Glim
Contents
Origin
- Parents were Syanee & Brindle Sweetruff, a pair of adventurers.
Appearance
Words go here.
Character Record
Chaotic Good Female Lightfoot Halfling Rogue & Street Urchin. DoB: 2nd day of Flamerule in the year 1338. (Glim does not know this!)
- Ability Scores: Strength 10(+0), Dexterity 17(+3), Constitution 11(+0), Intelligence 13(+1), Wisdom 14(+2), Charisma 16(+3)
- Saving Throws: Dexterity
Proficiencies
- Skills: +2 Perception, Stealth, Deception, Sleight of Hand, Persuasion, Acrobatics, Athletics
- Armor: Light and Medium Armor
- Weapons: Simple weapons, hand crossbow, light crossbow, long sword, rapier, and short sword
- Tools: Thieves Tools, Disguise Kit
Traits & Languages
- Traits: Speed 25, Small Size, Brave(Advantage on saving throws versus being frightened), Halfling Nimbleness, Naturally Stealthy(hide when obscured by a size medium creature), City Knowledge
- Lucky: Reroll 1's on attack roll, ability check, Saving Throws
- Expertise +5 with the following ability checks: Stealth, Sleight of Hand, Thieves Tools, Deception
- Sneak Attack: +1d6 Damage When you have advantage or if another ally is within 5 feet of it. This may only be used once per turn.
- Cunning action:
- Rogue Style: Thievery: Burglary climb w\o speed long jump +10ft high jump +5ft Fast Hands: may use cunning action to make slight of hand checks
- Mobility(Feat): 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 or not you hit.
- Languages: Common, Halfling, Alzhedo, Chondathan
Interactions
- Ideals: Find out more about her parents. Find out more about the Harpers. "If you are going to make an easy mark of yourself, you deserve to have your purse lightened"
- Flaws: Glim is very afraid of large bodies of water.
- Bonds: X
Horoscope
Age 15 in 1353 Born 2 Flamerule, 1338 DR. Year of the Wanderer Born under the Sign of the Chalice and with Full Selûne under the sign of the 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.
Combat
- Armor Class: 16
- (Armor: 13 + Dex Mod: 3 + Shield: 0 + Other: 0)
- Armor: Studded Leather, AC: 13, Weight: 13
- Hit Points: 17, Hit Dice: 3d6
- Initiative: +3, Speed: 25
- Attacks
- Weapon: Bonus: +4, Damage & Effects: 1d8+3, Weight: 2lb
Resources
Moneys: 190 GP 13 EP 77 SP 61 CP
Carried Equipment: BAG OF HOLDING!!! 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.
Extra stuff
- potion of climbing.
- Fine gaming set x2
- Sippy stien
- Holy symbol of Selune
- Blue and Silver book
- 3 doses of Sweetsleep
- magic pendant of Selune (Temperate)
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.
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 and/or Downtime
- Gather information on parents
- Gather information on Harpers
Experience Points
Earned: 1375 |