Difference between revisions of "Tomtom"
Line 88: | Line 88: | ||
* '''Backpack:''' Explorer's Pack | * '''Backpack:''' Explorer's Pack | ||
** Bedroll, a mess kit, 10 torches, 10 days rations, waterskin, 25ft rope(x2) | ** Bedroll, a mess kit, 10 torches, 10 days rations, waterskin, 25ft rope(x2) | ||
− | ** Dart | + | ** Dart x12, Vial of Knockout Poison x3 (wrapped in cloth), Hand Crossbow |
**Wight's Longsword | **Wight's Longsword | ||
* Lt Crossbow: 1d8 Piercing -Range 80/320- (19 Bolt Quiver), Loading, two-handed | * Lt Crossbow: 1d8 Piercing -Range 80/320- (19 Bolt Quiver), Loading, two-handed |
Revision as of 20:36, 20 May 2020
Tomtom Tommyknock
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Race: Lightfoot Halfling, Class: Rogue 3 (Swashbuckler) Background: Urchin, Alignment: Chaotic Good Patron Deity: DEITY Factions: FACTIONS |
Ability Scores
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Strength 12 (+1), Dexterity 18 (+4), Constitution 14 (+2); Intelligence 15 (+2), Wisdom 8 (-1), Charisma 16 (+3) |
Proficiencies
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Bonus: +2 Saving Throws: Dexterity & Intelligence Skills: Acrobatics (Dex), Deception (Cha), Investigation (Int), Persuasion (Cha), Sleight of Hand (Dex), Stealth (Dex), Passive Perception (9) Tools: Disguise Kit, Thieves' Tools, Gaming Set Languages: Common, Halfling Armor: Light Weapons: Simple, Hand Crossbows, Longsword, Shortsword, Rapier |
Traits
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Halfling Luck, Bravery, Nimble, Naturally Stealthy, Thieves' Cant, Sneak Attack, Expertise, City Secrets |
Feats
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Alert |
Combat
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Attacks: • Rapier: +6, 1d8+4 - Dagger: +6, 1d4+4 - Shortbow: +6, 1d6+4 Armor Class: 15 (11AR+4Dex), Initiative: +12, Speed: 25 ft Hit Points: 25, Hit Dice: 3d8 |
Social
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Personality Traits: Curious Beyond Reason (Asks a lot of questions and compelled to explore) Ideals: Life's an Adventure to be Lived. Bonds: No one should endure what I have. Flaws: It's not stealing if I (or someone else) needs it more than you do. |
Tomtom Tommyknock is insatiably curious - to the point of compulsion. His inquisitive nature drives him to ask question after question, to turn down every alley or corridor - often to his own determent or the determent of his allies. Because he is always focused on or trying to discover new details or mysteries, he is often unobservant of his surroundings or the circumstances of his environment. Strangely, however, despite his unobservant nature - he is never caught unaware and seemingly avoids even the most deadly of situations. Further, though he often possess a nearly supernatural sense of direction - he commonly finds himself lost or separated from his party. This, however, simply adds to his sense of adventure - and he deeply believes that life is an adventure that should be lived to the fullest.
Growing up alone and poor has left him deeply distrustful of those with excessive wealth (though this is completely subjective). While he may 'relieve' them of these excessiveness - he will never keep it for himself if there are others of greater need around (especially orphaned children). He doesn't see this as "theft" but instead as an act of Charity on behalf of his mark - even if they are unaware of their altruistic act.
He is good natured - almost excessively positive - and nearly impervious to fear (usually because he is simply unaware of how dangerous the situation actually is).
Zombie Surfing, Tumbletastic, Eye-Stabbing, Ball-of-Fun.
Traits
Racial Traits
- Halfling Luck
- May reroll 1's on d20 for attacks, ability checks, or saving throws
- Bravery
- Gain Advantage on Saving Throws against being frightened
- Nimble
- May move through the space of any creature larger than you
- Naturally Stealthy
- May attempt to hide even if you are only obscured by a creature larger than you.
Class Traits
- Thieves' Cant
- Understands the secret language of the underworld.
- Sneak Attack
- Once per turn, gain +2d6 on Attacks if you have an Advantage on the Attack (Finesse or Ranged)
- Don't need Advantage if there is an Ally within 5ft of my target, and I don't have a Disadvantage on that Roll.
- Don't need Advantage if am within 5ft of my opponent and there are no other creatures within 5ft of me.
- Expertise
- Double Proficiency Bonus for: Stealth and Thieves' Tools
- Cunning Action
- As a bonus action, I can take the Dash, Disengage, or Hide Actions.
Specialty Traits
- Fancy Footwork: If I make an attack against an opponent, they cannot make Attacks of Opportunity against me.
- Rakish Audacity: Gain Charisma Bonus to Initiative. Gain new use of Sneak Attack
Background Traits
- Urchin Feature
- Can navigate and lead allies through a City/Urban Environment at double normal speed.
Feats
- Alert
- +5 Initiative
- Cant be surprised while conscious
- Enemy's don't gain an Advantage while attacking unseen
Resources
- Coins: 5 cp • 2 sp • 0 ep • 14 gp • 3 pp • Other coins: x
- Breakdown: 3PP, 10GP, 1SP.
- Gems: 2 Large red gems
Magic Items
- x
Equipment
Carried Equipment
- In Hand: x
- Worn: Simple Clothing, Leather Armor
- Belt: Two Daggers, Gaming Dice
- Rapier: 1d8 Piercing (Finesse)
- Daggers: 1d4 Piercing (Finesse/Light/Range 20/80)
- Backpack: Explorer's Pack
- Bedroll, a mess kit, 10 torches, 10 days rations, waterskin, 25ft rope(x2)
- Dart x12, Vial of Knockout Poison x3 (wrapped in cloth), Hand Crossbow
- Wight's Longsword
- Lt Crossbow: 1d8 Piercing -Range 80/320- (19 Bolt Quiver), Loading, two-handed
- Hand Crossbow: 1d6 Piercing -30/120- (20 Bolt/Quiver), Light, Loading
Stored Equipment
Lifestyle
- xxx: (x gp/day). x
Origin
- x
Important Individuals
- May-tha, a human wizard (played by Joe)
- Tomtom, a halfling rogue (played by Jack)
- Alvar, a half-elf monk (played by Adam)
- Ka-say-de, a human druid (played by Marianne)
- Ah-Vain, a elf sorcerer (played by Cameron)
Advancement Plan
- Level 2: Rogue 2
- Level 3: Rogue 3 (Archtype Swashbuckler)
- Level 4:
- Level 5:
- Level 6:
- Level 7:
- Level 8:
- Level 9:
- Level 10: