that a certain amount of bad-tropism is almost required in order for a rogue to gain the skills that make them a rogue.
Still depressing, though. Clearly I need to rethink my character designs +_+
Please do not contact or message me.
My current rogue is human, he's got a high CHA in addition to his DEX (which means I as a player have been leaning a lot on Sly Flourish, but oh man, the worst possible thing I can do on a hit is seven damage). He started out as a message courier and then a spy, before becoming an adventurer, so that's the field in which he learned what he knows about survival on the road, going unnoticed, hiding or destroying sensitive messages and memorizing the contents to relay in person... He also fell in love, and then eloped with, his employer's son. When his husband is kidnapped during the elopement, he's left on the hook for his kidnapping, but he isn't left on the hook for very long before their home city vanishes. So his personal quest is, he doesn't think there's anything he can do about their former home, their families, his job, their friends, etc, but he DOES have the hope that his husband wasn't taken back there and didn't vanish, and that he's somewhere in the world.
At this point, he's been searching for months, I expect it'll be a little over a year for him by the time that he does find him, but he feels responsible for not keeping him safe, and the one thing driving him is the idea that he can save him this time. And then what he really wants in life is to be able to settle down.
The rogue I have lined up to take his place is a tiefling named Knowledge, and his alignment is Chaotic Bastard. He's a LOT more impulsive than Jack-- even though he DOES have a future he wants, and a good friend in his backstory that he's motivated to stay alive to see again, he's just not careful with himself. Where Jack primarily stays back from the action and takes shots with a crossbow, Knowledge is a knife-fighter who enjoys getting in close. Where Jack's background is all about gathering information, Knowledge is a thief and he WILL have willpower issues whenever the opportunity to steal books in particular arises. Where Jack finds it really easy to befriend his party members and care about them, being a fairly normal human who's lost his entire family, Knowledge is really hampered in his people skills by a lifetime of being told he's evil by nature and treated with open mistrust even from most of the allies he's had in the past.
What Knowledge WANTS is a farm and a bunch of adopted kids, something he thinks he'll settle down with after he's amassed plenty of loot. Before he was kicked out of his home as a kid, he grew up in a really idyllic place, where tending and harvesting a crop was what much of life revolved around, he was the son of a wealthy landowner, and his idea of success is to have land and to grow things on it. He doesn't want to father children because he considers it unconscionable to create more kids who will face the fear and discrimination he got, but he likes the idea of being able to provide a safe home for a tiefling child in the position he was once in, where instead of turning to a life of crime in the streets. there's honest work and a warm hearth. But before he can really settle into a life like that, he needs to learn how to moderate himself, how to not just do whatever the hell he wants because he's an emotional mess with no real idea of what's healthy.
I play a human Rogue named Dennis. He started off with 3 levels in Ranger Gloom Stalker, and now he's taken 3 levels in Rogue Arcane Trickster.
He's a tall lanky teenager that grew up on a farm in the mountains in the Dalelands. His alignment is Neutral Good, as my four characters so far have been a pair of good Rogues and a pair of evil Clerics. His favored terrain is mountains from having grown up in the mountains, and his favored enemy is Dragons from having escaped from a combat with a Dragon while traveling to the coast with a group of fellow Harper Agents.
He has a folk hero background and he's proficient in Cartographer's tools and Thieves' tools. He was known in his farming community in the mountains for his unparalleled tracking and stealth skills. He has expertise in both Stealth and Perception. He was recruited by the Harpers because of his combination of Stealth skills and Map Making skills. His time in the mountains, including mountain caves taught him how to see well in the dark despite being human, and to hide in the dark exceptionally well.
His life philosophy is work smart, not hard. So he's a teenager when it comes to procrastinating and avoiding hard work. It's also why he joined the Harpers instead of staying to be a farmer. He's still a country boy with a country accent and he dislikes being in cities. He just doesn't want to be a farmer working hard and earning very little money. He realized that he can earn a lot more money doing a lot less work as a Harper's Agent. He's a Rogue, but he doesn't have any interest in stealing for personal gain. He loves sneaking around and scouting. If the party's goal is to retrieve an item, he'd rather steal the item than to take it by force, because it's much less work to steal an item than to get into combat and hit people with his sword. He doesn't really enjoy combat, he'd rather use his scouting skills, perception, map making, stealth, thieves' tools, etc. to find a way to avoid combat.
He tries to avoid creating conflict whenever possible. He's willing to break the law when it is the right thing to do, so he's not lawful good. But he's very careful to not get the attention of the authorities when breaking the law. He's very intent on not causing the Harpers any problems by breaking laws as a Harper Agent, and also he just doesn't want to start any conflict with city guards and other authorities that have good intentions. Basically, he wants to make as few enemies as necessary. Because having enemies makes for more hard work. It's just not smart to make enemies unnecessarily. And his philosophy is work smart, not hard.
In combat he uses Booming Blade. Because why do multiple attacks when you can just do one powerful attack that does just as much damage instead? Booming Blade is a more efficient way of doing damage than getting to 5th level Ranger and getting Extra Attack, or using an off hand weapon and attacking with a bonus action. Remember - work smart, not hard.
Name: Dodger no last name
Race: Human
Background: Criminal
Rogue Subclass: thief
Dodger was an orphan in the flying city of sky haven until he was picked up by a criminal gang where his natural Dexterity and small frame made him a natural pickpocketed and so life went on for a time until he stole from a strange group of people. There was a scaled thing that walked around with a spell book (bob the warlock) a drow with an umbrella (I forgot his name but he is a wizard and a vampire) a elf with the clothes of a monk (our min maxed monk rogue and other stuff) and the one that would have the most impact (kethra greycastle our ranger) after he got caught kethra convinced his bosses to let him go for a price and so he joined the ranks of the Devils Chance
he fights mostly using rope, cunning action and high slight of hand. He also likes smoke bombs and oil flasks
Mostly nocturnal
help build a world here
New Rouge here, just started playing again, after a 30 year break. So I might be asking questions about the Rouge life in d&d.
Orphaned at an early age, Gridolpho was raised on the rough streets of Waterdeep by an older Halfling member of the Thieves Guild known simply as "Granddad". Gridolpho was his star pupil and he is keenly aware of the fact that he is above-average when it comes to the art of burglary. It's given him an ego when it comes to his own skills. But being a person of short stature surrounded by larger races left Gridolpho with a strong dislike of the other races who he feels look down on him and other Halflings. He constantly refers to the taller races as "Bigjobs" (or, rather, "Feckin' Bigjobs!")
Shortly after he came of age and joined the Guild as a full member, Granddad died under mysterious circumstances. The Guild leaders told him it was "natural causes", but he doesn't buy it for a second. But he also knows he can't take on the Guild...yet.
Gridolpho is brash and loud (overcompensating for his size), but deep down has a good heart. "Take only from those that can afford to gives it. Give to thems that don't has when you can" as Granddad says. Gridolpho usually ends up doing the right thing...eventually.
A consummate thief, Gridolpho doesn't handle downtime well. He is constantly fidgety, keeping his hands busy twiddling one of his daggers, shuffling cards, or (if he's had a drink or two) playing his flute. "Granddad said music was good for the soul. I don't care for that shite, but it does keep the fingers limber and ready for real work." He considers it a point of professional pride that no one really knows how many daggers he has on his person ("Always one more than you think, Bigjob!") or what cards he's holding in his hand ("Ante up and find out!"). Lastly, he has an ever-present metal toothpick in the corner of his mouth. Although that tends to disappear when it looks like he's about to be taken into custody, tucked into a cheek or slipped up a sleeve or down a boot in case he needs to pick his way out of trouble later.
On the job, Gridolpho is quiet, focused, and competent. His faith in his skills and Granddad's training are the closest he comes to religion. He eschews magic and sees "blessings" and "musical inspiration" as a form of cheating. If it can't be done by skill and skill alone, Gridolpho doesn't see it as worth doing. He wears a small, chess-like token carved in the image of a smug, older Halfling on a leather thong around his neck. His nervous fingers tend to go to it when he's talking about Granddad. The Thieves Guild he belongs to used these tokens as representations of their members and Gridolpho kept Granddad's piece after the old coot got "knocked off the board".
DCI: 3319125026