Glim

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Glim
Glim.jpg
Race: Halfling (Lightfoot), Class: Rogue (Arcane Trickster) 5th • Bard 1st
Background: Urchin, Alignment: Chaotic Good
Patron Deity: Selune
Factions: {{{Factions}}}
Ability Scores
Strength 10 (+0), Dexterity 20 (+5), Constitution 12 (+1);
Intelligence 13 (+1), Wisdom 14 (+2), Charisma 16 (+3)
Proficiencies
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
Small Size, Lucky, Brave, Halfling Nimbleness, Naturally Stealthy • City Knowledge • ROGUE • BARD
Feats
Athlete, Mobile
Combat
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
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.

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 & Brindle Sweetruff, Glim's parents
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.
Artanial
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