Difference between revisions of "Tomtom"

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===Carried Equipment===
 
===Carried Equipment===
 
* '''In Hand:''' x
 
* '''In Hand:''' x
* '''Worn:''' x
+
* '''Worn:''' Simple Clothing
* '''Belt:''' x
+
* '''Belt:''' Two Daggers, Gaming Dice
 
* '''Backpack:''' x
 
* '''Backpack:''' x
 
===Stored Equipment===
 
===Stored Equipment===
* x
+
* Rapier
 +
* Shortbow (10 Arrows)
 
===Lifestyle===
 
===Lifestyle===
 
* '''xxx:''' ''(x gp/day)''. x
 
* '''xxx:''' ''(x gp/day)''. x
 +
 
==Origin==
 
==Origin==
 
* x
 
* x
 
==Important Individuals==
 
==Important Individuals==
 
* x
 
* x

Revision as of 23:08, 29 January 2020

NAME
Race: Lightfoot Halfling, Class: Rogue (TYPE)
Background: Urchin, Alignment: Chaotic Good
Patron Deity: DEITY
Factions: FACTIONS
Ability Scores
Strength 12 (+1), Dexterity 18 (+4), Constitution 14 (+2);
Intelligence 15 (+2), Wisdom 8 (-1), Charisma 16 (+3)
Proficiencies
Bonus: +2
Saving Throws: Dexterity & Intelligence
Skills: Acrobatics (Dex), Deception (Cha), Investigation (Int), Persuasion (Cha), Sleight of Hand (Dex), Stealth (Dex)
Tools: Disguise Kit, Thieves' Tools, Gaming Set
Languages: Common, Halfling
Armor: Light
Weapons: Simple, Hand Crossbows, Longsword, Shortsword, Rapier
Traits
Halfling Luck, Bravery, Nimble, Naturally Stealthy, Thieves' Cant, Sneak Attack, Expertise, City Secrets
Feats
Alert
Combat
Attacks:xxx: +x, xdx+x, TRAITS
Armor Class: AC, Initiative: +INIT, Speed: XX ft
Hit Points: 10, Hit Dice: 1d8
Social
Personality Traits: PERSONALITY
Ideals: IDEALS
Bonds: BONDS
Flaws: FLAWS

words -Attribution

Traits

Racial Traits

  • Halfling Luck
    • May reroll 1's on d20 for attacks, ability checks, or saving throws
  • Bravery
    • Gain Advantage on Saving Throws against being frightened
  • Nimble
    • May move through the space of any creature larger than you
  • Naturally Stealthy
    • May attempt to hide even if you are only obscured by a creature larger than you.

Class Traits

  • Thieves' Cant
    • Understands the secret language of the underworld.
  • Sneak Attack
    • Once per turn, gain +1d6 on Attacks if you have an Advantage on the Attack (Finesse or Ranged)
    • Don't need Advantage if there is an Ally within 5ft of my target, and I don't have a Disadvantage on that Roll.
  • Expertise
    • Double Proficiency Bonus for: Stealth and Thieves' Tools

Specialty Traits

x

Background Traits

  • Urchin Feature
    • Can navigate and lead allies through a City/Urban Environment at double normal speed.

Feats

  • Alert
    • +5 Initiative
    • Cant be surprised while conscious
    • Enemy's don't gain an Advantage while attacking unseen

Resources

  • Coins: x cp • x sp • x ep • x gp • x pp • Other coins: x
  • Gems: x

Magic Items

  • x

Equipment

Carried Equipment

  • In Hand: x
  • Worn: Simple Clothing
  • Belt: Two Daggers, Gaming Dice
  • Backpack: x

Stored Equipment

  • Rapier
  • Shortbow (10 Arrows)

Lifestyle

  • xxx: (x gp/day). x

Origin

  • x

Important Individuals

  • x