Difference between revisions of "Lobelia Hamson"
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|CharacterName=Lobelia "Lola" Hamson | |CharacterName=Lobelia "Lola" Hamson | ||
|Race=Lightfoot Halfling | |Race=Lightfoot Halfling | ||
− | |Class=Rogue (Assassin) | + | |Class=Rogue (Assassin) 8/ Sorcerer (Shadow Magic) 1 |
|Background=Spy | |Background=Spy | ||
|Alignment=Neutral Good | |Alignment=Neutral Good | ||
|Patron Deity=Urogalan, Tymora | |Patron Deity=Urogalan, Tymora | ||
− | |Factions=[[Harpers Faction|Harpers]] | + | |Factions=<br> |
+ | '''[[Harpers Faction|Harpers]] Rank:''' 2 '''Renown:''' 8<br>• ''Warden''<br>•''Harpshadow Rank 2''<br>'''[[Most_Excellent_Order_of_Weavers_and_Dyers|Weavers and Dyers]] Rank:''' 1 '''Renown:''' 1<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=+ | + | |Bonus=+4 |
|Saving Throws=DEX & INT | |Saving Throws=DEX & INT | ||
− | |Skills=Acrobatics (DEX), Animal Handling (WIS), Deception (CHA), Perception (WIS), Persuasion (CHA), Sleight of Hand (DEX), Stealth (DEX) | + | |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, Poisoner's Kit, Thieves' Tools<br>'''Passives:''' Passive Wis(Perception) | + | |Tools=Dice Set, Disguise Kit, Flute, Harp, Poisoner's Kit, Thieves' Tools<br>'''Passives:''' Passive Wis(Perception) 15<br>Passive Int(Investigation) 10<br>Passive Wis(Insight) 11 |
|Languages=Common, Luiric, Zhentarim Argot, Alzhedo | |Languages=Common, Luiric, Zhentarim Argot, Alzhedo | ||
|Armor=Light Armor | |Armor=Light Armor | ||
|Weapons=Simple, Longsword, Rapier, Shortsword, Hand-Crossbow | |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 | + | |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) |
− | |Attacks=• ''Shortsword:'' + | + | |Attacks=• ''Rapier +1:'' +9, 1d8+5, Finesse<br>• ''Shortsword:'' +8, 1d6+4, Finesse, Light<br>• ''Dagger:'' +8, 1d4+4, Finesse, Light, Thrown, Range (20/60)<br>•''Hand-Crossbow:'' +8, 1d6+4, Ammunition, Light, Loading, Range, Range (30/120) |
|Armor Class=16 | |Armor Class=16 | ||
|Initiative=+4/+6 | |Initiative=+4/+6 | ||
|Speed=30 ft | |Speed=30 ft | ||
− | |Feats=Squat Nimbleness | + | |Feats=Squat Nimbleness, Crossbow Expert |
− | |Hit Points= | + | |Hit Points=55 |
− | |Hit Dice= | + | |Hit Dice=8d8/1d6 |
− | |Personality= | + | |Personality=<br>I am incredibly slow to trust. Those who seem the fairest often have the most to hide. |
− | |Ideals= | + | |Ideals=<br>People. I help people who help me--that's what keeps us alive. |
− | |Bonds= | + | |Bonds=<br>I owe a debt I can never repay to the person who took pity on me |
− | |Flaws= | + | |Flaws=<br>I can't resist poking my nose where it doesn't belong.<br>'''Sorcerous Quirk:'''<br>You blinked. Once. Last week. |
}} | }} | ||
+ | ''The life of spies is to know, not to be known.'' - George Herbert<br><br> | ||
+ | ''All warfare is based on deception. There is no place where espionage is not used. Offer the enemy bait to lure him.'' - Sun Tzu | ||
__NOTOC__ | __NOTOC__ | ||
− | '' | + | <div style="float: center; border: 0px black solid; margin: 1px; padding: 1px;"> |
− | + | <div style="text-align: center; font-size: 125%">Character Relevant Links</div> | |
+ | '''Harpers:''' [[Harpers Faction|Faction Info]] • [[Harpers of Waterdeep]] • [[Dusken Glade Cell]]<br> | ||
+ | '''People & Places:''' [[Trades Point North|Local Neighborhood]] • [[Dusken Glade Inn]] • [[Dusken Glade Rivals|Rivals]]<br> | ||
+ | '''Campaign Info:''' [[Dusken Glade House Rules|House Rules]] • [[Dusken Glade Treasury|Group Treasury]] | ||
+ | </div> | ||
+ | ==Background== | ||
+ | Lobelia's backstory can be found [[Lobelia_Hamson_Backstory|here]]. | ||
==Traits== | ==Traits== | ||
+ | {| | ||
+ | | valign = "top" width=48%; | | ||
===Halfling Traits=== | ===Halfling Traits=== | ||
*'''Ability Score Increase''' Your Dexterity score increases by 2. | *'''Ability Score Increase''' Your Dexterity score increases by 2. | ||
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**'''Ability Score Increase''' Your Charisma score increases by 1. | **'''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. | **'''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==== | ||
+ | Descriptions on the [[Harpers_Faction]] page. | ||
+ | '''Rank:''' 2<br> | ||
+ | '''Renown:''' 6<br> | ||
+ | * '''Sponsor:''' Zhentarim Argot learned | ||
+ | * '''Signs at Twilight:''' | ||
+ | * '''Song Training:''' Performance | ||
+ | * '''Harper's Pin:''' | ||
+ | * '''[[Harper Cell]]:''' Deep cover agent. Currently unassigned, on loan to [[Dusken Glade Cell]]. | ||
+ | * '''[[Harper Lore]]:''' | ||
+ | * '''Harper Trainers:''' | ||
+ | * '''Magic Access:''' | ||
+ | * '''Mentor:''' | ||
+ | * '''Continuing Training:''' ''Renown 6+''. Harp and herbalism kit learned. | ||
+ | |||
+ | ====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.''<br> | ||
+ | *'''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 <u>Lurker's Cloak</u> | ||
+ | **''Infiltrator (Downtime):'' Harpshadows often volunteer to use their skills as infiltrators to gather needed information for the Harpers. By spending time taking the Skulduggery downtime action on behalf of the Harpers, they gain both renown and information. Harpers gather intelligence about a wide and vast body of information, and are willing to share that with their fellows who go out of their way to increase that lore. To use this, the harpshadow must be given a specific target. When they "donate" one question from their Skulduggery downtime action against that target, the Harpers will answer one question about known topics in return. Additionally, gain a +1 Harpers renown when you spend a number of tendays equal to your current renown on this downtime activity. | ||
+ | |||
+ | ====Warden==== | ||
+ | ''Ultimately, the work of the Harpers is done in secret and seclusion. Someone must work to make sure that the efforts of Those Who Harp can be carried through as safely and clandestinely as possible: this person is a Harper Warden. Wardens tend to the security of not just their own cell, but that of the local operating area, usually coordinated by a Master Warden (or a High Warden, if one is local).''<br> | ||
+ | *'''Lifestyle:''' The Harpers cover a Modest lifestyle for their wardens.<br> | ||
+ | *'''Warden Ties:''' You work closely with other Wardens in your area. You can call upon one of them to assist you in some Harper capacity should you need it without refusal, payment needed, or debts incurred, as long as that Warden is not currently involved in something.<br> | ||
+ | *'''Defense (Downtime):''' You may take the special Harper Defense downtime action, during which time you check the security and secrecy measures of the Harpers outside of your immediate cell, testing for weaknesses and helping them shore up defenses. Once you accumulate a number of tendays equal to your current Harper renown, you gain another point of renown. | ||
+ | *'''Security:''' When taking the Build Security, Wardens add their Harpers Rank as a bonus to those checks. Additionally, add your Harpers Rank to the number of safehouses available to your cell | ||
+ | | valign = "top" width=3%; <br />| | ||
+ | | valign = "top" width=48%; | | ||
+ | |||
===Rogue Traits=== | ===Rogue Traits=== | ||
*'''Expertise''' Thieves' Tools & Stealth | *'''Expertise''' Thieves' Tools & Stealth | ||
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*'''Roguish Archetype''' Assassin | *'''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. | *'''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. | ||
− | ===Specialty Traits=== | + | *'''Expertise:''' Persuasion & Sleight of Hand |
+ | *'''Evasion:''' Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon’s fiery breath or an ice storm spell. 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. | ||
+ | |||
+ | ===Specialty Rogue Traits=== | ||
*'''Bonus Proficiencies:''' You gain proficiency with the disguise kit and the poisoner’s kit. | *'''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. | *'''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. | ||
− | === | + | |
− | *''' | + | ===Sorcerer Traits=== |
− | *''' | + | *'''Sorcerous Spellcasting''' - Charisma is spellcasting trait |
− | + | *'''Sorcerous Origin''' - Shadow Magic | |
− | + | ||
− | === | + | ===Specialty Sorcerer Traits=== |
− | + | *'''Eyes of the Dark''' - Gain Darkvision 120ft. | |
− | + | *'''Strength of the Grave''' - Starting at 1st level, your existence in a twilight state between life and death makes you difficult to defeat. When damage reduces you to 0 hit points, you can make a Charisma saving throw (DC 5 + the damage taken). On a success, you instead drop to 1 hit point. You can’t use this feature if you are reduced to 0 hit points by radiant damage or by a critical hit. | |
− | + | After the saving throw succeeds, you can’ t use this feature again until you finish a long rest. | |
− | + | ||
− | + | ===Exploits=== | |
− | + | <big>'''Rank 1'''</big> | |
− | * ''' | + | ;Fleeting Spirit Strike |
− | + | :''Offensive, Weapon (Short)'' | |
− | + | :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.'' | |
− | + | ;Lurker’s Cloak | |
− | </ | + | :''Utility (Short)'' |
− | + | :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.'' | |
− | + | ;Shadow Strike | |
− | + | :''Offensive, Weapon (Short)'' | |
− | + | :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.'' | |
− | + | ||
− | + | <big>'''Rank 2'''</big> | |
− | + | ;Bloodbath | |
− | + | :''Offensive, Weapon (Long)'' | |
− | + | :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 1d6 necrotic damage for each die of your Sneak Attack instead of just 1d6. | ||
+ | :''You slice your foes artery, inflicting a gushing wound.'' | ||
+ | |} | ||
==Feats== | ==Feats== | ||
+ | {| | ||
+ | | valign="top" width=48% | | ||
;Squat Nimbleness | ;Squat Nimbleness | ||
− | :• Increase your DEX score by 1. Increase your walking speed by 5 ft. | + | :• 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. | ||
+ | ;Crossbow Expert | ||
+ | :• You ignore the loading property of crossbows with which you are proficient. | ||
+ | :• Being within 5 ft. of a hostile creature doesn’t impose disadvantage on your ranged attack rolls | ||
+ | :• When you use the Attack action and with a one-handed weapon, you can use a bonus action to attack with a hand crossbow you are holding. | ||
+ | | valign = "top" width=3%; <br />| | ||
+ | | valign = "top" width=48%; | | ||
+ | |} | ||
+ | |||
+ | ==Spellcasting== | ||
+ | '''Spell save DC:''' 15<br> | ||
+ | '''Spell attack modifier:''' +7 <br> | ||
+ | <br> | ||
+ | {| class="wikitable" cellpadding="4" style="margin-left: auto; margin-right: 0px; border="1" style="text-align: center" style="border-collapse:collapse"" | ||
+ | |+ '''Spells Known/Spell Slots''' | ||
+ | ! scope="col" | Cantrips Known | ||
+ | ! scope="col" | Spells Known | ||
+ | ! scope="col" | 1st | ||
+ | ! scope="col" | 2nd | ||
+ | ! scope="col" | 3rd | ||
+ | ! scope="col" | 4th | ||
+ | |- | ||
+ | | 4 || 2 || 2 || - || - || - | ||
+ | |- | ||
+ | |} | ||
+ | <br> | ||
+ | '''Known Spells:'''<br>''Cantrips:'' Mending, Message, Minor Illusion, Prestidigitation<br>''1st Level:'' Protection from Evil and Good, Shield | ||
==Resources== | ==Resources== | ||
− | * '''Coins:''' | + | * '''Coins:''' 569 cp • 2544 sp • 0 ep • 488 gp • 19 pp • Other coins: 0 |
* '''Gems:''' 0 | * '''Gems:''' 0 | ||
===Magic Items=== | ===Magic Items=== | ||
+ | {| | ||
+ | | valign="top" width=48% | | ||
*'''Lobelia's Studded Leather''' | *'''Lobelia's Studded Leather''' | ||
**'''<i>Ever-Armed:</i>''' 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. | **'''<i>Ever-Armed:</i>''' 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. | ||
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*'''Gloves of Thievery''' | *'''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.'' | **''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'' | + | *'''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.'' | **''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) | ||
+ | *'''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.'' | ||
+ | *'''Ethereal Ring''' - ''Ring, rare (requires attunement)'' | ||
+ | **This ring has 7 charges. While wearing this ring, you can use 3 charges to cast the ''blink'' spell, 7 charges to cast the ''etherealness'' spell, or 2 charges to cast the ''blur'' spell. This ring regains 1d8-1 expended charges daily at dusk. | ||
+ | | valign = "top" width=3%; <br />| | ||
+ | | valign = "top" width=48%; | | ||
+ | * '''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== | ==Equipment== | ||
+ | {| | ||
+ | | valign = "top" width=48%; | | ||
===Carried Equipment=== | ===Carried Equipment=== | ||
− | * '''In Hand:''' Shortsword | + | * '''In Hand:''' Shortsword, Rapier +1 |
* '''Worn:''' Studded Leather | * '''Worn:''' Studded Leather | ||
− | * '''Belt:''' Dagger, Hand Crossbow | + | * '''Belt:''' Dagger, Hand Crossbow, Potion of Healing x2 (2d4+2) |
* '''Backpack:''' Explorer’s Pack | * '''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. | **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. | ||
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**Disguise Kit | **Disguise Kit | ||
**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. | ||
+ | **4 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. | ||
+ | **6 doses (3 vials) Manticore Venom (Injury) 250gp. Must make a DC 13 Constitution saving throw of take 3d6 poison damage, success halves damage. | ||
+ | | valign = "top" width=3%; <br />| | ||
+ | | valign = "top" width=48%; | | ||
===Stored Equipment=== | ===Stored Equipment=== | ||
Line 115: | Line 223: | ||
===Lifestyle=== | ===Lifestyle=== | ||
− | * ''' | + | * '''Comfortable:''' ''(1 gp/day) Sanctuary bonus''. |
+ | |} | ||
===Mount=== | ===Mount=== | ||
− | {| class="wikitable" style="margin-left: auto; margin-right: 0px; border="0" " | + | {| class="wikitable" width=65%; style="margin-left: auto; margin-right: 0px; border="0" " |
− | |[[Image:Sasha-Lobelia.jpg|Sasha|none|300px]]||<b><span style="font-size:180%; color:SlateGray">Sasha - War Mastiff</span></b> | + | |[[Image:Sasha-Lobelia.jpg|Sasha|none|300px]]||<b><span style="font-size:180%; color:SlateGray">Sasha - War Mastiff Fighter 2</span></b> |
:''Medium beast'' | :''Medium beast'' | ||
:'''AC:''' 15 (Chain Shirt Barding 13 + Dex Bonus) | :'''AC:''' 15 (Chain Shirt Barding 13 + Dex Bonus) | ||
− | :'''HP:''' ( | + | :'''HP:''' 27 (3d8 +3) |
− | :'''Speed:''' | + | :'''Speed:''' 40 ft. |
:<big><b>Abilities and Skills</b></big> | :<big><b>Abilities and Skills</b></big> | ||
:Str 13 (+1), Dex 14 (+2), Con 12 (+1), Int 3 (-4), Wis 12 (+1), Cha 7 (-2) | :Str 13 (+1), Dex 14 (+2), Con 12 (+1), Int 3 (-4), Wis 12 (+1), Cha 7 (-2) | ||
− | :'''Senses:''' Passive Perception | + | :'''Saving Throws:''' STR +3, CON +3 |
− | :'''Skills:''' Perception (WIS) +3 | + | :'''Senses:''' Passive Perception 13 (18 hearing or smell) |
+ | :'''Skills:''' Athletics +3 (STR), Intimidation +0 (CHR), Perception (WIS) +3 | ||
:'''Languages :''' | :'''Languages :''' | ||
:<big><b>Talents</b></big> | :<big><b>Talents</b></big> | ||
:<b><i>Steed: Maul.</i></b> 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. | :<b><i>Steed: Maul.</i></b> 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. | ||
:<b><i>Keen Hearing and Smell.</i></b> The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell. | :<b><i>Keen Hearing and Smell.</i></b> The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell. | ||
+ | :<b><i>Action Surge (Recharges after a Short or Long Rest)</i></b> Sasha takes an additional action on her turn. | ||
+ | :<b><i>Fighting Style: Protection </i></b> 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. | ||
+ | :<b><i>Second Wind (Recharges after a Short or Long Rest)</i></b> As a bonus action, Sasha can regain 1d10+1 hit points. | ||
:<big><b>Actions</b></big> | :<big><b>Actions</b></big> | ||
− | :<i><b>Bite.</b> Melee Weapon Attack:</i> + | + | :<i><b>Bite.</b> Melee Weapon Attack:</i> +3 to hit, reach 5 ft., one target. <b><i>Hit:</i></b> 4 (1d6 + 1) piercing damage. <b><i>When not being used as a mount:</i></b> If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone. |
|- | |- | ||
|} | |} | ||
− | == | + | ==Poison== |
− | * | + | {| |
+ | | valign="top" width=48% | | ||
+ | ===Known Poison Formula=== | ||
+ | ;Chelith <i>(Inhaled)</i> 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 <i>(Inhaled)</i> 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 <i>(Injury)</i> 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 <i>(Ingested)</i> 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. | ||
+ | | valign = "top" width=3%; <br />| | ||
+ | | valign = "top" width=48%; | | ||
+ | ===Natural Poisons=== | ||
+ | ;Carrion Crawler Mucus <i>(Contact)</i> 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 <i>(Injury)</i> 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 <i>(Injury)</i> 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 <i>(Injury)</i> 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. | ||
+ | |} | ||
+ | |||
+ | ==Downtime Actions== | ||
+ | '''Downtime:''' 80/{{DuskenGladeDowntimeTotal}} | ||
+ | *'''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) | ||
+ | *'''Defense: Warden Downtime''' 40 days (40/80 days towards 1 Harper Renown) | ||
+ | |||
+ | ==Wishlist== | ||
+ | *Rank 1 Exploits | ||
+ | **Sneak in the Attack | ||
+ | **Confounding Attack | ||
+ | *Rank 2 Exploits | ||
+ | **Battle Awareness | ||
+ | |||
==Important Individuals== | ==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. |
Latest revision as of 02:25, 9 June 2020
Lobelia "Lola" Hamson
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Race: Lightfoot Halfling, Class: Rogue (Assassin) 8/ Sorcerer (Shadow Magic) 1 Background: Spy, Alignment: Neutral Good Patron Deity: Urogalan, 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: +4 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) 15 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, Crossbow Expert |
Combat
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Attacks: • Rapier +1: +9, 1d8+5, Finesse • Shortsword: +8, 1d6+4, Finesse, Light • Dagger: +8, 1d4+4, Finesse, Light, Thrown, Range (20/60) •Hand-Crossbow: +8, 1d6+4, Ammunition, Light, Loading, Range, Range (30/120) Armor Class: 16, Initiative: +4/+6, Speed: 30 ft Hit Points: 55, Hit Dice: 8d8/1d6 |
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. Sorcerous Quirk: You blinked. Once. Last week. |
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.
WardenUltimately, the work of the Harpers is done in secret and seclusion. Someone must work to make sure that the efforts of Those Who Harp can be carried through as safely and clandestinely as possible: this person is a Harper Warden. Wardens tend to the security of not just their own cell, but that of the local operating area, usually coordinated by a Master Warden (or a High Warden, if one is local).
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Rogue Traits
Specialty Rogue Traits
Sorcerer Traits
Specialty Sorcerer Traits
After the saving throw succeeds, you can’ t use this feature again until you finish a long rest. ExploitsRank 1
Rank 2
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Feats
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Spellcasting
Spell save DC: 15
Spell attack modifier: +7
Cantrips Known | Spells Known | 1st | 2nd | 3rd | 4th |
---|---|---|---|---|---|
4 | 2 | 2 | - | - | - |
Known Spells:
Cantrips: Mending, Message, Minor Illusion, Prestidigitation
1st Level: Protection from Evil and Good, Shield
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: 80/80 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)
- Defense: Warden Downtime 40 days (40/80 days towards 1 Harper Renown)
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.