Difference between revisions of "Lobelia Hamson"
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|Patron Deity=Tymora | |Patron Deity=Tymora | ||
|Factions=<br> | |Factions=<br> | ||
− | '''[[Harpers Faction|Harpers]] Rank:''' 2 '''Renown:''' | + | '''[[Harpers Faction|Harpers]] Rank:''' 2 '''Renown:''' 8<br>•''Harpshadow Rank 2''<br>'''[[Most_Excellent_Order_of_Weavers_and_Dyers|Weavers and Dyers]] Rank:''' 0 '''Renown:''' 0<br>• '''Age''': 52 • '''Height''': 2' 10" • '''Build''': Stout<br>• '''Hair''': Chestnut Brown • '''Eyes''': Dark brown<br>• '''DoB:''' Marpenoth 22nd, 1438 DR, The Year of Silent Waterfalls<br>• '''Notable Features''': |
|Ability Scores=Strength 8 (-1), Dexterity 18 (+4), Constitution 10 (+0);<br> Intelligence 10 (+0), Wisdom 13 (+1), Charisma 16 (+3) | |Ability Scores=Strength 8 (-1), Dexterity 18 (+4), Constitution 10 (+0);<br> Intelligence 10 (+0), Wisdom 13 (+1), Charisma 16 (+3) | ||
|Bonus=+3 | |Bonus=+3 | ||
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;Fleeting Spirit Strike | ;Fleeting Spirit Strike | ||
:''Offensive, Weapon (Short)'' | :''Offensive, Weapon (Short)'' | ||
− | :When you | + | :When you take the Attack action on your turn, you can safely move up to 15 feet before one of your attacks using a finesse or ranged weapon and make a Dexterity (Stealth) check to become hidden. On a hit, your attack deals an extra 1d10 damage, and you can safely move up to 15 feet and make a Dexterity (Stealth) check to become hidden. |
:''You dart from shadow to shadow, striking out along the way.'' | :''You dart from shadow to shadow, striking out along the way.'' | ||
;Lurker’s Cloak | ;Lurker’s Cloak | ||
:''Utility (Short)'' | :''Utility (Short)'' | ||
− | :As a bonus action, you gain a +2 bonus to AC and Dexterity saving throws while you are obscured or have cover | + | :As a bonus action, until the end of your next turn, you gain a +2 bonus to AC and a +4 bonus to Dexterity saving throws while you are obscured or have cover. |
:''You maximize the benefit of the obstacle or shadows hiding you.'' | :''You maximize the benefit of the obstacle or shadows hiding you.'' | ||
;Shadow Strike | ;Shadow Strike | ||
:''Offensive, Weapon (Short)'' | :''Offensive, Weapon (Short)'' | ||
− | :When you hit a creature | + | :When you hit a creature with an attack using a finesse or ranged weapon, your attack deals an extra 1d10 damage, and if you were hidden when you attacked, you can make a Dexterity (Stealth) check to remain hidden after the attack. |
:''You emerge from the darkness, delivering a quick strike before retreating back into the shadows.'' | :''You emerge from the darkness, delivering a quick strike before retreating back into the shadows.'' | ||
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;Bloodbath | ;Bloodbath | ||
:''Offensive, Weapon (Long)'' | :''Offensive, Weapon (Long)'' | ||
− | :When you hit a creature with an attack using a finesse or ranged weapon, the target bleeds for 1d6 necrotic damage. | + | :When you hit a creature with an attack using a finesse or ranged weapon, your attack deals an extra 2d10 damage, and the target bleeds for 1d6 necrotic damage. |
− | :If you dealt Sneak Attack damage along with this exploit, the target bleeds for | + | :If you dealt Sneak Attack damage along with this exploit, the target bleeds for 1d6 necrotic damage for each die of your Sneak Attack instead of just 1d6. |
:''You slice your foes artery, inflicting a gushing wound.'' | :''You slice your foes artery, inflicting a gushing wound.'' | ||
|} | |} | ||
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==Resources== | ==Resources== | ||
− | * '''Coins:''' 569 cp • 2544 sp • 0 ep | + | * '''Coins:''' 569 cp • 2544 sp • 0 ep • 488 gp • 19 pp • Other coins: 0 |
* '''Gems:''' 0 | * '''Gems:''' 0 | ||
===Magic Items=== | ===Magic Items=== | ||
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**Crossbow Bolt Case | **Crossbow Bolt Case | ||
**1 dose Drow Poison (Injury) 200gp. This poison is typically made only by the draw, and only in a place far removed from sunlight. A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the creature is also unconscious while poisoned in this way. The creature wakes up if it takes damage or if another creature takes an action to shake it awake. | **1 dose Drow Poison (Injury) 200gp. This poison is typically made only by the draw, and only in a place far removed from sunlight. A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the creature is also unconscious while poisoned in this way. The creature wakes up if it takes damage or if another creature takes an action to shake it awake. | ||
− | ** | + | **0 dose Huld (Injury) 250gp. Referred to as “Leap” or “Deathdance” by sages and alchemists in the Realms, this odourless oil causes severe muscle spasms leading to loss of motor control, balance and speech and causing a victim to become helpless as it thrashes and moves about rapidly and wildly. This poison is a favourite of the Fire Knives of Westgate and it is whispered that the wizard Sandar “Silkenvoice” Kathklan of Daerlun provides huld to unscrupulous Sembians for stiff fees. |
***A creature subjected to this poison must succeed on a DC 16 Constitution saving throw or become incapacitated and unable to speak for 1d6 minutes. The creature can repeat the saving throw at the end of each if its turns, ending the effect on itself on a success. | ***A creature subjected to this poison must succeed on a DC 16 Constitution saving throw or become incapacitated and unable to speak for 1d6 minutes. The creature can repeat the saving throw at the end of each if its turns, ending the effect on itself on a success. | ||
+ | **26 doses Manticore Venom (Injury) ???gp. Must make a DC 13 Constitution saving throw of take 3d6 poison damage, success halves damage. | ||
| valign = "top" width=3%; <br />| | | valign = "top" width=3%; <br />| | ||
| valign = "top" width=48%; | | | valign = "top" width=48%; | | ||
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===Lifestyle=== | ===Lifestyle=== | ||
− | * ''' | + | * '''Comfortable:''' ''(1 gp/day) Sanctuary bonus''. |
|} | |} | ||
+ | |||
===Mount=== | ===Mount=== | ||
{| class="wikitable" width=65%; style="margin-left: auto; margin-right: 0px; border="0" " | {| class="wikitable" width=65%; style="margin-left: auto; margin-right: 0px; border="0" " |
Revision as of 10:03, 1 February 2020
Lobelia "Lola" Hamson
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Race: Lightfoot Halfling, Class: Rogue (Assassin) 7 Background: Spy, Alignment: Neutral Good Patron Deity: Tymora Factions: Harpers Rank: 2 Renown: 8 |
Ability Scores
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Strength 8 (-1), Dexterity 18 (+4), Constitution 10 (+0); Intelligence 10 (+0), Wisdom 13 (+1), Charisma 16 (+3) |
Proficiencies
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Bonus: +3 Saving Throws: DEX & INT Skills: Acrobatics (DEX), Animal Handling (WIS), Deception (CHA)*, Perception (WIS), Performance (CHA), Persuasion (CHA)*, Sleight of Hand (DEX)*, Stealth (DEX)* Tools: Dice Set, Disguise Kit, Flute, Harp, Poisoner's Kit, Thieves' Tools Passives: Passive Wis(Perception) 14 Passive Int(Investigation) 10 Passive Wis(Insight) 11 Languages: Common, Luiric, Zhentarim Argot, Alzhedo Armor: Light Armor Weapons: Simple, Longsword, Rapier, Shortsword, Hand-Crossbow |
Traits
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DEX +2, CHA +1, Lucky, Brave, Halfling Nimbleness, Naturally Stealthy, Expertise, Sneak Attack (3D6), Thieves' Cant, Cunning Action, Assassinate, Uncanny Dodge, Expertise (Persuasion, Sleight of Hand) |
Feats
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Squat Nimbleness |
Combat
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Attacks: • Rapier +1: +8, 1d8+5, Finesse • Shortsword: +7, 1d6+4, Finesse, Light • Dagger: +7, 1d4+4, Finesse, Light, Thrown, Range (20/60) •Hand-Crossbow: +7, 1d6+4, Ammunition, Light, Loading, Range, Range (30/120) Armor Class: 16, Initiative: +4/+6, Speed: 30 ft Hit Points: 47, Hit Dice: 7d8 |
Social
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Personality Traits: I am incredibly slow to trust. Those who seem the fairest often have the most to hide. Ideals: People. I help people who help me--that's what keeps us alive. Bonds: I owe a debt I can never repay to the person who took pity on me Flaws: I can't resist poking my nose where it doesn't belong. |
The life of spies is to know, not to be known. - George Herbert
All warfare is based on deception. There is no place where espionage is not used. Offer the enemy bait to lure him. - Sun Tzu
Harpers: Faction Info • Harpers of Waterdeep • Dusken Glade Cell
People & Places: Local Neighborhood • Dusken Glade Inn • Rivals
Campaign Info: House Rules • Group Treasury
Background
Lobelia's backstory can be found here.
Traits
Halfling Traits
Background Traits
Faction TraitsHarperDescriptions on the Harpers_Faction page.
Rank: 2
HarpshadowSpies and sneaks, rogues and shady sorts, harpshadows are well-versed in some aspect of covert operation or criminal enterprise. Harpers often operate outside of the law, and harpshadows are those who facilitate that when necessary. The criminal contacts a Harper develops are often put to the use of the faction as a whole.
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Rogue Traits
Specialty Traits
ExploitsRank 1
Rank 2
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Feats
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Resources
- Coins: 569 cp • 2544 sp • 0 ep • 488 gp • 19 pp • Other coins: 0
- Gems: 0
Magic Items
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Equipment
Carried Equipment
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Stored Equipment
Lifestyle
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Mount
Sasha - War Mastiff Fighter 2
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Poison
Known Poison Formula
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Natural Poisons
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Downtime Actions
Downtime: 40/80 days
- Exploit Training: Rank 1 - Fleeting Spirit Strike 10 days + 25gp. (Pre-spent downtime)
- Exploit Training: Rank 1 - Shadow Strike 10 days + 25gp. (Pre-spent downtime)
- Exploit Training: Rank 2 - Bloodbath 20 days + 100gp. (Pre-spent downtime)
Wishlist
- Rank 1 Exploits
- Sneak in the Attack
- Confounding Attack
- Rank 2 Exploits
- Battle Awareness
Important Individuals
- Vescaras Ammakyl - The Harper whom I work for.
- Vaeser Osznar - Lobelia and Vaeser don't actual know each other's names but they have crossed paths on many occasion. They have met at a few meetings and have been involved in the same operations but only know each other by code names. These days they just call each other by "friendly" insulting nicknames.