Shorty Snow Character in The True Dark Ages | World Anvil

Shorty Snow

Shorty Snow

Medium Half Elf, Thief, Neutral

Armor Class 14 (leather armour)
Hit Points 45 6d10+12
Speed: 30 ft

STR

14
( +2 )

DEX

18
( +4 )

CON

13
( +1 )

INT

15
( +2 )

WIS

13
( +1 )

CHA

14
( +2 )

Skills Deception +5, Intimidation +5, Stealth +7, Slight of Hand +7, Investigation +3
Senses Darkvision 60 ft, passive Perception 15
Languages Common (Anglo-Saxon, Brythonic, Frankish), Sylvan, Thieves Cant
Challenge Rating 3
Proficiency Bonus +2

Description

Shorty Snow is the younger brother of journeyman thief Fleec Snow, by about 5 or 6 years. Both have the same mother & father, and usually splits his time between Snow Manor and The Fishing Boat Inn. He carries out jobs for the Thieves Guild of Wessex, and his mother's business (who happens to have close relations to the latter, and the Thieves Guild of Frankia). Shorty acts as an ambassador of sorts between them all.   As a few years younger than Fleec, he gets called Shorty as a nickname and goes by it. He does have an actual name but avoids using it to help keep his identity secret to a degree.

Ideals

Family comes first, then the guilds.

Bonds

Both the family and the guilds are highest priorities.

Flaws

I have a tendency of putting everyone before myself at times.

Suggested Environments

Wessex, southern Britain.


Fey Ancestry. Shorty has advantage on rolls against ending or preventing Charm spells or equivalent. Spells that put him to sleep does not work.   Expertise. At 1st level, choose two of Shorty skill proficiencies, or one of his skill proficiencies and your proficiency with thieves' tools. His proficiency bonus is doubled for any ability check he makes that uses either of the chosen proficiencies.   Sneak Attack. Beginning at 1st level, he know how to strike subtly and exploit a foe's distraction. Once per turn, he can deal an extra 1d6 damage to one creature he hits with an attack if he has advantage on the attack roll. The attack must use a finesse or a ranged weapon. He 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 he doesn't have disadvantage on the attack roll. The amount of the extra damage increases as he gain levels in this class, as shown in the Sneak Attack column of the Rogue table.   Thieves' Cant. During Shorty's rogue training he learned thieves' cant, a secret mix of dialect, jargon, and code that allows him 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, he understands 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.   Cunning Action. Starting at 2nd level, Shorty's quick thinking and agility allows him to move and act quickly. He can take a bonus action on each of his turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.

Actions

Dagger. Ranged or Melee Weapon Attack +3 to hit, reach 5 ft or ranged 20 to 60 ft, one target. Hit 4 1d4+2 piercing damage.   Rapier. Melee Weapon Attack +3 to hit, reach 5 ft, one target. Hit: 6 1d8+2 piercing damage.

Children

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