Image of Artimis

Summary: Atrimis is a low level shape shifting thief that wants to be a crafter.

Artimis

Gender: Male

Age: 18

Group: Rogues & Scouts

Real World Name / Occupation

Holt Bachman
* Electrical Engineer student
* I.T. Helpdesk
* Research assistant for the game.

Loyalty

To the party

Race and Subgroup

Human

Physical Appearance

In his natural form, Atrimus looks like a human of melting wax. When he sets his mind, he can take on a face and body of his choosing. He is about 5' 8" tall and about 125 lbs. His natural hair is white and his eyes are grey with blue flecks.

Dressed in dark colored clothes with a motted cloak of black and grey covers him and hides his his face. He wears three daggers, two on his belt and one in his sleeve.

His first form is that of a man with brown hair and blue eyes.
The second form is that of a young woman with long red hair and green eyes.

Personality and Interests

Atrimus had intended to take on the roll of a craftsman to find out that while a changeling might have good stats and skills for the role, few people trusted them. In the game, he is trying to change the reputation and use his crafting skills. But he has conformed and take on the roll of a thief. In a couple levels he would like to add some healing magic and skills.

He enjoys the challenge of a good thieves run.

He is interested in:
Making a name for himself, gaining wealth, and power.
Getting some magical powers/items to help him be a better rounded character.
Learning new forms.

Brief History

Artimus’s player is intelligent and was very driven before finding the game. Now he wants to be online trying new classes and characters. He has hit the sophomore slump.

His background was that of a middle class family. His father was a Civil Engineer and his mother was a law clerk. He wanted to be a radio D.J. when he was growing up. He has two older sisters, the oldest is in medical school.

Favourite Sayings

"When in trouble run and hide.”
“A knife in the back beats a royal flush.”
“I can pick that.”

Magic & Artifacts

A ring of polymorph (cat) - “the grey mouser.”
Artimis has a small bad of holding that will stay with him when he changes (like backpack size).

Character Notes

Artimis is still a mid level thief as his character. His ambition is to run the thieves guild and be a fence.
He would like to learn a little magic so he can cast light, mend, and knock.

Cloak of Elfs: This cloak of neutral gray cloth is indistinguishable from an ordinary cloak of the same color. However, when it is worn, with the hood drawn up around the head, it enables the wearer to be nearly invisible—the cloak has chameleon-like powers. Outdoors, in natural surroundings, the wearer of the cloak is almost totally invisible; in other settings, it is nearly so. however, the wearer is easily seen if violently or hastily moving, regardless of the surroundings. The invisibility bestowed is: doubles user skill.

Silenced Armor
A special form of silenced elfin chain is available to the thief. Such armor has each individual link of chain armor wrapped in thin leather or light cloth binding. This to some extent "silences"the armor, at the cost of increasing its encumbrance by one-third above that of normal elfinchain. It is also fiendishly expensive, costing more than plate mail. Of course, it is even rarer than ordinary elfin chain itself. Finding a craftsman and persuading him to make such a suit of armor could be a challenging adventure in itself for a thief. The total profile for silenced elfin chain is Bonuses for moving silently and hearing noise above those which apply for normal elfin chain is somewhat offset by penalties to picking pockets and climbing walls. Silenced elfin.

Equipment:
Footpads 8 gp: These useful equipment items have even had a type of robber named after them, of course. Footpads can be improvised from rags or cloth tied to the feet or built into footwear-the latter obviously negates any risk of cloth falling off!

Footpads are not considered standard equipment worn by the thief because of the disadvantage they have. Their advantage is that they add a bonus to the chance for moving silently; the corresponding disadvantage is that footpads reduce traction, and so their use adds a penalty modifier to any climb walls roll the thief has to make while wearing them. Cat burglars are advised to use detachable footpads which can be donned after getting over the wall on the way in!

As an aside, the normal, unmodified move silently chance assumes that the thief is wearing normal, everyday footwear. If for some reason he is wearing hob-nailed boots or the like the writer may readily apply a penalty or so to any attempt to move silently.

Darksuit: 3 gp This comprises black or very deep blue clothes, usually fairly voluminous robes or what might be termed a "utility suit." Such clothing will usually be lightweight so it can be carried about easily, and worn under normal clothing if needs be. It will always include significant facial covering. If such a suit is worn, it will add a bonus to a hide in shadows chance in any area which is shadowy, has a light level equal to dusk or early dawn, or equivalent.

Woodland Suit: 3 gp This has a similar basic design to a dark suit but is made of light clothing dyed in irregular patterns of greens and browns. It adds a bonus to the hide in shadows chance when the thief attempts to conceal himself in any suitable outdoors setting such as woodland, a field, or the garden of a town house.

Charcoal cp 2
Even wearing a dark suit, the glint of moonlight on a pallid white face can give a thief away. Blacking up the face (and neck) with charcoal adds a bonus to the hide in shadows chance for concealment in shadows, dim light, etc. Burnt cork and soot are alternatives. The thief should not forget to blacken the backs of his hands either!

Weapon black 2 gp
One common problem for the thief attempting to hide in shadows is the glint of a steel weapon in moonlight, torchlight, and the like. The way to avoid this is to use weapon black, a thick, oil-based emulsion. Weapon black can be coated on to any metal surface and renders it almost completely matte black and reflection-free. If the DM wishes, use of weapon black can give the thief a gives a bonus to hide in shadows.

Hand Lamp 10 gp
This is usually a small metal pot about the size of a night-light candle. It has a hinged flip-up lid with a mirror on the inside; a silver mirror is often used, so the item is not cheap. The mirror directs the light, and the lid also works as a snuffer when closed. The lamp provides enough light for the thief to work by (e.g., when trying to pick a lock in a dark place), while not shedding enough to give the thief away (hopefully). Certainly, the dim, focused light is unlikely to be visible at all further than some 20 feet from the thief, and even within this range it is very, very dim.

Aniseed 2sp
Aniseed is a simple plant-derived natural flavoring. A small quantity of aniseed extract can be used by a thief to ruin any effort to have dogs track his scent, if bloodhounds (or similar) are used by pursuers. Dropping a vial of aniseed down at a suitable place (e.g., by the bank of a stream the thief crosses, by the base of a wall he traverses, even at a crossroads) will ensure that the dogs' sense of smell is utterly ruined for 1to 4 hours if they reach the spot where the aniseed has been dropped. A saving throw vs. poison will enable a trained dog to evade the aniseed to some extent, but the sense of smell is still lost for 1 to 4 minutes. A spell such as neutralize poison or slow poison cast on an affected dog will eliminate the effect, but the dog will still have to pick up the trail further along, somehow, to continue tracking. The effect of aniseed on any other kind of trained tracking animal is up to the DM, but aniseed should have a detrimental effect on almost anything's sense of smell.

Catstink 40gp
Even the best-trained dog (watchdog or tracking dog) finds it impossible to avoid being distracted when there are cats about. This is exploited by the few alchemists who have the recipe for the manufacture of catstink. These few are well-paid by thieves' guilds for their work, blending various liquids obtained from diverse parts of cats with a few secret ingredients to produce a thick, foul-smelling, brown-yellow liquid, catstink.
Catstink is specifically blended to drive any dog to distraction, allowing the thief to get past watchdogs as they frantically try to locate the cat which they can smell so pungently. Dogs who can smell catstink will not do anything other than try to get at the source of the smell, no matter how highly trained. Spells (slow, neutralize poison) are only useful if the dog is wholly removed from the smell. Even then the effect of the spell will not be evident until one turn has elapsed and the dog returns to normal.

Catstink can also be used to delay dogs tracking a thief as he attempts to make an escape, in much the same way as aniseed is used, albeit much more effectively (and much more expensively). The smell of catstink can be picked up by dogs up to 200 yards away, or even as far as half a mile if they are downwind of it.

Dog Pepper 1sp
This may be dropped on the floor, like aniseed, to put dogs off the scent when pursuing a thief. It is less effective than aniseed, however, the pursuing dog being allowed a saving throw vs. poison to avoid the effect of the dog pepper absolutely. If the save is failed, though, the dog is unable to continue pursuit for 1 to 4 minutes. Dog pepper may more usefully be scattered into the air, a small packet holding enough to fill a 10-foot cube. The pepper will hang in the air for 1d4 rounds after being flung into it. A dog entering the area during this time gets no saving throw to avoid the effect of the pepper. If dog pepper is thrown right into a dog's face, the unfortunate animal gets no saving throw and becomes hysterical for an hour, during which time it is totally uncontrollable.

Special Function Arrows
Wood Biter: 1 gp this has a broad, flat head with backward-facing barbs. It is specifically designed to give a good grip when shot into wooden surfaces.

Stone Biter 7 gp (Adamantine): This is as the above arrow, save that adamantine is used in its manufacture. This makes the arrow capable of biting into all but the hardest stone surfaces.

Minor Grapple: 6 gp this has a small, three-pointed grappling hook as its head, perhaps some 3 inches in total width. This is usually shot through a window, over a palisade, etc., in much the same way as a conventional grappling iron is thrown.

Major Grapple: 10 gp the major grapple is a far more complex piece of apparatus than the minor grapple, and because of its method of use it can only be employed with the one-rope method (see above). The head of this arrow at first appears to be a fairly long arrowhead of normal width. Its true function is shown only when fired. The rope must be securely fixed at one end by the thief, and as the major grapple arrow closes in on its target and reaches as far as the rope will allow, the sudden tension pulls at the head of the arrow, which opens out into a large three-pointed grappling hook. This is some 6 to 8 inches in width, fully the equal of most ordinary grappling irons. The major grapple has better aerodynamics than the minor grapple and a better chance of gripping, but a considerably reduced range.

Spikes and Line X10 5 sp
To be effective, climbing spikes need to be used together with a line. Hammering in a spiketakes 1 to 2 minutes with a small hammer; spikes cannot usually be hammered into very smoothsurfaces (or they will not take, etc.), with the exception of an ice wall (where spikes offer theonly hope of climbing safely). Hammering spikes into surfaces can usually be heard a long wayaway-even up to a mile in silent, windless, outdoor conditions. Usually spikes are used as an insurance policy against falls-if a character hammers in a spike, ropes himself to it, climbs 20 feet above this with the rope tied to his waist, and falls he will only fall 40 feet (20 feet down to the spike and a further 20 feet taking up the slack of the rope). A spike used to arrest a fall in this way has a chance of coming loose, though!

Crowbar 6 sp (1d6 damage) adds a bonus to any bend bars roll the thief has to make when trying to force open some portal.

Arm Sling
This is simply a cloth sling; the thief wears it to appear as if he has a broken or injured arm, and speedily withdraws his hand from it for the pocket-picking attempt.This actually reduces the chances of picking pockets by 5%, but the payoff is that the chances for being discovered are halved (but a natural 00 on d100 always means discovery). This reflects the fact that people simply do not expect to see a man with a broken arm picking pockets and the expectation determines the perception. The use of this unusual strategy is only useful-but it is really useful here-when the priority is not to be discovered, rather than to be sureof success. A thief working in a city where he is not a guild member, or one where legal penalties for picking pockets are very harsh, might favor the use of this ruse.A thief obviously cannot use this ruse for an extended period of time in the same place (save possibly by posing as a beggar). There is a limit to how long an arm can plausibly need for healing, after all.

Mini-Blade
This is a generic term for a very small (and usually very sharp) blade which can be held (with care!) between the fingers or in the "edge of the hand". A very sharp coin-edge, filed down, can be used in this way, and has the advantage of being readily available. A more sophisticated (and rarer) version is the razor ring, a hollow signet ring with a flip-top and a very sharp blade within. The mini-blade is used to cut a soft container-most obviously a purse or pouch-so that the thief can get at what's inside it. It is the most effective technique for getting at coins, gems, etc., inside a purse with drawn and tied strings. With a mini-blade the thief only has to make a simple pick pockets roll to effect the larceny. If the thief has, instead, to try to open the purse strings and then extract what's inside because he has no mini-blade, this needs two pick pockets rolls for success (one to open the purse, one to get at the goodies)-and two rolls for being observed, as well!

Improvised Lockpicks
Lockpicks are made for the job, but it is possible for a resourceful thief to improvise a lockpick from a length of wire, a hairpin or hat pin, or some similar ready-to-hand item.Obviously, this will never be anywhere as good as the specially-crafted item, but it's better thannothing. As stated in the Thifes Handbook, a penalty of anywhere from -5 to -60 can beapplied to the use of such improvised lockpicks. The following suggestions are given for the DMto select within this range.To create improvised lock picks the thief must make an Intelligence check, modified
(positively!) by his experience level-reflecting the resourcefulness greater experience brings. If this check is successful, the improvised items can be used with a penalty to the open locks roll. If the modified Intelligence check is failed, the thief can bodge up something,but it is a feeble effort-the penalty for the Open Locks attempt.Locks which are of Masterful quality, however, cannot be opened with improvised lockpicks(unless the DM allows a low success rule here).
Critical Failure: When opening locks, either with lock picks or with improvised lockpicks, the DM may rule that the snapped tool is wedged in the lock and cannot be removed (save for disassembling the whole lock!).

Acid
If a thief is faced with a lock which his best efforts cannot pick open, metal-eating acid is
one alternative. Such acids will eat through locks if the locks fail a saving throw (for metal) vs.acid. If the acid does not eat the metal, the lock cannot be opened, but it will be ruined (andunopenable!) if a second (metal vs. acid) is failed. Use of such acid is difficult and avoidedby most thieves, for various reasons.Use of metal-eating acids is difficult because only acids of great strength will do the jobeffectively. The DM should greatly restrict the availability of such acid; acids of the strength of black dragon acid and thessalhydra acid (possibly also giant slug spittle) are among the fewknown effective metal-eaters. Thus, availability is very low (and cost very high). Thieves usually avoid such acids in any event. First, the acid is very hazardous to carry.While it may be contained in glass containers (and possibly ceramic), such vessels are fragile.Imagine falling down a pit and hearing the sound of breaking glass as double-strength acid begins to seep through clothing and over one's back . . .Second, if the acid does not do the job it may ruin the lock and any hope of opening it in another way, as described. Third, it is a calumny on the professional reputation of a thief to have to resort to such means as acids!

Chisels
A thief may attempt to force a lock open with a lock chisel and a small hammer. This is not really a highly skilled activity, and the DM might consider extending this to non-thieves. The base chance for success is equal to the open doors percentage (which is Strength-based, of course). A thief may add one-fifth of his open locks chance to this base chance-knowing something about locks does give a slight advantage here. Obviously, forcing a lock is a no is activity and any hope of subtlety and surprise evaporates with the first blow.

Clawed Gloves and Shoes
Clawed gloves will be familiar to Oriental Adventures players as tiger's claws, but the DM may allow their availability in any fantasy campaign. Clawed overshoes, similar in design to clawed gloves, also existed and may be permitted (although they are a lot less common). The overshoes are slipped over the thief's normal footwear. The thief uses these clawed items for extra grip on small nooks and crannies of whatever surface he is climbing, so the bonus to the climb walls roll depends on the type of surface being climbed. On very smooth surfaces where almost no nooks and crannies exist, clawed gloves and boots will not add anything to the climb walls chance for a thief. For smooth/cracked surfaces, clawed gloves a bonus to the climb walls chance. For any other type of surface, clawed gloves and boots add a times two bonus. Rates of movement are not altered. The use of clawed gloves reduces silent movement. If the thief is attempting to move silently during his climb (e.g., trying to evade detection by guards atop a parapet).

Clawed gloves can be used as a melee weapon-no weapon proficiency is required for their use. A successful hit inflicts additional damage to that normally delivered by a fist blow. Clawed overshoes may similarly be used as a weapon, adding damage to a kick attack, if the DM allows such attack options in melee.

Dagger of Five Elements
This dagger has the power to create an aura of pure elemental energy. The five elements the dagger carries are Dagger of Five Elements : Fire, Ice, Wind, Lightning and Earth. The dagger has 5 charges, and it recovers its charge daily at dawn. You can use a bonus action, expending 1 charge, to activate the dagger for 1 minute. When you activate the dagger, select one element. The active dagger deals X2 damage on a hit. The damage type is based on the chosen element: fire (Fire); cold (Ice); slashing (Wind); lightning (Lightning); bludgeoning (Earth). You gain attack and damage bonus with this magic weapon.

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Mentioned in the post A Long Night Oct 19, 2020, 10:48pm
Mentioned in the post You're welcome for the Democratic sword, Artimis Oct 19, 2020, 9:42pm
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