Backstory

Where did your character grow up? What place do they call "home" now? (could be the same or different.) [75 words max]

Fenthick grew up on the streets of a medium sized city (at-least some commerce, sense of society, and infrastructure), orphaned at a young age (no memory other than the streets).  This city would be located near/in forests where he would build his wilderness survival skills over time – surviving by both foraging (and later hunting) and the food/medicine provided by the orphanage. He has traditionally lived in and around that city (wilderness + neighboring towns).

Who raised your character and how? What are these people doing now? [75 words max]

Fenthick was raised by what attention and support the orphanage could provide, the community of other orphans/urchins, and the cold harsh realities of both the street and the wild. He routinely sends money and other resources to the orphanage when he has the resources but otherwise doesn’t visit. Doris Stoutheart and Sybil Thamisa ran the orphanage, Utab (fellow orphan, half orc) was his confidant and partner in crime – they at times gleefully cross paths.

How did your attribute scores affect your character? [175 words max]

Fenthick has always relied on speed, strategy, and finesse to get the upper hand in both life and combat. At a young age, Fenthick would quietly swipe his portion of food before it made its way to the table or from those who wrestled it from him. This dexterity became a major part of his toolset for life as he refined his ability to infiltrate, escape, outmaneuver, and hunt. Meanwhile, a life on the street and within the wilds demanded Fenthick persevere with resilience or perish, and to develop the wisdom to know when to run or stay and fight. Fenthick was never particularly strong nor smart, but neither was he weak or slow. Given his place in life, his lack of tact and at times gruff perspective of the world makes him an extremely poor communicator – especially to those who do not know him.

What made your character obtain the class they have now? [75 words max]

The skills of a ranger naturally came to Fenthick over time; stealthing through the streets and wilds to forage for food, stalking both a vain mark in the city and the deer in the clearing. To survive, he learned how to hide, track, flight, and flee in both the wild and the sprawl of the city.

What your character doing in recent years before the campaign's start? [75 words max]

Trying to get to some degree of stability without a need to have to pilfer for his next meal. He finds success here and there, slowly building resources, paying off debts, and sending a portion back to the orphanage that ensured he didn't starve. Shortly before the campaign, he completed a bounty for a small group of bandits, giving him a fresh start – without debt – and coin in his pocket.

What motivated your character to leave their previous lifestyle and become adventurers? [120 words max]

Danger has always been part of Fenthick’s life, sometimes more quietly and sometimes that is all that seemed to exist. Adventuring presented a guaranteed risk with an opportunity for safety and comfort on the other side; a danger he could choose opposed to be subjected to – his way to choose his path in the world opposed to having it forced upon him. Freedom.

Which people are important for your character? [75 words max]

The orphanage, in particular both Doris and Sybil, along with Utab whom he considers family. By extension, he feels a natural pull to those who are downtrodden and vulnerable – particularly the cruel and unearned twists of fate.

What connections does your character have to the other player characters? [175 words max]

Fenthick would often watch those on the road or as they come into town; looking for both marks and those in need who deserve help. At times, he would offer aid in the form of a guide to those who entered - both in the city and surrounding land. This was sometimes straightforward work; guiding those who need help away from hazards and towards what they desire. Other times, it was to get closer to an ideal mark for his redistributive justice.

He met Vigo when he came to town, identified an easy mark, and offered his services as a guide to help the beaming paladin. Vigo was looking for a mage and Fenthick was glad to provide his services for a fee, and an opportunity to take something from his pocket. Fenthick guided Vigo to the mage, having heard of her from Utab, who saw her traveling through town. Fenthick met Sister Teddy when he accidentally poisoned himself learning poisons sometime much later. Luckily, she was traveling nearby (in town, wild, etc) and was able to aid him.

Name a promise you have made to another player character that you would never break. [75 words max]

To aid you whenever you visit my region and need help, out of repayment for your kindness to me.

If nothing happened, what short/long term goals does your character have? [75 words max]

Build security and safety in terms of possessions, friendships, and his profession. As those goals are being accomplished, he would continue his own approach to redistributive justice and sharpening his skills. Quietly, in the back of his mind, his thoughts would wander to where he came from and why he was left - tempted to explore these questions but apathetic and unhopeful in his success.

What makes your character a likeable adventurer that others would be willing to have to risk their lives for? [75 words max]

While he is gruff and doesn't particularly care about what people think, he earnestly does care for those that are close to him, he tries to be kind in his actions if not his words, and he consistently acts in alignment of what he considers good and just despite the consequences to himself. Aside from ensuring his own stability and safety, his only real desires are to grow his skills and protect the vulnerable.

What has your character done in the past, that they now deeply regret?[75 words max]

As a young urchin, he stole a small store of gold he overheard was under the floor boards of a small family's house.  The next day he used it to buy food, clothing, and donated the rest to the orphanage secretly. Several days later, he heard that the family did not have the funds to take their daughter to seek healing after disease struck - she died shortly after.

This is more for plot hooks. It could be a missed opportunity or something they feel bad about.

Those he stole from, those he has sabotaged out of what he considered vigilante justice, those he has taken a bounty on or helped the law identify. Fenthick routinely works with both sides of the law.  

Optional plot hook.

My character's lineage might not be what I think it is. -This one will be unknown to you as player as well. Do not add details-


Personality

Background
I bluntly say what others are hinting at or hiding. I ask a lot of questions to figure out everything that could potentially happen.

Ideals
I help the people who help me—that's what keeps us alive. All people deserve respect, regardless of their status. Laws and norms are not always just.

Mannerisms

Goals
Security, finding justice wherever he can - even in the pettiest of ways, becoming better at what he does

Flaws
I'd rather kill someone in their sleep than fight fair. I don't believe in honor like many do - the circumstances of the fight themselves are often not just nor honorable.

Fears
Being caught by surprised, places with no exit.

Type
Player Character

Race
Blight Elf

Age
80

Gender
Male

Appearance

Hair

Eyes

Skin

Height

Usual Clothing

Other noticeable features

Background
I bluntly say what others are hinting at or hiding. I ask a lot of questions to figure out everything that could potentially happen.

Ideals
I help the people who help me—that's what keeps us alive. All people deserve respect, regardless of their status. Laws and norms are not always just.

Mannerisms

Goals
Security, finding justice wherever he can - even in the pettiest of ways, becoming better at what he does

Flaws
I'd rather kill someone in their sleep than fight fair. I don't believe in honor like many do - the circumstances of the fight themselves are often not just nor honorable.

Fears
Being caught by surprised, places with no exit.