Difference between revisions of "Glim"
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− | + | {{DND5CharacterSheet | |
− | + | |Image=[[Image:Glim.jpg|center|350 px]] | |
− | + | |CharacterName=Glim | |
− | + | |Race=Halfling (Lightfoot) | |
− | + | |Class=Rogue (Arcane Trickster) 5th • Bard 1st | |
− | + | |Background=Urchin | |
− | + | |Alignment=Chaotic Good | |
− | = | + | |Patron Deity=Selune |
− | + | |Ability Scores=Strength 10 (+0), Dexterity 20 (+5), Constitution 12 (+1);<br> Intelligence 13 (+1), Wisdom 14 (+2), Charisma 16 (+3) | |
− | + | |Bonus=+3 | |
− | + | |Saving Throws=Dexterity & Intelligence | |
− | + | |Skills=Acrobatics, Athletics, Deception, Perception, Persuasion, ''Sleight of Hand'', ''Stealth''<br>(''Italicized Skills'' gain double Proficiency bonus) | |
− | + | |Tools=Thieves Tools, Disguise Kit, Musical Instrument (Lute) | |
− | + | |Languages=Common, Halfling, Alzhedo, Chondathan, Thieves' Cant | |
− | + | |Armor=Light Armor | |
− | + | |Weapons=Simple weapons, hand crossbow, light crossbow, long sword, rapier, and short sword | |
− | + | |Traits=Small Size, Lucky, Brave, Halfling Nimbleness, Naturally Stealthy • City Knowledge • ROGUE • BARD | |
− | + | |Attacks=<br><div style="color:red">• '''Rapier:'''</div> +8, 1d8+5 Piercing (+3d6 Sneak Attack), Finesse<br> | |
− | + | <div style="color:red">• '''Dagger:'''</div> +8, 1d4+5 Piercing (+3d6 Sneak Attack), Finesse, Light, Thrown (20/60)<br> | |
− | + | <div style="color:red">• '''Sling:'''</div> +8, 1d4+5 Bludgeoning (+3d6 Sneak Attack), Ammo, Range (30/120) | |
− | + | |Armor Class=18 (13 [Armor] + 5 [Dex]) | |
− | + | |Initiative=+5 | |
− | + | |Speed=35 ft | |
− | + | |Feats=Athlete, Mobile | |
− | + | |Hit Points=35 | |
− | + | |Hit Dice=6d8 | |
− | + | |Personality=PERSONALITY | |
− | + | |Ideals=Those who make of themselves easy marks deserve to have their purses lightened. | |
− | + | |Bonds=BONDS | |
− | + | |Flaws=Glim is very afraid of large bodies of water. | |
− | + | }} | |
− | + | __NOTOC__ | |
− | === | + | <div style="float: center; width: 350px; border: 1px black solid; margin: 20px; padding: 10px;"> |
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− | <div style="float: | ||
<div style="text-align: center; font-size: 150%">Useful Links</div> | <div style="text-align: center; font-size: 150%">Useful Links</div> | ||
* [[Blackstaff Tower NPCs|Campaign NPCs]] • [[Waterdhavian Rumors|Rumors]] • [[Waterdeep Goods and Services|Goods & Services Costs]] | * [[Blackstaff Tower NPCs|Campaign NPCs]] • [[Waterdhavian Rumors|Rumors]] • [[Waterdeep Goods and Services|Goods & Services Costs]] | ||
* [[Blackstaff Tower Description|Blackstaff Tower]] • [[Yawning Portal]] • [[Refuge of Maldiglas]] • [[Undermountain]] | * [[Blackstaff Tower Description|Blackstaff Tower]] • [[Yawning Portal]] • [[Refuge of Maldiglas]] • [[Undermountain]] | ||
− | * [[Gangs of Waterdeep|Street Gangs]] • [[Selune]] | + | * [[Gangs of Waterdeep|Street Gangs]] • [[Selune|Selûne]] |
</div> | </div> | ||
− | + | ==Origin== | |
− | + | * Parents were Syanee & Brindle Sweetruff, a pair of adventurers. | |
− | + | * DoB: 2nd day of Flamerule, Year of the Wandered (DR 1338). (Glim does not know this!) | |
− | + | * Age 16 in 1354 | |
− | + | ===Horoscope=== | |
− | and with Full | + | * Born under the Sign of the Chalice, and with Selûne Full under the Sign of the Golden Wheel |
− | Those born under the sign of the Chalice are mercurial, innovative, creative and confident. Easily bored, they crave mental stimulation and challenge. They are eloquent and gifted performers, exuding natural charm. | + | * Those born under the sign of the Chalice are mercurial, innovative, creative and confident. Easily bored, they crave mental stimulation and challenge. They are eloquent and gifted performers, exuding natural charm. |
− | + | * Those born with Selûne under the Sign of the Golden Wheel are determined, self-motivated, enthusiastic and responsible. Natural leaders, they remain calm in a crisis and are not easily swayed by opposition. Although serious minded, they are cheerful and optimistic and do not give up easily. | |
− | Those born with Selûne under the Sign of the Golden Wheel are determined, self-motivated, enthusiastic and responsible. Natural leaders, they remain calm in a crisis and are not easily swayed by opposition. Although serious minded, they are cheerful and optimistic and do not give up easily. | + | ==Traits== |
− | + | ===Halfling Traits=== | |
+ | * '''Lucky:''' Reroll 1's on attack roll, ability check, or saving throw. Must use new roll. | ||
+ | * '''Brave:''' Advantage on saves against being frightened | ||
+ | * '''Halfling Nimbleness:''' Can move through the space of any creature that is of a size larger than yours. | ||
+ | * '''Naturally Stealthy:''' Attempt to hide even when obscured only by a creature at least one size larger than you. | ||
+ | ===Urchin Traits=== | ||
+ | * '''City Secrets:''' When you are not in combat, you and any companions you lead can travel between any two locations in a city twice as fast as your speed would normally allow. | ||
+ | ===Rogue (Arcane Trickster) Traits=== | ||
+ | * '''Expertise:''' ''Sleight of Hand, Stealth'' • Double Proficiency bonus when making Skill checks with these Skills. | ||
+ | * '''Sneak Attack:''' If you have ''advantage'' on a target or the ''target has another enemy'' within 5' of it (and you do not have disadvantage on the attack), you may add extra damage to an attack with a finesse or ranged weapon. | ||
+ | ** ''Damage Bonus:'' +3d6 | ||
+ | * '''Thieves Cant:''' You can speak the code language of thieves and criminal types; it takes 4x as long to convey a message in this language. You also understand the codes, signs, and tags used by underworld figures to mark an area as dangerous, territory of a given guild or gang, a place for rich pickings, or if a place will provide shelter or an escape route for thieves on the run. | ||
+ | * '''Cunning Action:''' ''Bonus Action'' may be used to do one of the following: | ||
+ | ** Dash | ||
+ | ** Disengage | ||
+ | ** Hide | ||
+ | ** Control your ''mage hand'' spell. | ||
+ | * '''Uncanny Dodge:''' 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. | ||
+ | ====Arcane Trickster Traits==== | ||
+ | * '''''Mage Hand'' Legerdemain:''' When casting ''mage hand'', can make the hand invisible, and can do additional tasks as noted below. You may always attempt to remain unseen performing one of these tasks with a Dexterity (Sleight of Hand) check against the target's Wisdom (Perception). (''Note:'' You may use your Cunning Action Rogue Trait to control this hand) | ||
+ | ** Stow one object the hand is holding in a container worn or carried by another creature. | ||
+ | ** Retrieve an object in a container worn or carried by another creature. | ||
+ | ** Use thieves' tools to pick locks and disarm traps at range. | ||
+ | ===Bard Traits=== | ||
+ | * '''Bardic Inspiration (d6):''' ''Bonus Action'' to choose a target within 60' and grant them one Bardic Inspiration die (may have only 1 die at a time). Once it is used, it is lost. | ||
+ | ** May be used to roll die and add result to a single ability check, attack roll, or saving throw. | ||
+ | ** May choose to add result after the die roll is made but before it is interpreted by the DM. | ||
==Spells== | ==Spells== | ||
− | *'''Magic Ability:''' Intelligence | + | '''Spell Slots Per Day''' |
− | + | * '''1st:''' 4 | |
− | + | * '''2nd:''' 2 | |
− | ''' | + | ===Arcane Trickster Spells=== |
+ | *'''Magic Ability:''' Intelligence • '''Saving Throw DC Total:''' 12 (8 + Prof bonus + Int mod) • '''Spell Attack Mod:''' +4 (Prof bonus + Int mod) | ||
+ | '''Spells Known:''' Cantrips 4 • 1st 3 | ||
* '''Cantrips:''' Booming Blade, Mage Hand, Message | * '''Cantrips:''' Booming Blade, Mage Hand, Message | ||
* '''1st Level:''' Disguise Self, Jump, Shield, Sleep | * '''1st Level:''' Disguise Self, Jump, Shield, Sleep | ||
− | ''' | + | ===Bard Spells=== |
+ | * '''Magic Ability:''' Charisma • '''Saving Throw DC:''' 14 (8 + Prof bonus + Cha mod) • '''Spell Attack Mod:''' +6 (Prof bonus + Cha mod) | ||
+ | '''Spells Known:''' Cantrips 2 • 1st 4 | ||
* '''Cantrips:''' Minor Illusion, True Strike | * '''Cantrips:''' Minor Illusion, True Strike | ||
* '''1st Level:''' Detect Magic, Featherfall, Healing Word, Longstrider | * '''1st Level:''' Detect Magic, Featherfall, Healing Word, Longstrider | ||
− | + | ===Feats=== | |
− | + | * '''Athlete:''' Dex +1 • Standing from prone uses 5' of movement • Do not halve speed while climbing • Need only 5' of movement before running jumps. | |
− | + | * '''Mobile:''' Speed +10' • Difficult Terrain does not apply to Dash • When you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not. | |
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− | == | ||
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==Resources== | ==Resources== | ||
− | '''Moneys:''' 190 | + | * '''Moneys:''' GP 190 • EP 77 • SP 61 • CP 0 |
− | + | * '''Carried Equipment:''' Studded Leather Armor, Rapier, Dagger x2, Sling, Sling Bullets (20), Thieves' Tools, Disguise Kit, Climbers Kit, Ball Bearings (bag of 100) x2, Adventurers Kit, Common Clothing, Crowbar, Flask, Grappling Hook, Lock, Sweetsleep (3 doses) | |
− | '''Carried Equipment:''' | + | * '''Stored Equipment:''' Fine gaming sets (x2), Dwarven stein, holy symbol (Selûne), blue & silver book (?), poisoned needle from ancient trap |
− | + | * '''Lifestyle:''' xxx | |
− | === | + | ===Magic Items=== |
− | * | + | * '''Potions''' |
− | * | + | ** ''Climbing (x1):'' Gain Advantage on all Strength (Climb) checks for 1 hour. |
− | * | + | ** ''Healing (x3):'' Regain 2d4+2 hit points. |
− | * | + | * '''''Halfling Bag of Holding:''''' Bag with 2' diameter mouth • Holds up to 500lb and 64 cubic ft • Weighs 15lb regardless of contents • Retrieving an item from the bag is an action |
− | + | * '''''Wand of Magic Missiles:''''' ''Charges:'' max 7 • Cast ''magic missile'' at 1st level (3 missiles, 1 chg), 2nd level (4 missiles, 2 chg), or 3rd level (5 missiles, 3 chg). Each missile hits a target within 120' automatically, and inflicts 1d4+1 force damage. | |
− | * | + | * '''''Temperate'' Selûnite Holy Symbol:''' Holy symbol of Selûne that prevents harm to bearer in temperatures from -20º F to 120º F. |
− | + | == Other Important Individuals == | |
− | * | ||
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− | == Important Individuals == | ||
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*Arathka Ruell, wife of proprietor of The Old Xoblob Shoppe. | *Arathka Ruell, wife of proprietor of The Old Xoblob Shoppe. | ||
*Phera of Yondalla , head of the Sweetruff clan | *Phera of Yondalla , head of the Sweetruff clan | ||
− | *Eatiel, elven proprietor of Three Moves Ahead,a gaming shop. | + | *Eatiel, elven proprietor of Three Moves Ahead, a gaming shop. |
− | *Daven of Yondalla,freed slave, Ambassador to Waterdeep | + | *Daven of Yondalla, freed slave, Ambassador of Luiren to Waterdeep |
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− | + | ==Projects, Goals and/or Downtime== | |
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− | ==Projects and/or Downtime== | ||
*Gather information on parents | *Gather information on parents | ||
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==Experience Points== | ==Experience Points== |
Revision as of 07:44, 18 May 2016
Glim
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Race: Halfling (Lightfoot), Class: Rogue (Arcane Trickster) 5th • Bard 1st Background: Urchin, Alignment: Chaotic Good Patron Deity: Selune Factions: {{{Factions}}} |
Ability Scores
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Strength 10 (+0), Dexterity 20 (+5), Constitution 12 (+1); Intelligence 13 (+1), Wisdom 14 (+2), Charisma 16 (+3) |
Proficiencies
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Bonus: +3 Saving Throws: Dexterity & Intelligence Skills: Acrobatics, Athletics, Deception, Perception, Persuasion, Sleight of Hand, Stealth (Italicized Skills gain double Proficiency bonus) Tools: Thieves Tools, Disguise Kit, Musical Instrument (Lute) Languages: Common, Halfling, Alzhedo, Chondathan, Thieves' Cant Armor: Light Armor Weapons: Simple weapons, hand crossbow, light crossbow, long sword, rapier, and short sword |
Traits
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Small Size, Lucky, Brave, Halfling Nimbleness, Naturally Stealthy • City Knowledge • ROGUE • BARD |
Feats
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Athlete, Mobile |
Combat
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Attacks: • Rapier: +8, 1d8+5 Piercing (+3d6 Sneak Attack), Finesse• Dagger: +8, 1d4+5 Piercing (+3d6 Sneak Attack), Finesse, Light, Thrown (20/60)• Sling: +8, 1d4+5 Bludgeoning (+3d6 Sneak Attack), Ammo, Range (30/120)Armor Class: 18 (13 [Armor] + 5 [Dex]), Initiative: +5, Speed: 35 ft Hit Points: 35, Hit Dice: 6d8 |
Social
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Personality Traits: PERSONALITY Ideals: Those who make of themselves easy marks deserve to have their purses lightened. Bonds: BONDS Flaws: Glim is very afraid of large bodies of water. |
Useful Links
Origin
- Parents were Syanee & Brindle Sweetruff, a pair of adventurers.
- DoB: 2nd day of Flamerule, Year of the Wandered (DR 1338). (Glim does not know this!)
- Age 16 in 1354
Horoscope
- Born under the Sign of the Chalice, and with Selûne Full under the Sign of the Golden Wheel
- Those born under the sign of the Chalice are mercurial, innovative, creative and confident. Easily bored, they crave mental stimulation and challenge. They are eloquent and gifted performers, exuding natural charm.
- Those born with Selûne under the Sign of the Golden Wheel are determined, self-motivated, enthusiastic and responsible. Natural leaders, they remain calm in a crisis and are not easily swayed by opposition. Although serious minded, they are cheerful and optimistic and do not give up easily.
Traits
Halfling Traits
- Lucky: Reroll 1's on attack roll, ability check, or saving throw. Must use new roll.
- Brave: Advantage on saves against being frightened
- Halfling Nimbleness: Can move through the space of any creature that is of a size larger than yours.
- Naturally Stealthy: Attempt to hide even when obscured only by a creature at least one size larger than you.
Urchin Traits
- City Secrets: When you are not in combat, you and any companions you lead can travel between any two locations in a city twice as fast as your speed would normally allow.
Rogue (Arcane Trickster) Traits
- Expertise: Sleight of Hand, Stealth • Double Proficiency bonus when making Skill checks with these Skills.
- Sneak Attack: If you have advantage on a target or the target has another enemy within 5' of it (and you do not have disadvantage on the attack), you may add extra damage to an attack with a finesse or ranged weapon.
- Damage Bonus: +3d6
- Thieves Cant: You can speak the code language of thieves and criminal types; it takes 4x as long to convey a message in this language. You also understand the codes, signs, and tags used by underworld figures to mark an area as dangerous, territory of a given guild or gang, a place for rich pickings, or if a place will provide shelter or an escape route for thieves on the run.
- Cunning Action: Bonus Action may be used to do one of the following:
- Dash
- Disengage
- Hide
- Control your mage hand spell.
- Uncanny Dodge: 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.
Arcane Trickster Traits
- Mage Hand Legerdemain: When casting mage hand, can make the hand invisible, and can do additional tasks as noted below. You may always attempt to remain unseen performing one of these tasks with a Dexterity (Sleight of Hand) check against the target's Wisdom (Perception). (Note: You may use your Cunning Action Rogue Trait to control this hand)
- Stow one object the hand is holding in a container worn or carried by another creature.
- Retrieve an object in a container worn or carried by another creature.
- Use thieves' tools to pick locks and disarm traps at range.
Bard Traits
- Bardic Inspiration (d6): Bonus Action to choose a target within 60' and grant them one Bardic Inspiration die (may have only 1 die at a time). Once it is used, it is lost.
- May be used to roll die and add result to a single ability check, attack roll, or saving throw.
- May choose to add result after the die roll is made but before it is interpreted by the DM.
Spells
Spell Slots Per Day
- 1st: 4
- 2nd: 2
Arcane Trickster Spells
- Magic Ability: Intelligence • Saving Throw DC Total: 12 (8 + Prof bonus + Int mod) • Spell Attack Mod: +4 (Prof bonus + Int mod)
Spells Known: Cantrips 4 • 1st 3
- Cantrips: Booming Blade, Mage Hand, Message
- 1st Level: Disguise Self, Jump, Shield, Sleep
Bard Spells
- Magic Ability: Charisma • Saving Throw DC: 14 (8 + Prof bonus + Cha mod) • Spell Attack Mod: +6 (Prof bonus + Cha mod)
Spells Known: Cantrips 2 • 1st 4
- Cantrips: Minor Illusion, True Strike
- 1st Level: Detect Magic, Featherfall, Healing Word, Longstrider
Feats
- Athlete: Dex +1 • Standing from prone uses 5' of movement • Do not halve speed while climbing • Need only 5' of movement before running jumps.
- Mobile: Speed +10' • Difficult Terrain does not apply to Dash • When you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.
Resources
- Moneys: GP 190 • EP 77 • SP 61 • CP 0
- Carried Equipment: Studded Leather Armor, Rapier, Dagger x2, Sling, Sling Bullets (20), Thieves' Tools, Disguise Kit, Climbers Kit, Ball Bearings (bag of 100) x2, Adventurers Kit, Common Clothing, Crowbar, Flask, Grappling Hook, Lock, Sweetsleep (3 doses)
- Stored Equipment: Fine gaming sets (x2), Dwarven stein, holy symbol (Selûne), blue & silver book (?), poisoned needle from ancient trap
- Lifestyle: xxx
Magic Items
- Potions
- Climbing (x1): Gain Advantage on all Strength (Climb) checks for 1 hour.
- Healing (x3): Regain 2d4+2 hit points.
- Halfling Bag of Holding: Bag with 2' diameter mouth • Holds up to 500lb and 64 cubic ft • Weighs 15lb regardless of contents • Retrieving an item from the bag is an action
- Wand of Magic Missiles: Charges: max 7 • Cast magic missile at 1st level (3 missiles, 1 chg), 2nd level (4 missiles, 2 chg), or 3rd level (5 missiles, 3 chg). Each missile hits a target within 120' automatically, and inflicts 1d4+1 force damage.
- Temperate Selûnite Holy Symbol: Holy symbol of Selûne that prevents harm to bearer in temperatures from -20º F to 120º F.
Other Important Individuals
- Arathka Ruell, wife of proprietor of The Old Xoblob Shoppe.
- Phera of Yondalla , head of the Sweetruff clan
- Eatiel, elven proprietor of Three Moves Ahead, a gaming shop.
- Daven of Yondalla, freed slave, Ambassador of Luiren to Waterdeep
Syanee Farwalker: One of the few hin wizards in many generations, Syanee Farwalker came to Khelben's attention when she presented herself at his tower and demanded that he teach her how to use magic. Bemused by her bravado and impressed by her natural talent, he did so. She eventually left his teaching and became an adventurer in her own right, joining an adventuring company called The Quick & the Stalwart, who did much adventuring in the North. Eventually she had a child and settled into semi-retirement, but a mission from Khelben took her away from Waterdeep, where she died, leaving her only daughter an orphan. Brindle Sweetruff: Likely Glim's father, Brindle had a reputation as a wanderer. A ranger who loved the wildwoods (unlike so many of his folk), Glim has yet to discover his fate, or why she has no memories of him from her childhood. | |
Uncle Artanial: The head of the small gang of child thieves in the Dock Ward who took Glim in when she ended up on the streets after her mother's death. He taught her everything she knows about the art of lifting purses and keeping from being caught while doing so. |
Projects, Goals and/or Downtime
- Gather information on parents
Experience Points
Earned:3620 |