Valerian Primrose

level 4 wood elf rogue assassin

Description:
Wood Elf Rogue Assassin

Updated as of Expedition 33

Basic Stats:

STR: 11 DEX: 18 CON: 12 INT: 13 WIS: 13 CHA: 12
HP: 26 AC: 16 (Studded Leather) XP: 6632 Save Proficiencies: DEX, INT
Passive Perception: 13 Passive Investigation: 11 Senses: Darkvision (60’). Speed: 35 Initiative: +9 Height: 5’10" Weight: 116 lbs.
Injuries: Torn tendons in both arms – permanent disadvantage to lift objects Head injury – reduction of INT by 1
Armor and Weapon Proficiencies: Light Armour Longsword Shortsword Longbow Shortbow Simple Weapons Hand Crossbow
Rapier
Trained Skill Bonus Notes
Acrobatics +8 From Rogue. Expertise.
Sleight of Hand +6 From Rogue.
Stealth +8 From Rogue. Expertise.
Perception +3 From Elf.
Investigation +3 From Rogue.
Nature +3 From Criminal (substituted).
Deception +3 From Criminal.
Thieves’ Tools (Dex) +6 Used to get up to no good. From Rogue.
Herbalism Kit (Int) +5 Used to identify or apply herbs, or to stabilize an unconscious creature upon passing DC 10 Nature check. From Criminal (substituted).
Disguise Kit +3 Used to create disguises that change my physical appearance. I add my (Charisma-based) proficiency bonus to any ability checks I make to create a visual disguise. From Rogue (Assassin).
Poisoner’s Kit +5 Used to create poisons. I add my (Nature-based) proficiency bonus to any ability checks I make to craft or use poisons. From Rogue (Assassin).
Languages: Common Elvish Thieves’ Cant
Attack To Hit Range Damage Components Notes
Shortsword +6 Melee 1d6+4 piercing (1d6 + 0 piercing for second attack) N/A Main-hand. Light. Finesse. First shortsword attack requires save against poison.
Longbow +6 Ranged 1d8+4 piercing N/A Heavy. Two-handed.
Shortbow +6 Ranged 1d6+4 piercing N/A Two-handed.
Dagger +6 Melee / Ranged (20/60) 1d4 piercing (1d4+4 thrown) N/A Off-hand. Light. Thrown. Finesse.
Traits
  • Mask of the Wild: I can attempt to hide even when I am only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.
  • Fey Ancestry: I have advantage on saving throws against being charmed, and magic can’t put me to sleep.
  • Trance: I don’t need to sleep. Instead, I meditate deeply, remaining semiconscious, for 4 hours a day. While meditating, I can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, I gain the same benefit that a human does from 8 hours of sleep.
  • Pack Tactics: All 6 characters on Expedition 21 (Rock, Valerian, Tabitha, Beau, Lucens, and Raevori) get pack tactics against aberrations with each other (these 6 characters get advantage on attack rolls against an aberration if one of the other 6 is adjacent to it).
  • Expertise: Two of my skill proficiencies (which can inc. Thieves’ Tools) double. (2 more at 6th.)
  • Sneak Attack: My strikes can exploit a foe’s distraction. 1/turn, I deal an extra 2d6 damage to one creature I hit with an Advantaged Attack, or with an attack on a target within 5 feet of an ally against whom I’m not Disadvantaged, with a Finesse or a ranged weapon. Doubles if crit.
  • Alert: My Initiative modifier increases by 5 and I can no longer be Surprised. Ambush attacks no longer get advantage against me.
  • Thieves’ Cant: I speak Thieves’ Cant. DON’T ASK ABOUT IT IT’S SECRET.
  • Cunning Action: I can take a Bonus Action on each of my turns in Combat. This action can be used only to take the Dash, Disengage, or Hide action.
  • Assassinate: I am at my deadliest when I get the drop on my enemies. I have advantage on attack rolls against any creature that hasn’t taken a turn in combat yet. In addition, any hit I score on a creature that is Surprised is a critical hit. (At level 3, add 4d6 Sneak Attack damage.)
  • Criminal Contact: I have a reliable and trustworthy contact who acts as my liaison to a network of other criminals. I know how to get messages to and from my contact, even over great distances; specifically, I know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for me.
  • Personal Feature: I can, during a short or a long rest, scrounge through the local environment for useful herbs, mushrooms, and flowers to make bizarre-looking but surprisingly potent herbal tea blends. The effect of these teas is determined using Valerian’s Tea Table.

I also make flower bouquets. This has no mission purpose. I just like floriography. Here’s how to decipher my bouquets.

Inventory (Capacity = 34 / 110 lbs.)
Weapons, Armor, Clothing:
Item # Weight Notes
Daggers 3 3 lbs. None.
Shortsword 2 2 lbs. None.
Longbow 1 2 lbs. None.
Shortbow 1 2 lbs. None.
Arrows 33 2 lbs. None.
Studded Leather 1 13 lbs. None.
Clothing 1 set 3 lbs. None.
Other:
Item # Weight Notes
Healing Potions 2 1 lbs. Restores 2d4 + 2 HP.
Shrinking Potion 1 1 lbs. Shrinks the recipient to half height (or more). In a throwing syringe.
Thieves’ Tools 1 1 lb. Used to get up to no good.
Herbalism Kit 1 3 lbs. Used to identify or apply herbs, or to stabilize an unconscious creature upon passing DC 10 Nature check.
Disguise Kit 1 3 lbs. Used to create disguises that change my physical appearance. I add my proficiency bonus to any ability checks I make to create a visual disguise.
Poisoner’s Kit 1 2 lbs. Used to create poisons. I add my proficiency bonus to any ability checks I make to craft or use poisons.
Mount:
Name HP AC Speed Stats Attractiveness Orneriness Morale Flaw/Perk
Chamomile 11 10 60 ft. STR 16 DEX 10 CON 11 INT 2 WIS 10 CHA 6 10 15 16 Unknown as yet.
In My Quarters
Item # Worth (Monetary)
Cashbox 1 1526 GP
Clothing 31 sets 15.5 GP
Debt List 0 None.
Eldritch Fruit 1 None.
Silver Wire 1 From bat-creatures on Exp 25.
Glowing Shrooms 1 None.
Poison Frogs 2 (1 living 1 dead) 100 GP
Rainbow Hatch Frog 1 (dead) 100 GP
“Darkness in Isolation” 1 10 GP

Bio:

Valerian grew up in the Golden Forests to the west in the mainland, in a large and happy family of wood elves. While their parents and siblings believed in enjoying nature in its free and wild form, Valerian dreamed of bringing the forest’s beauty to the city dwellers. From their conversations with passing travellers, Valerian learned about the concept of cultivation: growing gardens with desired herbs, treating ailments with various poultices and teas, and – perhaps their most exciting discovery – the art of floriography.

To say their family was not pleased at these new hobbies would be an understatement. In vain, Valerian tried to explain the allure of creating bouquets and tweaking tea blends. “That is not who we are,” their mother said sternly once she found Valerian’s fourth secret carnation patch. “To seek to control nature is a crime against our very being, Valerian. You should know this. Enough of this foolishness.”

But Valerian’s passion for gardening could not be contained, and finally, with many tears and recriminations, their family saw them off down the main road to fulfill their dream of bringing nature to the urban folk. Valerian floated from town to town for long, aimless years, striking up friendships and flirtations and then cutting ties with the next traveller’s wind, until they came to the big city.

Once in the city, Valerian joined the same charlatan troupe of which Virtue Stoneplate was a member, and cultivated – along with their plants and herbs – a latent talent for pickpocketing. For the mechanics of pickpocketing, that is. Valerian could stick their hand in your pocket, rifle through your papers, and make a necklace out of your gold pieces without you ever noticing… if they weren’t so prone to getting distracted by an intricate cobblestone or a pretty cloud. Many a time they found themself in the position of having to flit away from an irate mark who had discovered an elvish hand where it didn’t belong, while the owner of said hand was contemplating a certain verse by Shelaira the Bard and its relation to the glimmers of rain on a groundworm’s skin. In this ironic way, despite their incredible skill at thievery, they made just enough money to survive, buy seeds, and pay Tor (the troupe’s leader) his cut of the profit. Although they never neared the heights of Virtue’s profitability, they admired her from afar, and daydreamed about becoming on closer terms with her. (She, for her part, thought Valerian was rather useless.)

Things changed when Virtue and her friend Kefir left the troupe in short succession. Profits fell sharply over the next few weeks; at the same time, talk began to spread of Silanya, a wild, dangerous, and beautiful land awaiting those brave enough to explore it. Valerian glanced at the geraniums in their window box and then at the broad dirty grey expanse beyond, and decided to follow the rumour that had followed Virtue’s disappearance.

Once on the ship, wind in their hair and sun in their eyes, they knew they had made the right choice. I shall see this land, they thought, and bring back the natural arts I learn to build a more sustainable city. And one day, my family will see the good I have done.

But then two little heads popped up above decks, and Valerian met Emmaline and Ronabak, and learned about their escape from the slaver’s ring due to Virtue. And something a little more complicated began to grow in their heart, in their desire to come to Silanya.

Still a romantic dreamer at heart, Valerian is soon to find that turning Silanya into a land safe for future generations is no easy task. Only time will tell if they are up to the challenge; whether this place will break them into an easy cynic or a coward, or whether they have what it takes to stand among the heroes of the Guild.

Valerian Primrose

Silanya James_Elcombe malini_mvk