Reirak Foamtankard

Reirak Foamtankard, Male Dwarf
Personal
Description: He is dressed in earthy colors with a blue and red handkerchief worn on his left side. He has a big odd looking crossbow on his back. He carries a battered falchion and tarnished kukri as well. His hair is silver and very short. He tend to wears goggles to shield his eyes.

  Personality: Overbrimming with self-confidence, Reirak isn't afraid of most anything. He has a strong dislike of people who do not believe in Dwarven superiority. He will pursue extreme courses of action in the short term, confident that they cannot fail.

  History: He was born to loving parents in a slum to the east. When money was particularly tight he was walking through alleys when he overheard a Doctor hiring some criminals to sabotage a competitor. He made his way to the other competitor and parlayed his knowledge into a job. He became a plane-shifter assassin, and is stopping over on this plane for a brief visit to his home town before a new contract begins.

  Motivation: Find a target worthy of his skill to prove his worth to the order he wants to join

  Ideals: Fighting, Impeccable. Flaws: Impulsive, Sociopath, Serial Killer. Bonds: Poor, Adventurer, Family. Occupation: Hunter

  Voice: Smooth and feminine

  Attributes
Reirak Foamtankard, Male Dwarf Wizard 2/Eldritch Knight 4/Ranger 2/Druid 2/Arcane Trickster Rogue 3
Medium (4'5") Dwarf, Neutral Evil (CR 13)
Armor Class 14
Hit Points 100 (2d6+6d10+5d8+26)
Speed 20 ft.
STR DEX CON INT WIS CHA
11 (+0) 13 (+1) 15 (+2) 13 (+1) 13 (+1) 13 (+1)
Skills Insight +6, Investigation +6, Perception +6, Survival +11(expertise)
Senses Passive Perception 16
Languages Common, Dwarven, Druidic
Attacks Melee +5 / 1d4+0, Ranged +6 / 1d4+1, Grapple +1
DC 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
Spell /Day 13 7 4 3 2
Possessions: 400 sp. 500 gp. 500 pp. 1 minor magic item. 3 minor potions. strange bracer made of bronze and leather (his plane-shifting device, also grants mage armor 1/day).
Feats: Overwhelming Spellcaster feat, Arcane Appearance
  Cantrips (10 slots):
Druid Cantrips:
Shillelagh: To enhance his melee combat capabilities, reflecting his fighting ideal.
Thorn Whip: For crowd control and pulling targets closer, useful for an assassin.
Wizard Cantrips:
Fire Bolt: A basic ranged attack that reflects his confidence and destructive capabilities.
Prestidigitation: For a variety of small tricks that could be useful in his occupation.
Frostbite: A cold damage cantrip that causes frost to form on a target, requiring a Constitution save. On a failed save, the target takes 1d6 cold damage and has disadvantage on the next weapon attack roll before the end of its next turn. Damage increases with level.
Minor Illusion: To create distractions or concealment during his operations.
Poison Spray: A potent close-range attack that fits with his lethal occupation.
Arcane Trickster Cantrips:
Mage Hand (required for Arcane Tricksters): Essential for an Arcane Trickster, used for the Mage Hand Legerdemain feature to perform sleight of hand tricks, distractions, or to manipulate objects at a distance.
Message: To communicate stealthily during missions or while in dangerous situations.
Booming Blade: To enhance melee attacks with extra thunder damage, fitting for a trickster's combat style.
1st Level (4 slots):
Druid and Ranger Spells:
Entangle: To trap and control the battlefield, useful for capturing a target.
Cure Wounds: To heal himself or others, ensuring he can continue his pursuits.
Hunter's Mark: To mark a target for extra damage, embodying his hunter background.
Fog Cloud: To obscure escape or approach, fitting for his stealthy assassinations.
Wizard Spells:
Shield: For a quick boost to AC, reflecting his impulsiveness in combat.
Magic Missile: For reliable, unerring damage, fitting his impeccable fighting style.
Arcane Trickster Spells:
Disguise Self: Perfect for infiltration, disguising one's appearance for subterfuge or to blend in.
Charm Person: Useful for manipulating situations to his advantage, avoiding conflict, or gaining information.
2nd Level (3 slots) - Wizard Only:
Misty Step: For quick escapes or positioning, fitting his self-assured and agile nature.
Invisibility: To become unseen, ideal for an assassin to get close to his target or escape undetected.
Web: To control areas and capture targets, suitable for his methodical approach to assassination.
3rd Level Spell Slots:
While Reirak cannot learn 3rd level spells yet, he can use the 3rd level spell slots to upcast the 1st level spells he knows. For example:
Cure Wounds: When cast with a 3rd level slot, it heals more hit points, making it more effective in critical situations.
Charm Person: When upcast with a 3rd level slot, he can target one additional creature for each slot level above 1st.
Children


Cover image: A strange planet this way floats. by magejosh with DALLE3

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