Ash was born in Mouldtown, the youngest of brothel-owner Iasmin el Sabine's thirteen children and one of only three of them to survive into adulthood (her surviving siblings being PRU assassin Magri and priestess Nenet.) Following her mother's death she and her siblings were handed over to Hayk-ebasa-ged'wen in order to upkeep a deal about drug debt, and she was forced to endure both physical and psychological torment and hardship as his slave, which has left her with permanent scars both physical and mental.

Upon escaping from him with the assistance of the Thieves' Guild, she roamed the streets for a number of years before meeting Shayla Maoilriain, Syx and Qau while on a routine trip to The Emerald Lantern. This led the four of them on a quest to Tir in order to run an errand for the Grand Order of Wizards

After some time and many adventures, including almost being pulled off a ship by a shark on the end of a fishing rod, traversing a ghost town full of Undead, killing a slime, reopening the mine outside T'Kashire and defeating a Necromancer on two separate occasions, Ash was united with Kadar Rachid, a friend of her older brother Magri, who quickly became a mentor and the father figure she never had. This, alongside a near-death experience during a mission in a temple which completely changed her perspective on life, helped her grow into a genuinely better person and over time she began to truly fall in love with Tir and especially the village of T'Kashire where they had ended up, and so when she retired from adventuring following the deaths of Syx and Kadar and subsequent collapse of The Band of Misfits, she decided to stay in the village permanently alongside her close friend Shayla. 

Ash currently resides in T'kashire as the owner of the Queen's Cat Inn, the town's local watering hole (and also her home). The inn has rapidly gained a reputation locally for its laid-back and friendly atmosphere and the genuine enthusiasm she shows for running it. The inn relies on regular deliveries, usually brought by Ash herself using her cart and her beloved donkey Unknown. She has also taken up collecting ornate knives, including multiple stilettos and a distinctive antique Elven dagger, as a hobby, and is the current custodian of Kadar's personal journals.

During the time skip before Tale of Tir and Nox, Part II, she and Kadar's son Garrettar began a committed relationship, bonding over their memories of Kadar and their shared love of music and food. She gave birth to their daughter, Hope Rachid, in mid-3A 209.

Type
Player Character (Retired)

Race
Expansion Lesser Catfolk

Age
26

Gender
Female

Pronouns
She/Her

Appearance

Fur
Grey tabby

Eyes
Blue

Scars
Three claw marks on left cheek, right ear missing tip, right hand branded with "M" (partially destroyed by scars from hand injury), slave brand on left shoulder blade, whip scars on back, large scar down right leg, name "SYX" scarred into right thigh

Tattoos
Rose bush tattoo across shoulders

Personality
Formerly, Ash had a tendency to be quite callous and uncaring, putting on a cocky veneer of overconfidence to hide her insecurity. She was seemingly incapable of trusting people, but had a personal code of honour that prevented her from stealing from those who cannot replace their wares easily or are undeserving of misfortune (similar to the Thieves' Guild code.)
Over time, her confidence became more genuine, but as before it still collapsed when she was stressed or scared, revealing Ash's genuine personality - nervous, often paranoid, prone to self-deprecation and somewhat selfish.
Following her near-death in Temple Run and a period of introspection, Ash dropped her facade completely and became much more sincere. She became much more willing to show kindness to others, and became more self-sacrificing and open to others, though her trust issues took far longer to fix. Her time mentored by Kadar further improved her outlook on life and helped her overcome her childhood trauma, and having her own home, real friends and achieving her dream of owning her own inn has made her more content and upbeat and her mental state far more stable.

Fears
Becoming a slave again, the people she cares about getting hurt

Goals
Owning her own inn (achieved), settling down and having children, finding happiness, winning Imperial Pub of the Year (minor)

Mannerisms
Ash has a tendency to swear casually, a symptom of her impoverished upbringing. She also has very little sense of shame and next to no filter, and has no qualms about giving far too much information about her personal life or talking about taboo or lewd subjects.
She also has a light verbal tic of using "you know?" at the end of some sentences, even when not strictly necessary.
She is a recovered alcoholic, and though she still drinks in moderation she no longer relies on it.

Orientation
Pansexual with slight female preference

Notes
Recovered alcoholic
Suffers from post-traumatic stress disorder due to her youth

Unorganised

Rogue - Class

Rogues rely on skill, stealth, and their foes' vulnerabilities to get the upper hand in any situation. They have a knack for finding the solution to just about any problem, demonstrating a resourcefulness and versatility that is the cornerstone of any successful adventuring party.

You must have a Dexterity score of 13 or higher in order to multiclass in or out of this class.

The Rogue
Level Proficiency Bonus Sneak Attack Features
1st +2 1d6 Expertise, Sneak Attack, Thieves' Cant
2nd +2 1d6 Cunning Action
3rd +2 2d6 Roguish Archetype, Steady Aim
4th +2 2d6 Ability Score Improvement
5th +3 3d6 Uncanny Dodge
6th +3 3d6 Expertise
7th +3 4d6 Evasion
8th +3 4d6 Ability Score Improvement
9th +4 5d6 Roguish Archetype feature
10th +4 5d6 Ability Score Improvement
11th +4 6d6 Reliable Talent
12th +4 6d6 Ability Score Improvement
13th +5 7d6 Roguish Archetype feature
14th +5 7d6 Blindsense
15th +5 8d6 Slippery Mind
16th +5 8d6 Ability Score Improvement
17th +6 9d6 Roguish Archetype feature
18th +6 9d6 Elusive
19th +6 10d6 Ability Score Improvement
20th +6 10d6 Stroke of Luck

Class Features

As a rogue, you gain the following class features.

Hit Points

Hit Dice: 1d8 per rogue level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per rogue level after 1st

Proficiencies

Armor: Light armor
Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords
Tools: Thieves' tools
Saving Throws: Dexterity, Intelligence
Skills: Choose four from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a rapier or (b) a shortsword
  • (a) a shortbow and quiver of 20 arrows or (b) a shortsword
  • (a) a burglar's pack, (b) dungeoneer's pack, or (c) an explorer's pack
  • Leather armor, two daggers, and thieves' tools

 

Expertise

At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

At 6th level, you can choose two more of your proficiencies (in skills or with thieves' tools) to gain this benefit.

 

Sneak Attack

Beginning at 1st level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.

You 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 you don't have disadvantage on the attack roll.

The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table.

 

Thieves' Cant

During your rogue training you learned thieves' cant, a secret mix of dialect, jargon, and code that allows you 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, you understand 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, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.

 

Roguish Archetype

At 3rd level, you choose an archetype that you emulate in the exercise of your rogue abilities.

Subclass - Arcane Trickster

Subclass - Assassin

Subclass - Inquisitor

Subclass - Investigator

Subclass - Mastermind

Subclass - Phantom

Subclass - Scout

Subclass - Swashbuckler

Subclass - Thief

Subclass - Wild Card

 

Steady Aim

At 3rd level, as a bonus action, you give yourself advantage on your next attack roll on the current turn. You can use this bonus action only if you haven't moved during this turn, and after you use the bonus action, your speed is 0 until the end of the current turn.

 

Uncanny Dodge

Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.

 

Evasion

Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an Ice Storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

 

Reliable Talent

By 11th level, you have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.

 

Blindsense

Starting at 14th level, if you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.

 

Slippery Mind

By 15th level, you have acquired greater mental strength. You gain proficiency in Wisdom saving throws.

 

Elusive

Beginning at 18th level, you are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren't incapacitated.

 

Stroke of Luck

At 20th level, you have an uncanny knack for succeeding when you need to. If your attack misses a target within range, you can turn the miss into a hit. Alternatively, if you fail an ability check, you can treat the d20 roll as a 20.

Once you use this feature, you can't use it again until you finish a short or long rest.