Difference between revisions of "Kithiri Greenbottle"

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{{DND5CharacterSheet
 
{{DND5CharacterSheet
|Image=[[Image:Kithiri-Uncloaked.jpeg|center|350 px]]
+
|Image=[[Image:Kithiri-new.jpeg|center|350 px]]
 
|CharacterName=Kithiri Greenbottle
 
|CharacterName=Kithiri Greenbottle
 
|Race=Halfling
 
|Race=Halfling
|Class=Rogue (Inquisitive)
+
|Class=Rogue (Inquisitive), Level 9
 
|Background=City Guard
 
|Background=City Guard
|Alignment=Lawful Good
+
|Alignment=Neutral Good
|Patron Deity= Yondolla (hearth), Tamora (luck), and Brandebaris (trickster)
+
|Patron Deity= Yondolla and Dallah Thaun, Tamora (luck), and Brandebaris (trickster)
 
|Factions=FACTIONS
 
|Factions=FACTIONS
 
|Ability Scores=Strength 8 (-1), Dexterity 18 (+4), Constitution 12 (+1);<br> Intelligence 14 (+2), Wisdom 14 (+2), Charisma 11 (+0)
 
|Ability Scores=Strength 8 (-1), Dexterity 18 (+4), Constitution 12 (+1);<br> Intelligence 14 (+2), Wisdom 14 (+2), Charisma 11 (+0)
|Bonus=+3
+
|Bonus=+4
 
|Saving Throws=Dexterity & Intelligence
 
|Saving Throws=Dexterity & Intelligence
 
|Skills=Acrobatics, '''Insight''', '''Investigation''', '''Perception''', Sleight of Hand, '''Stealth'''
 
|Skills=Acrobatics, '''Insight''', '''Investigation''', '''Perception''', Sleight of Hand, '''Stealth'''
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|Weapons=Simple, Hand Crossbows, Rapiers, Longswords, Short Swords  
 
|Weapons=Simple, Hand Crossbows, Rapiers, Longswords, Short Swords  
 
|Traits=Lucky, Brave, Nimble, Language, Naturally Stealthy, Watchers Eye
 
|Traits=Lucky, Brave, Nimble, Language, Naturally Stealthy, Watchers Eye
|Attacks=• ''Rapier:'' +5, 1d8+4, Sneak Attack
+
|Attacks=• ''Rapier:'' +5, 1d8+4, Sneak Attack, silvered
|Armor Class=1
+
|Armor Class=16 - Studded Leather
 
|Initiative=+4 (DEX)
 
|Initiative=+4 (DEX)
 
|Speed=25 ft
 
|Speed=25 ft
|Feats=FEATS
+
|Feats=Bountiful Luck
|Hit Points=37
+
|Hit Points=63
|Hit Dice=5d8
+
|Hit Dice=7d8
 
|Personality=I get grumpy when I have to miss a meal. I double-check the facts. Some people call it compulsive, I call it thorough.  
 
|Personality=I get grumpy when I have to miss a meal. I double-check the facts. Some people call it compulsive, I call it thorough.  
 
|Ideals=Home - Everyone should have a safe, welcoming home.  
 
|Ideals=Home - Everyone should have a safe, welcoming home.  
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}}
 
}}
 
__NOTOC__
 
__NOTOC__
''words'' -Attribution
+
"The ache for home lives in all of us, the safe place where we can go as we are and not be questioned."
 +
 
 +
"Home is the nicest word there is."
 +
 
 +
"Family is not an important thing. It’s everything."
 +
 
 +
"I don't know about you guys but we are the weirdest herd I've ever seen."
  
 
==Traits==
 
==Traits==
 
===Racial Traits===
 
===Racial Traits===
* Lucky - re-roll attacks or saves.  
+
* Lucky - re-roll ability checks, attacks, or saves.  
 
* Brave - add advantage to saves verses fear.  
 
* Brave - add advantage to saves verses fear.  
 
* Nimble - move through the space of larger creatures.  
 
* Nimble - move through the space of larger creatures.  
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===Class Traits===
 
===Class Traits===
* Expertise, Sneak Attack, Thieves' Cant
+
* Expertise, Sneak Attack (+4d6) Thieves' Cant
 
* Cunning Action  
 
* Cunning Action  
 
* Archetype: Inquisitive
 
* Archetype: Inquisitive
 
* Uncanny Dodge
 
* Uncanny Dodge
 +
* Evasion
 +
* Bountiful Luck
  
 
===Specialty Traits===
 
===Specialty Traits===
*  
+
* Charm of Heroism - action for +10 HP (temporary) and Blessing (+1d4 to attack rolls and ability checks) for 1 hour.
 +
* Blessing of the Morning Lord - Charm of Darkvision (2 remaining, as an action)
  
 
===Background Traits===
 
===Background Traits===
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==Feats==
 
==Feats==
x
+
Bountiful Luck
 +
 
 
==Resources==
 
==Resources==
* '''Coins:''' 194 cp • 115 sp • 27 ep • 184 gp • 0 pp • Other coins: 0
+
* '''Coins:''' 194 cp • 115 sp • 27 ep • 2234 gp • 800 pp • Other coins: 0
 
* '''Gems:''' x
 
* '''Gems:''' x
 
===Magic Items===
 
===Magic Items===
* 1 Potion of Healing
+
* Stone of Good Luck: +1 to ability checks and saving throws, agate.
 +
* Wand of Secrets: 3 charges, use an action to activate and the wand will pulse and point to the nearest concealed door. Regain 1d3 charges at dawn.
 +
* Vial of Sharpness: Apply to weapon for 1 minute, add +3 magic damage for 1 hour.
 +
* Pipes of Haunting: 3 charges, use an action to play, creatures within 30 feet must make DC 15 Wisdom saving throw or become Frightened. Regain 1d3 charges at dawn. ''Requires wind instrument proficiency.''
  
 
==Equipment==
 
==Equipment==
 
===Carried Equipment===
 
===Carried Equipment===
* '''In Hand:''' Rapier, 1d8, finesse
+
* '''In Hand:''' ''Expiare:'' +1 Rapier, 1d8+1, finesse, +1 to hit and damage
* '''Worn:''' Hand Crossbow, 1d6, piercing, leather armor (+1)
+
* '''Worn:''' Hand Crossbow, 1d6, piercing; leather armor (+1), Sling and 10 +1 sling bullets
* '''Belt:''' Theives Tools, Magnifying Glass
+
* '''Belt:''' Thieves Tools, Magnifying Glass
* '''Backpack:''' Burglers Pack, Mess Kit
+
* '''Backpack:''' Burglar's Pack, Mess Kit, Wisp (silvered Rapier)
 +
 
 +
: ''Burglar's Pack'' includes a backpack, a bag of 1,000 ball bearings, 10 feet of string, a bell, 5 candles, a crowbar, a hammer, 10 pitons, a hooded lantern, 2 flasks of oil, 5 days rations, a tinderbox, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.
 +
: ''Mess Kit'' is a tin box containing a cup and simple cutlery. The box clamps together, and one side can be used as a cooking pan and the other as a plate or shallow bowl.
  
 
===Stored Equipment===
 
===Stored Equipment===
 
* velvet clothes
 
* velvet clothes
 +
* winter clothes
 +
 
===Lifestyle===
 
===Lifestyle===
 
* '''xxx:''' ''(x gp/day)''. x
 
* '''xxx:''' ''(x gp/day)''. x
 +
 
==Origin==
 
==Origin==
  
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* '''Sneak Attack'''
 
* '''Sneak Attack'''
Once per turn, you can deal an extra 3d6 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 o f it, that enemy isn’t incapacitated, and you don’t have disadvantage on
+
Once per turn, you can deal an extra 4d6 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 o f it, that enemy isn’t incapacitated, and you don’t have disadvantage on
 
the attack roll.  
 
the attack roll.  
  
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'''Uncanny Dodge'''
 
'''Uncanny Dodge'''
 
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.
 
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.
 +
 +
'''Expertise'''
 +
Your proficiency bonus is doubled for any ability check you make that uses either Investigation or Stealth.
 +
 +
'''Evasion'''
 +
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.
 +
 +
'''Bountiful Luck'''
 +
Instead of Ability Score Improvement, take a Feat.
 +
When an ally you can see within 30 feet of you rolls a 1 on the d20 for an attack roll, an ability check, or a saving throw, you can use your reaction to let the ally reroll the die. The ally must use the new roll. When you use this ability, you can’t use your Lucky racial trait before the end of your next turn.
 +
 +
'''Steady Eye''' At 9th level, you gain advantage on any Wisdom (Perception) or Intelligence (Investigation) check if you move no more than half your speed on the same turn.
  
 
==Future==
 
==Future==

Latest revision as of 10:59, 18 December 2019

Kithiri Greenbottle
Kithiri-new.jpeg
Race: Halfling, Class: Rogue (Inquisitive), Level 9
Background: City Guard, Alignment: Neutral Good
Patron Deity: Yondolla and Dallah Thaun, Tamora (luck), and Brandebaris (trickster)
Factions: FACTIONS
Ability Scores
Strength 8 (-1), Dexterity 18 (+4), Constitution 12 (+1);
Intelligence 14 (+2), Wisdom 14 (+2), Charisma 11 (+0)
Proficiencies
Bonus: +4
Saving Throws: Dexterity & Intelligence
Skills: Acrobatics, Insight, Investigation, Perception, Sleight of Hand, Stealth
Tools: Thieves' Tools
Languages: Common, Halfling, Celestial, Goblin, Thieves' Cant
Armor: Light
Weapons: Simple, Hand Crossbows, Rapiers, Longswords, Short Swords
Traits
Lucky, Brave, Nimble, Language, Naturally Stealthy, Watchers Eye
Feats
Bountiful Luck
Combat
Attacks:Rapier: +5, 1d8+4, Sneak Attack, silvered
Armor Class: 16 - Studded Leather, Initiative: +4 (DEX), Speed: 25 ft
Hit Points: 63, Hit Dice: 7d8
Social
Personality Traits: I get grumpy when I have to miss a meal. I double-check the facts. Some people call it compulsive, I call it thorough.
Ideals: Home - Everyone should have a safe, welcoming home.
Bonds: I won't harm those weaker or less fortunate than myself. A small coin, worn on a cord about my neck, a memento of charity given by a nigh penniless widow shortly after my fall.
Flaws: I am wracked with guilt over my rash actions.
DnD5-Actions.jpg

"The ache for home lives in all of us, the safe place where we can go as we are and not be questioned."

"Home is the nicest word there is."

"Family is not an important thing. It’s everything."

"I don't know about you guys but we are the weirdest herd I've ever seen."

Traits

Racial Traits

  • Lucky - re-roll ability checks, attacks, or saves.
  • Brave - add advantage to saves verses fear.
  • Nimble - move through the space of larger creatures.
  • Naturally Stealthy - may hide if obscured by a larger creature.

Class Traits

  • Expertise, Sneak Attack (+4d6) Thieves' Cant
  • Cunning Action
  • Archetype: Inquisitive
  • Uncanny Dodge
  • Evasion
  • Bountiful Luck

Specialty Traits

  • Charm of Heroism - action for +10 HP (temporary) and Blessing (+1d4 to attack rolls and ability checks) for 1 hour.
  • Blessing of the Morning Lord - Charm of Darkvision (2 remaining, as an action)

Background Traits

  • Watcher's Eye - identify bastions of law and dens of iniquity.

Feats

Bountiful Luck

Resources

  • Coins: 194 cp • 115 sp • 27 ep • 2234 gp • 800 pp • Other coins: 0
  • Gems: x

Magic Items

  • Stone of Good Luck: +1 to ability checks and saving throws, agate.
  • Wand of Secrets: 3 charges, use an action to activate and the wand will pulse and point to the nearest concealed door. Regain 1d3 charges at dawn.
  • Vial of Sharpness: Apply to weapon for 1 minute, add +3 magic damage for 1 hour.
  • Pipes of Haunting: 3 charges, use an action to play, creatures within 30 feet must make DC 15 Wisdom saving throw or become Frightened. Regain 1d3 charges at dawn. Requires wind instrument proficiency.

Equipment

Carried Equipment

  • In Hand: Expiare: +1 Rapier, 1d8+1, finesse, +1 to hit and damage
  • Worn: Hand Crossbow, 1d6, piercing; leather armor (+1), Sling and 10 +1 sling bullets
  • Belt: Thieves Tools, Magnifying Glass
  • Backpack: Burglar's Pack, Mess Kit, Wisp (silvered Rapier)
Burglar's Pack includes a backpack, a bag of 1,000 ball bearings, 10 feet of string, a bell, 5 candles, a crowbar, a hammer, 10 pitons, a hooded lantern, 2 flasks of oil, 5 days rations, a tinderbox, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.
Mess Kit is a tin box containing a cup and simple cutlery. The box clamps together, and one side can be used as a cooking pan and the other as a plate or shallow bowl.

Stored Equipment

  • velvet clothes
  • winter clothes

Lifestyle

  • xxx: (x gp/day). x

Origin

Life’s a twisty thing, you know? I never dreamed of being a soldier, a guard, or a fighter of any kind. I assumed I would be a trader or a farmer or a merchant. I dreamed about being a great beauty, as famous for my luxurious curls as my award winning apple pie. I saw myself with a nice home, as comfortable as can be, with a husband, children, and a larder full of the best tidbits.   After my folks died in that outbreak, you know, the one a bit south of here? Yep, that one. Well, my grandparents took me in. They were traders, with a route that wanders all over, and always passed through Waterdeep. I knew the city, of course. A wild place, a… I don’t know, contrasting kind of place. As great as it was awful.

One day, it all changed. It sure didn’t look like a change at first. We were in Waterdeep. Granna and Granda were about ready to retire. They had real fine collection of goods, including a few that would let them feather their nest just fine. They wanted to give up the road and open an inn. They would stay up late, talking about the common room, the kitchen, the stables. They even knew where it’d be, as an associate of theirs wanted to sell and they wanted to buy.

Well, we got into town and it was all right, at first. But, just a few nights in, the best goods went missing. We didn’t know how, but we had begun to look for buyer and we had to think maybe they chose to make a discount for themselves. We went to the watch, but we didn’t get much help. They were sorry, of course. So sad. Someone even came, looked about and declared it hopeless. We got some advice on the importance of “securing your assets” and not much more.

Well, I was having none of that. I went looking myself. Like I said, I knew Waterdeep pretty well and there were some pretty obvious clues, if you bothered to look. They got less obvious, ‘course, but I have been called stubborn and I wanted Granna to have her kitchen and Granda to have his bar.

I found ‘em, too. I couldn’t take it back myself, but when I went to the Guard and explained I had done their work for them and all they needed to do was make with the arresting and confiscating, it was a lot harder to turn me away.

Got me notice, too. I got an offer to take work with the Guard. That sure shocked me, I can tell you what, but it also got me thinking. I’d liked that challenge. I could do things the Big Folks can’t do so well and it made me feel, well, tall to be given an offer to protect other people’s homes and lives.

Waterdeep isn’t Paradise, no sir it is not. But, it is full of people, homes, and lives and those lives need some protection. They need some attention and i figured I could give them some of both. I did too, for a number of years. Got tapped to be an investigator, looking at past crimes and figuring out whodunit.

It was good, too, while it lasted.

But then there was this case, and it just didn’t smell right. Something was… off. The Watch was approached by Vestani. But, a woman, Anastasia Van Richten, and, I later discovered, her family, were missing and needed finding and when I tried to pursue my worry, I was told we didn’t have time for that. And, it’s true that the sooner you find the took the better. I think I mentioned Waterdeep can be awful? Well, it can be a mite worse than awful, too.

I did the work, and I found them, and I brought them out. And we was ambushed. I know we were but I don’t really remember much. Pain, sure, and screams, but not much more. I held on to that pain, and one other thing - guilt.

Why had I let anyone, even my superiors, stop me when I knew something was wrong? I knew it, I only had to prove it, but I set it aside, did the job, and they all died. I should have died, what with my throat cut and all, but I think they were not used to cutting throats so low. They missed the mark and while I bled like anything, I didn’t die. I would NOT die.

Cloaked-Kithiri.jpeg

But, they did. Vampires, it was vampires that hired us and used us and I let them do it. And the Guard threw me out. Shocking, how I had not done my job proper. And it was sure suspicious that I was alive, likely working with those vampires, really.

Some fool even went to my house and found my stash in the cellar. Clearly blood money, they said, and they confiscated it and out I went.

That was hard. The respect I had earned was gone, replaced by repugnance. And, it isn’t exactly easy for a halfling to blend in. And they took my savings to give to the families of the deceased. I didn’t mind that, exactly, but without a job I was out on the street and sure looked like easy pickings.

I was feeling very lost and low. I was guilty, angry, and more than a little weak. My grandparents would take me in, if I could get there but I didn’t want them to know. They were so proud of me. I still haven’t told them, you know. I write and I give them some news, but I have never said they booted me out and I keep the rest a little vague. It’s all true, just, ah, incomplete, say.

I don’t know why she did it, and I never saw her again, but one day I was just coasting along, not begging but not earning either when this old woman stopped to talk to me. I was at least as hungry for kindness as I was for bread and she fed me well on both. And, when she left, she gave me a coin. I saw her purse, and it was all she had in it, but she gave it to me.

I could not spend that coin. I have it here, see? Punched a hole in it and keep it around. It’s a reminder, and I needed that reminder badly. Still do, sometimes. I see more of the bad now, but I dealt with that, too.

I disguised myself and got a job. XXX???XXX

After a while, I started to get involved with my new neighbors. There was this human youngling, maybe 9 years old being backed into an alley. I knew, her family and that person was not anyone I knew. I stepped in and he didn’t what hit him. I took the girl home and her folks give me a wide eyed look, a meat pie and a bit of ale and there I was. Maybe the look was because I was masked. I hit my face so that folks wouldn’t realize I was not a human child and so I could blend in. I started to get other work and I stayed cloaked.

I have found lost pets, discouraged a few violent lovers, found a missing grandmother, and more. I also was sent to collect a girl and bring her to her uncle. Of course, that uncle turned out to be a seriously sick individual, but I learned my lesson. And, when I knew he had lied to me, I killed him.

That was a little different. I have killed before, though rarely. It does happen, you know. But, I wasn’t in an immediate life or death situation. I thought it through cold and I gutted him like a fish. Took his money, too. And I dipped my finger in his blood and wrote on this forehead - Liar. And on his chest - Pederast.

I still get work, but I don’t get a lot of liars. I also still work XXX. I guess I have two jobs, two lives. There’s Dusk, a kind of guardian for hire, and then there’s XXX. It isn’t the life I had meant to have, but it is the life I have got and it isn’t all bad. I have respect and I protect people and their homes, even if I do it behind a mask. Yes, sir, I could do far worse than this.

Important Individuals

  • x

Mechanics

Rogue Table.jpeg
  • Expertise

Your proficiency bonus is doubled for any ability check you make that uses either Insight or Perception.

  • Sneak Attack

Once per turn, you can deal an extra 4d6 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 o f it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.

  • Thieves' Cant

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

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

Inquisitive

Ear for Deceit - Extra skill at detecting lies. Wisdom (Insight) minimum roll is an 8.

Eye for Detail - Use a bonus action to make a Wisdom (Perception) check to spot hidden creatures or objects or make an Intelligence (Investigation) check to uncover or decipher clues.

Insightful Fighting- Recognize and counter tactics. As a bonus action, make a Wisdom (Insight) chck against a creature I see that isn't incapacitated, contested by it's Charisma (Deception) check. Upon success, may use Sneak Attack against the target without Advantage but not with Disadvantage. This lasts 1 minute or until I successfully use it on another target.

Ability Score Improvement Increase one ability score of your choice by 2, or increase two ability scores by 1. Result: Raise Dexterity to 18 and Intelligence to 14.

Uncanny Dodge 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.

Expertise Your proficiency bonus is doubled for any ability check you make that uses either Investigation or Stealth.

Evasion 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.

Bountiful Luck Instead of Ability Score Improvement, take a Feat. When an ally you can see within 30 feet of you rolls a 1 on the d20 for an attack roll, an ability check, or a saving throw, you can use your reaction to let the ally reroll the die. The ally must use the new roll. When you use this ability, you can’t use your Lucky racial trait before the end of your next turn.

Steady Eye At 9th level, you gain advantage on any Wisdom (Perception) or Intelligence (Investigation) check if you move no more than half your speed on the same turn.

Future

Reliable Talent 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 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 Gain proficiency in Wisdom saving throws

Elusive No attack roll has advantage against you while you aren’t incapacitated.

Stroke of Luck 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.