Roscoe

Current

**Roscoe** is a player character in the Hyrule campaign setting of Realm of Shade. He is portrayed by Zombi.

## History

For an unknown period of time, Roscoe lived alone on a small island off the coast of Hyrule. When attempting to escape the island, Roscoe became lost at sea until he was found by Captain Clifford Linebeck VII and the crew of the S. S. Ciela. He was added to the party headed to Hateno Island after Linebeck informed Jorulph Kardiger about him.

## Personality

Roscoe is a chaotic individual who cares very little for his own safety, deliberately getting himself hurt for the sake of doing something he finds cool or interesting. He's care free, often getting distracted by the simplest of things, and tends to get himself into more trouble that it's worth.

At times, Roscoe can act like a beggar, bumming food off of his companions and trying to barter the broken and worn objects in his possession for food, claiming what he has to be 'valuable goods.'

## Abilities

### Rogue Abilities

* **Expertise.** Roscoe doubles is proficiency bonus for checks made using History, Insight, Nature, Perception, Sleight of Hand, and Survival. Some skills come from feats, as detailed below.
* **Sneak Attack.** Once per turn, Roscoe can deal an extra 6d6 to a creature he hits with a ranged or finesse weapon, so long as he has advantage, and not disadvantage, on the attack roll or has an ally that isn't incapacitated within 5 feet of the target.
* **Thieves' Cant.** Roscoe knows thieves' cant.
* **Cunning Action.** Roscoe can take either the Dash, Disengage, or Hide action as a bonus action.
* **Roguish Archetype: *Hand of Glory*.** Roscoe received a blessing or a curse when attempting to touch the Triforce, which not only granted him immortality, eternal youth, and rejuvenation, but also the following features:
	+ **Candlelight.** Roscoe can cause his hand to glow, shedding light as if it were a torch, granting it the statistics of a dagger. The hand has charges equal to Roscoe's rogue level, and he can expend one to deal an extra 2d6 radiant damage with the hand on a hit. Roscoe becomes gains a level of exhaustion when he expends more charges than half his level.
	+ **Brilliance.** Roscoe can spend some charges from his hand to cast Daylight, Dawn, or Hold Person, each with a spell save DC of 16.
* **Steady Aim.** Roscoe can use a bonus action if he hasn't moved on his turn to gain advantage on the first attack roll he makes on that turn.
* **Uncanny Dodge.** Roscoe can use his reaction to halve the damage taken from an attack made against him.
* **Evasion.** When Roscoe makes a Dexterity saving throw that lets him take half damage, he takes no damage when he succeeds, and only half when he fails.
* **Reliable Talent.** When Roscoe rolls an ability check that adds his proficiency bonus, he can treat any d20 result lower than a 10 as a 10.

### Feats

* **Mobile.** Roscoe's speed is increased by 10 feet, he ignores difficult terrain on turns he takes the Dash action, and he doesn't provoke opportunity attacks from creatures he hits on his turn.
* **Prodigy.** Roscoe gained proficiency in one skill, one tool, and one language.
* **Skill Expert.** Roscoe increased his Strength from an 11 to a 12, he gained proficiency in one skill, and he gained expertise in one skill.
* **Skilled.** Roscoe gained proficiency in three skills.

## Special Equipment

* **Armor of the Sheikah Warrior.** A set of Sheikah-made armor that greats the wearer advantage on Dexterity saving throws, advantage on Stealth checks made in the dark, and a +1 bonus to damage rolls involving the rogue's Sneak Attack.
* **Bee Badge.** A small emblem that causes small insects to ignore the wearer, and grants such creatures disadvantage on Perception checks made to detect them.
* **Bloodrender.** A sentient +3 dagger that has an unquenchable thirst for blood.
* **Bunny Hood.** A set of comical bunny ears that increase the attuned wearer's walking speed by 10 feet.
* **Cape of the Mountebank.** A fine cloak that allows the wearer to cast Dimension Door once per day.
* **Earring of Message.** An earring that allows the wearer to cast Message up to 5 times per day, which recharges 1d4 + 1 charges at dawn.
* **Folding Boat.** A wooden box that can magically unfold itself into one of two types of boats.
* **Gloves of Thievery.** A pair of gloves that grant the wearer a +5 bonus to Sleight of Hand checks and checks made to pick locks.
* **Goggles of Night.** A pair of goggles that grant the wearer darkvision out to 60 feet.
* **Mask of Moblin Deception.** A knitted mask that grants the wearer advantage on Deception checks made against Moblins.
* **Mask of the All-Night.** A black felt mask that stops a creature wearing it from sleeping or gaining the benefits of a long rest.
* **Mask of the Grave.** A decrepit mask that causes the wearer to be recognized by unintelligent undead as their own.
* **Mask of the Koroks.** A leaflike mask that jingles whenever a Korok is nearby.
* **Vicious Dagger.** A magic dagger that deals an extra 7 damage when a critical hit is scored using it.

## Trivia

* Roscoe's roguish archetype, the Hand of Glory, comes from The Book of Weird Magic by Oliver Darkshire, available on the Dungeon Master's Guild.

## Gallery

"Disheveled Fisherman" attire, by sourFlower