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Azafar Ash-Face

Azafar is a Dunmer fence and a member of the Blackblood Marauders, where he plies his trade working at his own stall within Broken Oar Grotto. Trading in stolen goods and illicit items with the Thieves Guild. He is generally disliked within the Grotto, with the mocking nickname Ash-Face having been unwillingly attached to him by the other Marauders. This he begrudingly accepts, as what others call him has little meaning to him, so long as he can continue to bring in gold from them. He holds no loyalty to the Blackblood Marauders, or to anyone other than himself.   Quotes:
"Piracy is wet work in more ways than one. Something the Captain seems to have forgotten with his tired notions of Nord honour. It never ceases to suprise me how deluded men can be."
"Yes, I know they all call me 'Ash-Face'. No, I don't particularly care, call me what you like so long as you part with your gold. Then we both walk away happy. You feel superior, I get richer."
"Most of these so-called 'Marauders' wouldn't last a day in Morrowind. We practically invented the art of cutting throats. We've been practicing for thousands of years, and myself personally, for centuries."
"I'm starting to think we need real leadership, not sentimentality. Valpin may be cruel but he knows how things really work. He's not so deluded about what it is we actually do around here."
"Oh look. More strays wandering about our 'secure fortress'. This place is becoming a bad joke and I, evidently, am not laughing."
"Good steel is fine and everything but if you want a real edge in a fight. Poison on the edge of your blade is how you get it. One little nick, then you stand back and let it do its work."
He wears leather armour and boots, and is equiped with a steel shortsword and steel dagger. He carries two Weak Poison, and a selection of uncommon loot and gold.
Children

Rogue

Medium Any race, Criminal, Any Non-lawful

Armor Class 14 (Leather Armour)
Hit Points 27 (5d8+5) 5d8+5
Speed: 30 ft

STR

10
( +0 )

DEX

15
( +2 )

CON

13
( +1 )

INT

12
( +1 )

WIS

10
( +0 )

CHA

14
( +2 )

Saving Throws Dexterity +4, Charisma +4
Skills Acrobatics +4, Perception +4, Sleight of Hand +4, Stealth +6
Senses passive Perception 14
Languages Common, shadowmarks
Challenge Rating 1
Proficiency Bonus +2

Sneak Attack. Once per turn, the rogue deals an extra 1d6 damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the rogue that isn’t incapacitated and the rogue doesn’t have disadvantage on the attack roll.   Sidestep. The rogue can move up to half its speed without incurring opportunity attacks.

Actions

Off-Hand Attack. The Rogue can make an (unmodified damage) attack with thier off-hand, as with two-weapon fighting.   Steel Shortsword. Melee Weapon Attack. +4 to hit, reach 5ft, one target. Hit: (1d6+3) piercing damage.   Steel Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft,, one target. Hit: (1d4 + 3) piercing damage.

Bonus Actions

Dust in the Eyes (1/short or long rest). The rogue tosses sand, dust, or some other irritant into the eyes of a creature within 10 ft. The target creature must make a DC 12 Constitution saving throw or be blinded for one minute. The target creature can use its action to clean its eyes, ending this condition.


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