Difference between revisions of "Lobelia Hamson"
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+ | ==Feats== | ||
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;Squat Nimbleness | ;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. | :• 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. | ||
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* '''Gems:''' 0 | * '''Gems:''' 0 | ||
===Magic Items=== | ===Magic Items=== | ||
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*'''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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**''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) | ||
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* '''Harper Pin''' ''Wondrous Item, rare'' (attunement) -- Disguised as brass pin of a mastiff head in silhouette | * '''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.'' | ** ''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.'' | ||
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** '''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. | ** '''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. | ** '''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. | ||
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==Equipment== | ==Equipment== | ||
===Carried Equipment=== | ===Carried Equipment=== |
Revision as of 01:55, 20 July 2019
Lobelia "Lola" Hamson
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Race: Lightfoot Halfling, Class: Rogue (Assassin) 5 Background: Spy, Alignment: Neutral Good Patron Deity: Tymora Factions: Harpers 6 • 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
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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: +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
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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 |
Feats
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Squat Nimbleness |
Combat
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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: 34, Hit Dice: 5d8 |
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. |
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 Neighborhood • Dusken Glade Inn • Rivals
Campaign Info: House Rules • Group Treasury
Traits
Halfling Traits
Background Traits
Faction Traits
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Rogue Traits
Specialty Traits
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Feats
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Resources
- Coins: 0 cp • 0 sp • 0 ep • 53 gp • 0 pp • Other coins: 0
- Gems: 0
Magic Items
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Equipment
Carried Equipment
- In Hand: Shortsword
- Worn: Studded Leather
- Belt: Dagger, Hand Crossbow
- 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.
- Potion of Healing x2 (2d4+2)
Stored Equipment
- nothing
Lifestyle
- Modest: (1 gp/day).
Mount
Sasha - War Mastiff
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Poison
Known Poison Formula
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Natural Poisons
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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.