Difference between revisions of "Tsabar"

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* '''''Clothes of Mending:''''' A suit of clothes which mend themselves to prevent wear and tear.
 
* '''''Clothes of Mending:''''' A suit of clothes which mend themselves to prevent wear and tear.
 
* '''''Cape of Elvenkind:''''' While you wear this cloak with its hood up, Wisdom (Perception) checks made to see you have disadvantage, and you have advantage on Dexterity (Stealth) checks made to hide, as the cloak’s color shifts to camouflage you. Pulling the hood up or down requires an action.
 
* '''''Cape of Elvenkind:''''' While you wear this cloak with its hood up, Wisdom (Perception) checks made to see you have disadvantage, and you have advantage on Dexterity (Stealth) checks made to hide, as the cloak’s color shifts to camouflage you. Pulling the hood up or down requires an action.
* Rubicite Dagger + 1 (Dex + Prof + 1 to hit, 1d4 + Dex + 1 piercing damage, Finesse, Light, Thrown (Range 20/60))
+
* Rubicite Dagger + 1 (~600 gp value -- Dex + Prof + 1 to hit, 1d4 + Dex + 1 piercing damage, Finesse, Light, Thrown (Range 20/60))
  
 
===Mundane Items===
 
===Mundane Items===

Revision as of 15:12, 25 June 2018

Tsabar
Sandspace by kenket-d87ohbq.jpg
Race: Tabaxi, Class: Rogue [Swashbuckler] Level 3 / Monk [Way of Shadow] Level 1
Background: Vagabond Storyteller, Alignment: Chaotic Good
Patron Deity: Tyche
Factions: None
Ability Scores
Strength 10 (+0), Dexterity 17 (+3), Constitution 10 (+0);
Intelligence 8 (-1), Wisdom 15 (+2), Charisma 14 (+2)
Proficiencies
Bonus: +2
Saving Throws: Dexterity & Intelligence
Skills: Acrobatics, Athletics (x2), Deception, Insight, Investigation, Perception, Performance, Stealth (x2)
Tools: Disguise Kit (Proficiency to make a visual disguise), Thieve's Tools (Proficiency to disarm traps or open locks)
Languages: Threxantran, Darshinian, Tengu
Armor: Light armor
Weapons: Simple Weapons, Hand Crossbows, Longswords, Rapiers, Shortswords
Traits
Racial: Darkvision • Feline Agility • Cat's Claws • Cat's Talent
Background: All Eyes on You
Class:Expertise • Sneak Attack • Thieves' Cant • Cunning Action • Fancy Footwork • Rakish Audacity
Feats
Initial: Lucky (On rolls, may roll another D20 up to thrice per day, choosing which roll to use after seeing the results)
Combat
Attacks:

Shortsword: +5, 1d6+3 piercing, Finesse, Light
Shortbow: +5, 1d6+3 piercing, Ammunition (Range 80/320), Two-Handed
Dagger: +5, 1d4+3 piercing, Finesse, Light, Thrown (Range 20/60)
Rubicite Dagger +1: +6, 1d4+4 piercing, Finesse, Light, Thrown (Range 20/60)
Claws: +5, 1d4+3 slashing
Armor Class: AC 15, Initiative: +5, Speed: 30 ft
Hit Points: 29, Hit Dice: 4d8

Social
Personality Traits:

A tail with a tale: My tail always betrays my inner thoughts -- particularly thoughts of mischief. I am vaguely aware of this trait and occasionally comment wryly upon it, pretending to consult with my tail while weighing the pros and cons of various positions and proposals.
Live for the moment, but honor a crusade: I'm possessed of a mercurial and inconstant attention span, so I seek out adrenaline-infused adventures and tail-twitching curiosities. However, when I commit my heart fully to an important course of action, nothing can divert me.
Savor every word upon your tongue: Language is delicious. I enjoy the play of words and the perfume of flowery speech. Why say something in a short, drab sentence, when you can infuse it with texture, vibrance, and delight by choosing a more poetic phrasing?
Ideals:
Libertion: As a former slave, I abhor bondage of any kind. Every individual has the right to pursue their own fortune and any who would deprive them of that right are not worthy of mercy.
Joie de Vivre: We were made to be happy. So, in all things, I strive always to be so, and to help those around me see the joy in life as well.
Stories Matter: Good stories are the most valuable wealth one may acquire. I am always mindful of this and sometimes take actions simply because they will lead to more interesting outcomes, paying dividends in ale houses later.
Lighten Your Load: I believe that we must always remember that nothing in life is guaranteed and changes could come at any time. The only sensible course of action is to avoid accumulating too many attachments so that you are ready to accept changes when they come. When I see someone weighed down by wealth and clinging too strongly to it, I help them by lightening their wallet. Conversely, when I see someone downtrodden by life or stuck in a bad situation, I do what I can to lighten their heart.
Bonds:
Knai: My savior, teacher, and travelling companion. Knai smuggled me away from the djinn crime lord who held me in thrall, and was then surprised when I refused to stop following him. Over time, he taught me what he could and, ultimately, brought me to train with the kenku of the Black Wood. I owe him everything and always strive to live up to the example he set for me.
Tyche: Knai introduced me to the worship of Tymorah -- whom we of Darshiniath know as Tyche, patron of good fortune, adventure, and the prosperity of cities. Since he introduced me to the Lady of Fortune, I have done all I can to be a mortal instrument for her, spreading fortune, adventure, and cheer wherever I can. In return, I have felt the warmth of her blessings upon me, and seem to have better luck than I used to.
Kadaan and Iisha: I was not the only slave that Knai freed from Gedeshim's thrall. Kadaan, an older Tabaxi who was gifted in the ways of wilderness survival, and Iisha, a <something> <something>. As we traveled with Knai, Kadaan and Iisha became like older siblings to me. Eventually, Kadaan and I became lovers as well. He wasn't pleased when Knai arranged for my training in the Way of Shadow and I was left with the Blackwood Stalkers.
The Blackwood Stalkers: I am eternally grateful to the Stalkers for taking me in and teaching me the Way... even if I'm not sure I ever quite grasped the finer points. I seemed, at turns, to amuse and exasperate these wise and elusive kenku. But for all my strangeness, they never treated me poorly, singled me out, or made me feel unwelcome.
Flaws:
Curiosity hasn't killed me... yet: As with many of my tabaxi kin, my attention often snags upon topics of interest or little mysteries that I must unravel. The timing of these small obsessions is not always opportune, however, and this has occasionally gotten me into trouble.
Never suffer a bully to prosper: Few things raise my ire more than one person's abuse of power over another. When I witness bullying, I am usually compelled to act. I attempt to teach the bully that they are not, in fact, an authority over those around them, but this is often indistinguishable from being vengeful or spiteful to those around who lack the context for my actions.
Gambling is a sacrement: My Lady Tyche is the Goddess of good fortune. How, then, could I ever dishonor her by turning down a bet? I view gambling as a sort of augury, and I read Tyche's intentions in the outcomes.
Why do people want to be sad?: When someone is feeling down, I do my best to lift their spirits, but sometimes that's really not what's needed. I'm poorly equipped to handle these situations and am often at a loss for how to help someone who really just needs to feel sad for a while. When I am feeling sad, myself, I will often attempt to deny this by being even more cheerful to those around me, but it's transparent to all who know me that I am trying too hard.


"No one is useless in this world who lightens the burden of it to anyone else" –Charles Dickens

"...I know kung fu." –Neo


Traits

Racial Traits

  • Darkvision: Can see 60' as though normal lighting, and another 60' as dim lighting.
  • Feline Agility: When moving on my turn in combat, can double speed until end of turn. Can't use this trait again until I move 0 ft on a following turn.
  • Cat's Claws: Climbing speed of 20 ft. Unarmed attack = 1d4 + Str slashing damage.
  • Cat's Talent: Proficiency in Perception & Stealth

Rogue Traits

  • Expertise: Proficiency bonus doubled for two skills (Stealth & Athletics).
  • Sneak Attack: Once per turn, can deal an extra bonus pool of damage if...
    • Using a Finesse or Ranged weapon
    • Don't have disadvantage on the attack
    • And either...
      • I have advantage on the attack
      • The target is not incapacitated and another enemy of the target is within 5 ft of them
  • Cunning Action: May take a bonus action each combat turn, using it only for the Dash, Disengage, or Hide actions.
  • Swashbuckler (Roguish Archetype):
    • Fancy Footwork: If I make a melee attack against a creature, it cannot make an opportunity attack against me for the rest of my turn.
    • Rakish Audacity: Add charisma modifier to initiative rolls. Also, I can additionally use sneak attack if the target is not incapacitated, I'm within 5 ft of it, and no other creatures are within 5 ft of it.

Monk Traits

  • Unarmored Defense: At 1st level, while you are wearing no armor and are not wielding a shield, your AC equals 10 + Dexterity modifier + your Wisdom modifier.
  • Martial Arts: At 1st level, you gain the following benefits while you are unarmed or wielding only monk weapons and you aren't wearing armor or wielding a shield:
    • You can use Dexterity instead of Strength for the attacks and damage rolls of your unarmed strikes and monk weapons.
    • You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table
    • When you use the Attack action with an unarmed strike or a monk weapon, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn.

Monk weapons are shortswords and simple melee weapons that don't have the heavy or two-handed property.

Background Traits

  • By Popular Demand: Can always find a place to perform, from an inn or tavern, to a circus, or theater, or even a noble's court. I receive free lodging and food of a modest or comfortable standard as long as I perform each night. Performances also get me recognized and, when this happens, strangers are generally positively disposed toward me upon meeting me in person.

Feats

  • Starting: Lucky (On rolls, may roll another D20 up to thrice per day, choosing which roll to use after seeing the results)


Equipment

Magic Items

  • Clothes of Mending: A suit of clothes which mend themselves to prevent wear and tear.
  • Cape of Elvenkind: While you wear this cloak with its hood up, Wisdom (Perception) checks made to see you have disadvantage, and you have advantage on Dexterity (Stealth) checks made to hide, as the cloak’s color shifts to camouflage you. Pulling the hood up or down requires an action.
  • Rubicite Dagger + 1 (~600 gp value -- Dex + Prof + 1 to hit, 1d4 + Dex + 1 piercing damage, Finesse, Light, Thrown (Range 20/60))

Mundane Items

  • Company signet ring (10 gp value -- made by Hjolman)
  • 2 x Shortsword (10 gp value -- Dex + Prof to hit, 1d6 + Dex piercing damage, Finesse, Light)
  • Shortbow & quiver of 20 arrows (25 gp value -- Dex + Prof to hit, 1d6 + Dex piercing damage, Ammunition (Range 80/320), Two-Handed)
  • 2 x Dagger (2 gp value -- Dex + Prof to hit, 1d4 + Dex piercing damage, Finesse, Light, Thrown (Range 20/60))
  • Rent & meals vouchers (comfortable lifestyle) from Alva (1 month or 57 GP if fenced)
  • Thieves's Tools (25 gp value)
  • Disguise Kit (25 gp value)
  • Burglar's kit (16 gp value)
    • 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
    • A waterskin
    • 50 feet of hempen rope

Carried Equipment

  • In Hand: Nothing
  • Worn: My "mother's" necklace, Cape of Elvenkind, Clothes of Mending, Company signet ring
  • Belt: Shortsword, Rubicite Dagger,
  • Backpack: Thieves's Tools, Burglar's Pack, 2 x Dagger

Stored Equipment

  • Leather Armor
  • Rent & meals vouchers
  • Shortsword
  • Shortbow & quiver
  • Disguise kit

Resources

  • Coins: 8 cp • 2 sp • 0 ep • 699 gp • 0 pp • Other coins: 0
  • Gems: A small piece of jewelry in the Darshinian style (my "mother's" necklace - 10 gp)

Lifestyle

  • Modest: (1 gp/day).


Origin

29 years old

  • <Early life...?>
  • <Enslaved by Gedeshim...?>
  • <Worked as some type of slave...?>
  • <Liberated by Knai>
  • Traveled with Knai, Kadaan, and Iisha. They traveled around Darshiniath, freeing slaves and bringing lightness and good fortune wherever they went.
  • Kadaan and Tsabar became lovers.
  • Eventually, Knai grew nostalgic for home and decided to have Tsabar train with the Blackwood Stalkers. The quartet crossed the ocean to Manix.
  • When they arrived in Neun Katha, Tsabar was left with the Stalkers to train. Kadaan didn't handle this separation well.
  • Eventually, seeming to plateau indefinitely in his learning of the Way of Shadow with the monks, he became restless and, despite not having mastered manipulation of his ki, Tsabar set out again.
  • Tsabar travels a bit, trying to live up to Knai's example, but, by luck, ends up setting his sights on the same artifact as an ISA team. They end up recruiting Tsabar and the rest is history.


Important Individuals

Knai

Knai.png X

Kadaan

Kadaan.jpg X

Iisha

Iisha2.png X

Gedeshim

Geninoda.gif X


Accounting

Current Total Coin: 699 gp, 2 sp, 8 cp

  • Downtime after Adventure 1
    • + Company Signet Ring (10 gp value) from Hjolman during downtime
    • - 25 gp for Disguise Kit
  • Adventure 1: Liberating the Candle District Barracks from goblin invaders
    • + 319 gp, 2 sp, & 8cp; Rubicite Dagger + 1; Rent & meals vouchers (comfortable lifestyle) from Alva (1 month or 57 GP if fenced)
  • Starting Coin
    • 405 gp = 400 gp (GM grant) + 5 gp (Vagabond Storyteller background)


Character Creation

  • Starting Stats: 15, 15, 13, 10, 10, 8 (9 + 9 + 5 + 2 + 2 + 0 = 27 build points)
    • Dex = 17 = 15 + 2 (Tabaxi)
    • Wis = 15
    • Cha = 14 = 13 + 1 (Tabaxi)
    • Con = 12
    • Str = 10
    • Int = 10
  • Starting HP: 27
    • Lvl 1 = 8 = 8 (d8 max)
    • Lvl 2 = 16 = 8 (lvl 1) + 8 (d8 max)
    • Lvl 3 = 24 = 18 (lvl 2) + 8 (d8 max)
  • Proficiencies
    • Race: Tabaxi
      • Perception
      • Stealth
    • Class: Rogue
      • Acrobatics
      • Athletics
      • Investigation
      • Deception
      • Saving Throw: Dexterity
      • Saving Throw: Intelligence
      • Light Armor
      • Simple Weapons
      • Hand Crossbows
      • Longswords
      • Rapiers
      • Shortswords
      • Thieves' Tools
    • Background: Vagabond Storyteller (Far Traveller + Entertainer)
      • Insight
      • Performance
      • Disguise Kit
  • Languages
    • Threxantran (Tabaxi)
    • Darshinian (Tabaxi)
    • Tengu (Vagabond Storyteller)