Difference between revisions of "Lobelia Hamson"

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**''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.''
 
**''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.''
 
**'''<i>Guardian</i>''' The item whispers warnings to its bearer, granting a +2 bonus to initiative if the bearer isn't incapacitated. (Common Magic Item effect)
 
**'''<i>Guardian</i>''' The item whispers warnings to its bearer, granting a +2 bonus to initiative if the bearer isn't incapacitated. (Common Magic Item effect)
*'''Winged Boots''' ''Wondrous item, uncommon (requires attunement)''
+
*'''Slippers of Spider Climbing''' ''Wondrous item, uncommon (requires attunement)''
**''While you wear these boots, you have a flying speed equal to your walking speed. You can use the boots to fly for up to 4 hours, all at once or in several shorter flights, each one using a minimum of 1 minute from the duration. If you are flying when the duration expires, you descend at a rate of 30 feet per round until you land.''
+
**''While you wear these light shoes, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. You have a climbing speed equal to your walking speed. However, the slippers don’t allow you to move this way on a slippery surface, such as one covered by ice or oil.''
**''The boots regain 2 hours of flying capability for every 12 hours they aren’t in use.''
 
 
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Revision as of 22:50, 29 November 2019

Lobelia "Lola" Hamson
Lobelia.jpg
Race: Lightfoot Halfling, Class: Rogue (Assassin) 6
Background: Spy, Alignment: Neutral Good
Patron Deity: Tymora
Factions: Harpers Rank: 2 Renown: 6
Harpshadow Rank 2
Age: 52 • Height: 2' 10" • Build: Stout
Hair: Chestnut Brown • Eyes: Dark brown
DoB: Marpenoth 22nd, 1438 DR, The Year of Silent Waterfalls
Notable Features:
Ability Scores
Strength 8 (-1), Dexterity 18 (+4), Constitution 10 (+0);
Intelligence 10 (+0), Wisdom 13 (+1), Charisma 16 (+3)
Proficiencies
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
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
Squat Nimbleness
Combat
Attacks: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: 42, Hit Dice: 6d8
Social
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

Character Relevant Links

Harpers: Faction Info • Harpers of Waterdeep • Dusken Glade Cell
People & Places: Local NeighborhoodDusken Glade Inn • Rivals
Campaign Info: House RulesGroup Treasury

Background

Lobelia's backstory can be found here.

Traits

Halfling Traits

  • Ability Score Increase Your Dexterity score increases by 2.
  • Lucky When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.
  • Brave You have advantage on saving throws against being frightened.
  • Halfling Nimbleness You can move through the space of any creature that is of a size larger than yours.
  • Lightfoot Traits:
    • Ability Score Increase Your Charisma score increases by 1.
    • Naturally Stealthy You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you.

Background Traits

  • Skill Proficiencies: Animal Handling and Perception
  • Tools: Dice Set and Flute
  • Criminal Contact:
    • You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you.

Faction Traits

Harper

Rank: 2
Renown: 6

  • Sponsor: Rank 1. Zhentarim Argot learned
  • Song Training: Rank 2+. Performance
  • Harper's Pin: Rank 3+. Fully acknowledged agents of the Harpers receive a Harpers pin.
  • Harper Cell: Rank 3+. Deep Cover agent. Currently unassigned, on loan to Dusken Glade
  • Continuing Training: Rank 5+. Harp & herbalism kit

Harpshadow

Spies 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.

  • Rank 2: You are expected to be cunning and subtle, right out of the gate, as the responsibilities the Harpers need you for are both quick and demanding. Choose one Exploit from among the following 1st rank Exploits: Invigorating Stride or Lurker's Cloak

Rogue Traits

  • Expertise Thieves' Tools & Stealth
  • Sneak Attack Beginning at 1st level, you know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 1d6 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 of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.
    The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table.
  • Thieves’ Cant During your rogue training you learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. 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 Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. 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 Assassin
  • Uncanny Dodge Starting at 5th level, 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: Persuasion & Sleight of Hand

Specialty Traits

  • Bonus Proficiencies: You gain proficiency with the disguise kit and the poisoner’s kit.
  • Assassinate: You have advantage on attack rolls against any creature that hasn’t taken a turn in the combat yet, and any hit you score against a creature that is surprised is a critical hit.


Feats

Squat Nimbleness
• Increase your DEX score by 1. Increase your walking speed by 5 ft. You gain proficiency in the Acrobatics skill, and you have advantage on any Acrobatics check you make to escape from being grappled.

Resources

  • Coins: 0 cp • 0 sp • 0 ep • 53 gp • 0 pp • Other coins: 0
  • Gems: 0

Magic Items

  • Lobelia's Studded Leather
    • Ever-Armed: Pieces of the armor can be used to assemble a dagger by spending an action. This reduces the AC of the armor by 1 until the dagger is returned to the armor. When the wearer completes a long rest, the pieces automatically return to the armor, even if the dagger was lost or stolen.
    • Masquerading: Armor changes to fit disguises, granting advantage when using disguise kit.
  • Lobelia's Assassin Shortsword
    • Assassin's: Bearer may add proficiency bonus to damage rolls dealt during a surprise round.
  • Gloves of Thievery
    • These gloves are invisible while worn. While wearing them, you gain a +5 bonus to Dexterity (Sleight of Hand) checks and Dexterity checks made to pick locks.
  • Lobelia's Elvish Cloak - Cloak of Elvenkind Requires attunement
    • 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.
    • Guardian The item whispers warnings to its bearer, granting a +2 bonus to initiative if the bearer isn't incapacitated. (Common Magic Item effect)
  • Slippers of Spider Climbing Wondrous item, uncommon (requires attunement)
    • While you wear these light shoes, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. You have a climbing speed equal to your walking speed. However, the slippers don’t allow you to move this way on a slippery surface, such as one covered by ice or oil.
  • Harper Pin Wondrous Item, rare (attunement) -- Disguised as brass pin of a mastiff head in silhouette
    • Wrought by certain finesmiths and enchanted by Harper magicians, the Harper pin provides a number of benefits to the attuned wearer based on their standing within the Harpers as a faction. Pins manifest power based on their attunement to Harper bearers. An un-attuned pin is referred to as being dormant.
    • Basic Abilities: No ranking. Harper pins, even those which are dormant, are themselves immune to divination magics. They never register as magical to spells or spell-like abilities.
    • Rank 1+ The Harper attuned to the pin may, as a bonus action and mere act of will requiring neither speech nor gesture, command the pin to change its shape into another piece of jewelry. It never appears to be worth more than 5gp, although this value can be for a piece that is obviously costume jewelry. If the wearer is in any way targeted by a dispel magic, even if the pin is not the target of that spell, it automatically reverts to its normal harp-and-moon shape.
    • Rank 3+ In addition to the above abilities, the pin functions as a ring of mind shielding, without the soul-retention property of that ring.
    • Rank 4+ Harpers with some experience can learn to invest their pins with a fragment of personality. Instead of causing mind-reading to simply fail (which is suspicious), they can cause the pin to "loop" a set of thoughts of their choice, usually setting a cycle of thoughts appropriate to their current cover story. A pin's thought loop can be reset during a short rest.
    • Rank 5+ The pin is capable of playing a counter-tune when the attuned Harper encounters spells that would charm them, granting the bearer advantage on all saves against such spells and abilities. The pin also drinks in the power behind magic missiles, rendering the bearer immune to them. Either of these effects cause a shapechanged pin to revert to its normal, harp-and-moon shape.
    • Rank 6+ The pin protects the bearer from electrical attacks, granting resistance to lightning damage. This effect causes a shapechanged pin to revert to its normal, harp-and-moon shape.
    • Lobelia's SOS Lobelia's Harper pin can send an SOS message to her handler. This is a one-way sending that only alerts Lobelia's handler that she is in danger and needs extraction.

Equipment

Carried Equipment

  • In Hand: Shortsword
  • Worn: Studded Leather
  • Belt: Dagger, Hand Crossbow, Potion of Healing x2 (2d4+2)
  • Backpack: Explorer’s Pack
    • Includes a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.
    • Poisoner's Kit
    • Disguise Kit
    • 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 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.

Stored Equipment

  • nothing

Lifestyle

  • Modest: (1 gp/day).

Mount

Sasha
Sasha - War Mastiff Fighter 2
Medium beast
AC: 15 (Chain Shirt Barding 13 + Dex Bonus)
HP: 27 (3d8 +3)
Speed: 40 ft.
Abilities and Skills
Str 13 (+1), Dex 14 (+2), Con 12 (+1), Int 3 (-4), Wis 12 (+1), Cha 7 (-2)
Saving Throws: STR +3, CON +3
Senses: Passive Perception 13 (18 hearing or smell)
Skills: Athletics +3 (STR), Intimidation +0 (CHR), Perception (WIS) +3
Languages :
Talents
Steed: Maul. If the mastiff hits two bite attacks against a single creature in two consecutive rouns, it can use its bonus action to grapple the creature. The mastiff has advantage on the grapple attack roll.
Keen Hearing and Smell. The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Action Surge (Recharges after a Short or Long Rest) Sasha takes an additional action on her turn.
Fighting Style: Protection When a creature Sasha can see attacks a target other than Sasha that is within 5 feet of Sasha, she can use her reaction to impose disadvantage on the attack roll.
Second Wind (Recharges after a Short or Long Rest) As a bonus action, Sasha can regain 1d10+1 hit points.
Actions
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage. When not being used as a mount: If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.

Poison

Known Poison Formula

Chelith (Inhaled) 850gp
This grey vapor has all the appearance of smoke and was devised long-ago by the Claw of Doom, a cabal of Bhaalist assassins who were active in the Moonsea and Dalelands after the fall of Myth Drannor. It is known that the Zhentarim have discovered the secret of making chelith and it was notably used by them in their assassination of King Osbrun of Chessagol in 1352 DR, when seeking to destabilize that city-state. More recently, the apothecary Bardrimm of Mulmaster has reportedly deduced the recipe for chelith and has quietly advertised its availability. It is said that Lord Manshoon of Zhentil Keep is most displeased at this development.
A creature subjected to this poison must make a DC 15 Constitution saving throw or take 35 (10d6) poison damage and become poisoned for 10 minutes. The poisoned creature becomes incapacitated. On a successful save, the creature is not incapacitated.
Essence of Ether (Inhaled) 300gp
A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become poisoned for 8 hours. The poisoned creature is unconscious. The creature wakes up if it takes damage or if another creature takes an action to shake it awake.
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.
Prespra (Ingested) 300gp
Also called “Mother’s Bane”, this odourless, colourless liquid mixes readily with all drinkable liquids except milk and dairy products from which it separates. Known ingredients include belladonna, the venom from the yellow sea asp native to the Nagawater and powdered bone beetle. This poison causes extreme lassitude and feelings of debility.
A creature subjected to this poison must make a DC 13 Constitution saving throw or take 17 (5d6) poison damage and become poisoned. The poisoned creature deals only half damage with weapon attacks that use Strength. The poisoned creature can repeat the saving throw after taking a long rest and on a successful one the effect ends.
Truth Serum (Ingested) 150gp
A creature subjected to this poison must succeed on a DC 11 Constitution saving throw or become poisoned for 1 hour. The poisoned creature can't knowingly speak a lie, as if under the effect of a zone of truth spell.

Natural Poisons

Carrion Crawler Mucus (Contact) 200gp
This poison must be harvested from a dead or incapacitated carrion crawler. A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. The poisoned creature is paralyzed. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Purple Worm Poison (Injury) 2000gp
This poison must be harvested from a dead or incapacitated purple worm. A creature subjected to this poison must make a DC 19 Constitution saving throw, taking 42 (12d6) poison damage on a failed save, or half as much damage on a successful one.
Serpent Venom (Injury) 200gp
This poison must be harvested from a dead or incapacitated giant poisonous snake. A creature subjected to this poison must succeed on a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.
Wyvern Poison (Injury) 1200gp
This poison must be harvested from a dead or incapacitated wyvern. A creature subjected to this poison must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.

Origin

  • x

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.