Alvaine Durfosk
Alvaine Durfosk
Sheet
AC 16 · HP 99 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- InvestigationINT
- MedicineWIS
- NatureWIS
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
24 featuresBonus action
- Cunning ActionLevel 2
When Bonus action
Alvaine can Dash, Disengage, or Hide as a bonus action.
- Fast HandsLevel 3
When Bonus action
Alvaine can use thieves' tools or take the Use an Object action as a bonus action.
Always on
- Sneak AttackLevel 1
When Once per turn when hitting with a finesse or ranged weapon
Alvaine deals an extra 6d6 damage once per turn when attacking with advantage or when an ally is adjacent to the target and he lacks disadvantage.
- Uncanny DodgeLevel 5
When Reaction when an attacker he can see hits him
Alvaine can halve the damage from one attack that hits him.
- EvasionLevel 7
When Dexterity save for half damage
Alvaine takes no damage on a successful Dexterity save against many area effects, and half damage on a failure.
- Rogue ProficienciesLevel 1
Alvaine is proficient with light armor, simple weapons, hand crossbows, longswords, rapiers, and shortswords. He has proficiency with thieves' tools and a gaming set from his background.
- ExpertiseLevel 1
When Alvaine can hear, he adds his proficiency bonus to Dexterity checks with thieves' tools. His proficiency bonus is doubled for Stealth and thieves' tools checks due to Expertise.
- Roguish Archetype, ThiefLevel 3
Alvaine chooses the Thief archetype, specializing in infiltration, climbing, and rapid use of objects.
- Additional ExpertiseLevel 6
Alvaine gains proficiency with thieves' tools and Stealth from his criminal background, plus Acrobatics, Insight, Investigation, and Perception from the rogue class. Investigation and Perception are doubled through Expertise.
- Second-Story WorkLevel 3
Alvaine gains a climbing speed equal to his walking speed and treats running jumps as beginning after only 5 feet of movement.
- Use Magic DeviceLevel 13
Alvaine gains the ability to use magic items without regard to class, race, or level requirements, and can attune to up to four magic items.
- Indomitable DodgeLevel 8
Alvaine has advantage on saving throws against being frightened and can use his action to end one charm effect on himself.
- Ability Score ImprovementLevel 4
Alvaine gains an Ability Score Improvement at rogue level 4, increasing Dexterity by 2. His Dexterity becomes 20.
- Ability Score ImprovementLevel 8
Alvaine gains an Ability Score Improvement at rogue level 8, increasing Constitution by 2. His Constitution becomes 18.
- Ability Score ImprovementLevel 10
Alvaine gains an Ability Score Improvement at rogue level 10, increasing Wisdom by 2. His Wisdom becomes 16.
- Reliable TalentLevel 11
Alvaine can reroll a failed ability check involving proficiency with a skill once per short or long rest.
- Ability Score IncreaseHuman+1 to all six ability scores.
- AgeHumanHumans reach adulthood in their late teens and commonly live less than a century.
- AlignmentHumanHumans tend toward no particular alignment.
- SizeHumanMedium.
- SpeedHuman30 feet.
- LanguagesHumanCommon and one additional language, Elvish.
- TraitHumanVariant human traits are not used because this character uses the classic human species profile.
- Criminal ContactCriminal
Alvaine has a reliable contact among the criminal underworld who can provide information, introductions, or a safe place to hide, though such assistance may come with expectations.
Gear
12 itemsWeapons
- RapierA narrow, balanced blade designed for finesse fighting.
- ShortbowA compact ranged weapon with a light draw and easy concealment.
- 2×DaggerA small blade kept as a backup weapon and utility knife.
Armor
- Leather armorLight protective armor suitable for stealth and rapid movement.
Tools
- Thieves' toolsA set of finely made lockpicks, tension tools, probes, and small implements used to disarm traps and open locks.
- CrowbarA crowbar used for burglary, salvage, and opening stubborn chests.
- Gaming setA small gaming set used to pass time, cultivate contacts, and identify likely marks.
Gear
- 20×ArrowsA quiver containing twenty arrows.
- Burglar's packA burglar's pack containing a backpack, ball bearings, string, bell, candles, crowbar, hammer, pitons, hooded lantern, oil, tinderbox, rations, waterskin, and rope.
- Guild-marked cloakA dark hooded cloak with a stitched inner pocket and the faded green thread of Griffir's guild.
- Dark common clothesA dark common outfit suitable for blending into alleys, camps, and ruined settlements.
Purse
- 15×Gold piecesA pouch containing 15 gp from criminal starting equipment.
Appearance
Alvaine is a lean, weather-hardened human with a rangy build, sun-browned skin, and dark hair usually tied back with a strip of old green cloth from Griffir's ranger guild. His hands are immediately noticeable, broad-knuckled and nimble, with blackened fingertips, ingrained dust in the creases, and the careful resting posture of someone accustomed to locks, traps, climbing rope, and stolen relics. In any room, his eyes rarely settle on faces first. They move to exits, windows, balconies, unattended bags, and the people watching everyone else.
Mannerisms
He taps two fingers against his thumb whenever he is counting exits or valuables. When entering a new building, he quietly names the safest retreat under his breath. He rarely sits with his back to a wall, and he smiles most sincerely when someone claims an object is impossible to steal.
Personality
Alvaine is alert, irreverent, and professionally practical. He treats danger as a puzzle with poor manners, prefers a profitable escape to a glorious victory, and has a gift for making cynical observations sound like useful advice. Beneath the opportunism, he is deeply protective of the guild that gave him a place before it had one to offer.
Ideals
Freedom. No lord, guildmaster, law, or god gets to decide where Alvaine goes or what he risks. The only authority he respects is the kind earned by keeping people alive.
Bonds
Griffir and the original members of the ranger guild are the closest thing Alvaine has to family. He keeps a battered guild token sewn inside his coat and intends to see Griffir's venture become a lasting company, even if he has to steal the funds to make it happen.
Flaws
Alvaine assumes every promise has a hidden price, including his own. He will abandon a clean plan the instant he sees something valuable, dangerous, or personally interesting, and he often mistakes caution for wisdom when loyalty demands a harder choice.
Quirks
Background
Alvaine Durfosk grew up learning that abandoned places were rarely empty and that anything left behind belonged, eventually, to whoever had the nerve to reach it first. He became a looter of ruined keeps, battlefield camps, collapsed shrines, and noble storehouses, not because he dreamed of wealth, but because the work offered food, movement, and fewer questions than honest labor. His talent for opening what others considered sealed brought him into contact with smugglers, scouts, and mercenaries, and he soon became more useful alive than hunted. He has been with Griffir's mercenary guild of rangers since its first day, when the guild was little more than a young Inderfrey ranger, a handful of hopeful blades, and a campfire that smoked in the rain. Alvaine became the guild's forward hand, scavenger, infiltrator, and occasional voice of practical cowardice. He maps old roads, strips danger from abandoned buildings, and retrieves whatever the guild needs before a fight begins. He has no intention of dying for a principle, a purse, or anyone's song, but he will risk almost anything to keep the guild alive. To Alvaine, survival is not an end. It is a professional obligation.
“Alvaine became the guild's forward hand, scavenger, infiltrator, and occasional voice of practical cowardice.”
- Background
- Criminal
Connections
Species
Human
Media
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