TAINZER SPOOR
(“Tainzer” being a portmanteau of “taint” and “Tynzer,” an agricultural herbicide, and “Spoor” meaning the scent of an animal.)
RACE/ANCESTRY/HERITAGE: Human (Oeridian/Flan)
HOMELAND: The Bandit Kingdoms of Oerth
CLASS & LEVEL: Rogue 7 (Assassin)
BACKGROUND: Criminal
ALIGNMENT: Neutral Evil
EXPERIENCE: n/a (benchmarks)
ARMOR CLASS: 16 (Armor Worn: studded leather armor)
INITIATIVE: +7
HIT POINTS: 45 (7d8)
SPEED: 30 ft.
PASSIVE PERCEPTION: 15
BACKSTORY
An old drinking buddy of Schurk Vanderbruuk from the Shield Lands, Tainzer Spoor (not his real name) is known as a mercenary quartermaster with some skill for adventuring. (Given his storyteller skill, some may mistake him for a bard.) Though not good looking, he has a kind of perky and generous charm about him. He often gives out coins to local orphans in need while complaining that’s more help than has ever shown by those who collect taxes.
In truth, he is a bastard native Abbarra who works as a spy for various false kings and gang leaders across the Bandit Kingdoms. A month ago, a messenger from the land of Iuz hired him to kill Ridder Joost Vanderbruuk of the Shield Lands, but upon learning the paladin had thrown himself off a cliff, Tainzer took credit for the death and demanded his fair payment. When the evil demigod senses that Joost still lived (albiet no longer on Oerth), the Old One’s wrath was severe. One night a pale Rhennee woman offered Tainzer sanctuary to escape Iuz’s agents deep within The Tangles forest, but she disappeared during their travels and left the assassin instead wandering into the woods of Barovia.
ABILITY SCORES & ABILITIES
(* includes +3 proficiency bonus; ** includes expertise, if any; saving throws include +CHA modifier)
STRENGTH 10
+0 … Strength Ability Checks
+0 … Strength Saving Throws
+6 … Athletics Skill **
150 lbs. … Maximum Carrying Capacity
300 lbs. … Max. Push or Drag (Speed -5 ft.)
300 lbs. … Maximum Lift
DEXTERITY 19
+4 … Dexterity Ability Checks
+7 … Dexterity Saving Throws
+7 … Acrobatics Skill *
+4 … Sleight of Hand Skill
+10 … Stealth Skill **
CONSTITUTION 13
+1 … Constitution Ability Checks
+1 … Constitution Saving Throws
INTELLIGENCE 13
+1 … Intelligence Ability Checks
+4 … Intelligence Saving Throws *
+1 … Arcana Skill
+1 … History Skill
+1 … Investigation Skill
+1 … Nature Skill
+1 … Religion Skill
WISDOM 8
-1 … Wisdom Ability Checks
-1 … Wisdom Saving Throws
-1 … Animal Handling Skill
+2 … Insight Skill *
-1 … Medicine Skill
+5 … Perception Skill **
-1 … Survival Skill
CHARISMA 14
+2 … Charisma Ability Checks
+2… Charisma Saving Throws
+8 … Deception Skill **
+2 … Intimidation Skill
+5 … Performance Skill *
+2 … Persuasion Skill
PROFICIENCIES & LANGUAGES
* Armor: light armor
* Weapons: simple weapons, scimitar, shortsword, whip
* Tools: thieves’ tools, disguise kit, poisoner’s kit
* Saving Throws: Dexterity, Intelligence
* Skills: Acrobatics, Athletics, Deception, Insight, Perception, Performance, Stealth
* Languages: Common, Thieves’ Cant, Orcish, Elvish
WEAPON & UNARMED ATTACKS
Basic Attack. Basic Attack. One target per Attack action.
Sneak Attack: Once per turn, deal +4d6 extra damage to one creature hit if attack with advantage using finesse or ranged weapon. Don’t need advantage if an enemy of the target is within 5 feet of it, enemy isn’t incapacitated, and you don’t have disadvantage on attack.
Rapier. Melee Weapon Attack: +7 to hit, reach 5 ft. Hit: 1d6+4 piercing damage.
Shortbow. Ranged Weapon Attack: +7 to hit. Hit: 1d6+4 piercing damage. (Normal range to 80 ft.; disadvantage long range 81 to 320 ft. Must be used two-handed.) + Vex: On hit, gain adv. on next attack on target before end of next turn.
Dagger. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. 1d4+4 piercing damage. (If thrown, normal range to 20 ft.; disadvantage long range 21 to 60 ft.) + Nick: Make extra attack as part of attack action instead of bonus action once per turn.
IN A SHORT REST (1 hour)
* regain hit points by expending Hit Dice
IN A LONG REST (8 hours)
* regain all hit points
* automatically gain Heroic Inspiration
* regain use of three (3) Luck points
FEATS
Alert Feat [PHB 2024,p. 200]: Initivative boosted, able to swap initiative with another.
Lucky Feat [PHB 2024, p. 201]: Gain 3 Luck Points, each of which may give adv. on an ability check, save, or attack, or impose disadv. on one attacker targeting you. Regain expended points in a long rest.
FEATURES, TRAITS & MORE
ALIGNMENT: Lawful Neutral.
I lack compassion and do whatever I want, promoting control over others above all else.
CRIMINAL BACKGROUND [PHB 2024, p. 179]
* Traits: Raised by Thieves Guild members. Perky personality.
* Ideal: Taxes are the real crime.
* Bond: Gives money to orphans.
* Flaw: Claims credit for others’ crimes.
HUMAN TRAITS [PHB 2024, p. 194]
* Creature Type: Humanoid
* Age: 29 years old
* Medium Size (5′ 8″, 170 lbs.)
* Resourceful (gain Heroic Inspiration after each long Rest)
* Skillful (Acrobatics proficiency)
* Versatile (Lucky feat)
ROGUE CLASS FEATURES [PHB 2024, p. 129]
* Expertise (prof. noted with **)
* Sneak Attack (+4d6)
* Thieves’ Cant (slang language)
* Weapon Mastery (2 weapons)
* Cunning Action (bonus action to Dash, Disengage, or Hide)
* Assassinate (adv. on initiative and attacks vs. those not taken turn in round, and +7 damage)
* Assassin’s Tools (proficiencies)
* Steady Aim (bonus action for adv. attack if not moving)
* Cunning Strike (-1d6 damage for Poison, Trip, or Withdraw; DC 15)
* Uncanny Dodge (reaction to half damage)
* Evasion (area effect half or no damage)
* Reliable Talent (prof. skill d20 under 10 as 10)
EQUIPMENT & TREASURE
Starting Carried Gear [PHB 2024, p. 213]: studded leather armor (AC 12), rapier, shortsword, two (2) daggers, shortbow and 20 arrows, burglar’s pack (backpack, 1,000 ball bearings in bag, 10-foot string, bell, 5 candles, crowbar, hammer, 10 pitons, hooded lantern, 2 flasks of oil, 5 days’ rations, tinderbox, waterskin; 50-foot hempen rope), thieves’ tools (lockpicks, small file and pliers, tiny mirror), disguise kit, poisoner’s kit, ammunition: arrows (20), belt pouch, set of traveler’s clothes, crowbar, quiver, set of dark common clothes with a hood.
(This load is about 86.5 lbs.; add 1 lb. per 50 coins carried.)
Coins & Gems: 738 gold pieces (g.p.); no silver; 62 copper pieces (c.p.); 3 gems (worth 50 g.p. each)
CLASS ABILITIES
Level 1: Expertise
You gain Expertise in two of your skill proficiencies of your choice. Sleight of Hand and Stealth are recommended if you have proficiency in them.
At Rogue level 6, you gain Expertise in two more of your skill proficiencies of your choice.
Level 1: Sneak Attack
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 roll if you have Advantage on the roll and the attack uses a Finesse or a Ranged weapon. The extra damage’s type is the same as the weapon’s type.
You don’t need Advantage on the attack roll if at least one of your allies is within 5 feet of the target, the ally doesn’t have the Incapacitated condition, and you don’t have Disadvantage on the attack roll.
The extra damage increases as you gain Rogue levels, as shown in the Sneak Attack column of the Rogue Features table.
Level 1: Thieves’ Cant
You picked up various languages in the communities where you plied your roguish talents. You know Thieves’ Cant and one other language of your choice, which you choose from the language tables in chapter 2.
Level 1: Weapon Mastery
Your training with weapons allows you to use the mastery properties of two kinds of weapons of your choice with which you have proficiency, such as Daggers and Shortbows.
Whenever you finish a Long Rest, you can change the kinds of weapons you chose. For example, you could switch to using the mastery properties of Scimitars and Shortswords.
Level 2: Cunning Action
Your quick thinking and agility allow you to move and act quickly. On your turn, you can take one of the following actions as a Bonus Action: Dash, Disengage, or Hide.
Level 3: Assassinate
You’re adept at ambushing a target, granting you the following benefits.
Initiative. You have Advantage on Initiative rolls.
Surprising Strikes. During the first round of each combat, you have Advantage on attack rolls against any creature that hasn’t taken a turn. If your Sneak Attack hits any target during that round, the target takes extra damage of the weapon’s type equal to your Rogue level.
Level 3: Assassin’s Tools
You gain a Disguise Kit and a Poisoner’s Kit, and you have proficiency with them.
Level 3: Steady Aim
As a Bonus Action, you give yourself Advantage on your next attack roll on the current turn. You can use this feature only if you haven’t moved during this turn, and after you use it, your Speed is 0 until the end of the current turn.
Level 4: Ability Score Improvement
You gain the Ability Score Improvement feat (see chapter 5) or another feat of your choice for which you qualify. You gain this feature again at Rogue levels 8, 10, 12, and 16.
Level 5: Cunning Strike
You’ve developed cunning ways to use your Sneak Attack. When you deal Sneak Attack damage, you can add one of the following Cunning Strike effects. Each effect has a die cost, which is the number of Sneak Attack damage dice you must forgo to add the effect. You remove the die before rolling, and the effect occurs immediately after the attack’s damage is dealt. For example, if you add the Poison effect, remove 1d6 from the Sneak Attack’s damage before rolling.
If a Cunning Strike effect requires a saving throw, the DC equals 8 plus your Dexterity modifier and Proficiency Bonus.
Poison (Cost: 1d6). You add a toxin to your strike, forcing the target to make a Constitution saving throw. On a failed save, the target has the Poisoned condition for 1 minute. At the end of each of its turns, the Poisoned target repeats the save, ending the effect on itself on a success.
To use this effect, you must have a Poisoner’s Kit on your person.
Trip (Cost: 1d6). If the target is Large or smaller, it must succeed on a Dexterity saving throw or have the Prone condition.
Withdraw (Cost: 1d6). Immediately after the attack, you move up to half your Speed without provoking Opportunity Attacks.
Level 5: Uncanny Dodge
When an attacker that you can see hits you with an attack roll, you can take a Reaction to halve the attack’s damage against you (round down).
Level 7: Evasion
You can nimbly dodge out of the way of certain dangers. When you’re 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. You can’t use this feature if you have the Incapacitated condition.
Level 7: Reliable Talent
Whenever you make an ability check that uses one of your skill or tool proficiencies, you can treat a d20 roll of 9 or lower as a 10.
WEAPON MASTERY RULES
CLEAVE
If you hit a creature with a melee attack roll using this weapon, you can make a melee attack roll with the weapon against a second creature within 5 feet of the first that is also within your reach. On a hit, the second creature takes the weapon’s damage, but don’t add your ability modifier to that damage unless that modifier is negative. You can make this extra attack only once per turn.
* Examples: Greataxe, Halberd
GRAZE
If your attack roll with this weapon misses a creature, you can deal damage to that creature equal to the ability modifier you used to makes the attack roll. This damage is the same type dealt by the weapon, and the damage can be increased only by increasing the ability modifier.
* Examples: Glaive, Greatsword
NICK
When you make the extra attack of the Light property, you can make it as part of the Attack action instead of as a Bonus Action. You can make this extra attack only once per turn.
* Examples: Dagger, Light Hammer, Scimitar, Sickle
PUSH
If you hit a creature with this weapon, you can push the creature up to 10 feet straight away from yourself if it is Large or smaller.
* Examples: Greatclub, Heavy Crossbow, Pike, Warhammer
SAP
If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.
* Examples: Flail, Longsword, Mace, Morningstar, Spear, War Pick
SLOW
If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn’t exceed 10 feet.
* Examples: Club, Javelin, Light Crossbow, Longbow, Musket, Sling, Whip
TOPPLE
If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency bonus). On a failed save, the creature has the Prone condition.
* Battleaxe, Lance, Maul, Quarterstaff, Trident
VEX
If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.
* Examples: Blowgun, Dart, Hand Crossbow, Handaxe, Rapier, Shortbow, Shortsword
ROLE-PLAYING NOTES
VOICE: Like a Santa Claus, but with a creepy undertone.
HOMELAND: The Bandit Kingdoms are located in the north-central portion of the Flanaess, around the Great Rift canyon.
Spending time in the Shield Lands, he knows the most popular deities there are Heironeous (favored by the State), Saint Cuthbert, Mayaheine, Pholtus, and Trithereon.
* Heironeous is the Oeridian god of Chivalry, Justice, Honor, War, Daring, and Valor. His holy symbol is a silver lightning bolt, often clutched in a fist.
* Saint Cuthbert of the Cudgel is the combative deity of Wisdom, Dedication, and Zeal.
* Mayaheine is the demigoddess of Protection, Justice, and Valor. Her symbol is a downward-pointing sword with a V on either side.
* Pholtus of the Blinding Light is the Oeridian god of Light, Resolution, Law, Order, Inflexibility, the Sun, and the Moons. Pholtus’s symbol is a silvery sun with a crescent moon on the lower right quadrant. His colors are white, silver and gold.
* Trithereon is the god of Individuality, Liberty, Retribution, and Self-Defense. His holy symbol is the Rune of Pursuit, a triskelion.
GENERAL BANTER & CHARM
“Ah, the road-dusty, dangerous, and full of fools. Lucky for you, I happen to be the best-dressed fool around.”
“Coin is like a candle in the night. It draws moths and murderers in equal measure.”
“I tell stories better than most bards, but I charge far less. Mostly because I don’t sing.”
“What’s a quartermaster without his quarter? Poor. That’s what.”
“Let it never be said that Tainzer Spoor doesn’t give back. Here, child-take this coin and remember who gave it to you when you’re old enough to start rumors.”
“A man with a sword thinks he’s powerful. A man with coin knows he is.”
“I don’t steal. I redistribute-usually from those who weren’t appreciating their wealth properly.”
“A bribe is just an investment in a more interesting future.”
“There’s two ways to win a war: steel or silver. One is much louder than the other.”
“The difference between a king and a bandit? Mostly just a better tailor.”
ON DANGER & SURVIVAL
“There’s always a trick to staying alive. The first one is knowing when to run.”
“You think that man was out for blood? No, friend, he was out for my blood, which is a much more concerning issue.”
“When a god wants you dead, that’s one thing. When they’re personally angry at you? That’s quite another.”
“If Iuz sends something after me, I’d rather not be around to see what it is.”
“I don’t believe in fate, but I do believe in getting ahead of it.”
ON MONSTERS & THE SUPERNATURAL
“You ever look at something and just know it doesn’t want a bribe?”
“I can handle bandits, bounty hunters, and backstabbing nobles. But ghosts? Ghosts don’t take gold.”
“If it bleeds, we can kill it. If it doesn’t bleed, we really have a problem.”
“There’s a fine line between bravery and stupidity. It’s usually marked by claw marks and screaming.”
“Call me paranoid, but when the howling stops all at once? That’s when you really need to run.”
ON HIS SHADY PAST & REPUTATION
“A mercenary quartermaster, a storyteller, and a thief walk into a tavern. It’s just me, ordering three drinks.”
“You hear that? That’s the sound of someone thinking they can trust me. Poor soul.”
“One king’s spy is another king’s problem. I like to be the problem.”
“The thing about the Bandit Kingdoms is, loyalty is just another word for ‘not dead yet.'”
“Some men claim they kill for country or gods. Me? I prefer a cleaner excuse-like coin.”
“A quartermaster’s job is simple: get the supplies, keep the troops happy, and never ask where the money comes from.”
“I work for coin, not for causes. Causes don’t put food in my stomach.”
“You don’t need to trust me. Just trust that I like staying alive, which usually means keeping you alive too.”
“You learn a lot about a kingdom from the quality of its blackmail material.”
“No one hires a man like me for the easy jobs.”
ON POLITICS & THE BANDIT KINGDOMS
“The Bandit Kingdoms have more kings than crowns, and more crowns than sense.”
“The trick to surviving among thieves and tyrants? Make yourself useful, but never too useful.”
“I once served a man who called himself the One True King. There were at least three others in the same tavern.”
“If you ever find a noble who isn’t corrupt, check twice to make sure they’re breathing.”
“Everyone’s a liar, some just do it with better posture.”
ON IUZ & HIS UNFORTUNATE SITUATION
“When I said I took care of Joost, I didn’t mean I took care of him. Details are dangerous things.”
“Lesson learned: don’t take credit for killing a paladin unless you’re really sure he’s dead.”
“That wasn’t just a job gone wrong-it was a job gone very wrong, and then sent to hell to make it worse.”
“So, this Rhennee woman said she’d lead me to safety. Safety, it seems, is another word for Barovia.”
“I never did find out where she went… which means she probably found out something worse than I did.”
ON BAROVIA & THE SUPERNATURAL
“I’ve dealt with a lot of things, but cursed forests and vampire lords? That’s a bit outside my usual contract.”
“A place where the sun barely shines, the dead don’t stay dead, and the locals are miserable? Feels like home. Almost.”
“You ever get the feeling you’ve just become someone else’s tragic story?”
“Something about this place makes me uneasy. More than usual, I mean.”
“Spies work in shadows, but there’s something wrong when the shadows work back.”
“You know, I’d say I don’t deserve this, but I do have a long list of reasons why I might.”
“Being lost in cursed woods wasn’t on my to-do list, but neither was getting smited by a demigod, so here we are.”
“I should have known something was wrong when the Rhennee woman didn’t try to rob me.”
“Funny thing about fate-it always assumes you’ll be polite about dying.”
“Barovia, you say? Sounds charming. Full of fresh air, good wine, and absolutely no terrible curses, I’m sure.”
THE BALLAD OF THE SHIELD LANDS
A Tale of Honor and Blood
Verse 1:
Oh, list ye well, good folk and true,
Of lands where banners proudly flew,
Where knights of steel and hearts of flame
Once stood unbowed in duty’s name.
From Admundfort to Crystal Shore,
Their oaths rang strong, their blades did roar,
Against the tide of war’s cruel hand,
They held the line, the Shield Lands.
Chorus:
So raise your sword, let banners fly,
For those who fight, yet still may die.
Their cause is just, their fate unplanned,
The lost but valiant Shield Lands!
Verse 2:
When Iuz rose with hate untamed,
And fire and shadow both he claimed,
His warlords marched with darkened might,
To drown the Shield Lands in the night.
Yet bold stood they, though hope was thin,
With lances high and armored skin,
Through blood and siege, through endless strife,
They paid their cause with bone and life.
Chorus:
So raise your sword, let banners fly,
For those who fight, yet still may die.
Their cause is just, their fate unplanned,
The lost but valiant Shield Lands!
Verse 3:
The castles burned, the rivers bled,
The valiant fell, yet none had fled,
Though Iuz laughed and claimed his prize,
The Shield Lands shone in mournful eyes.
Yet whispers tell of one last fight,
A dawn to break this endless night,
When lords return with steel anew,
And debts of war shall all come due.
Final Chorus:
So raise your sword, let banners fly,
For those who fight, yet still may die.
Their shields may break, their walls may fall,
But honor stands-the best of all!
Outro:
So drink, my friends, and sing with me,
Of lands that were and lands to be.
For though the Shield now lies in sand,
Its spirit roams across the land.