Talmarkin

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Talmarkin Applesmith
Talmarkin.jpg
Race: Lightfoot Halfling, Class: Rogue 3
Background: Acolyte, Alignment: Chaotic Good
Patron Deity: Brandobaris
Factions:
Ability Scores
Strength 8 (-1), Dexterity 17 (+3), Constitution 10;
Intelligence 16 (+3), Wisdom 12 (+1), Charisma 14 (+2)
Proficiencies
Bonus: +2
Saving Throws: Dexterity, Intelligence
Skills: Stealth (Dex), Sleight of Hand (Dex)*, Perception (Wis), Deception (Cha), Insight (Wis), Religion (Int)
Tools: Thieves' Tools*
Languages: Common, Halfling, Wood Elven, Dwarven, Draconic, Sylvan, xxx
Armor: Light armor
Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords
Traits
Lucky, Brave, Halfling Nimbleness, Naturally Stealthy, Expertise, Sneak Attack, Thieves' Cant, Cunning Action, Spellcasting
Feats
None yet
Combat
Attacks: +2d6 Sneak Attack
Armor Class: 15, Initiative: +3, Speed: 25
Hit Points: 18, Hit Dice: 3D8
Social
Personality Traits:
Ideals:
Bonds:
Flaws:

Background

Description

Age: 24

  • Appearance
    Height: 2'6"
    Weight: 38 lbs.
    Physical Description:

Traits

Halfling Traits

  • Ability Score Increase Your Dexterity score increases by 2.
  • Lucky When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.
  • Brave You have advantage on saving throws against being frightened.
  • Halfling Nimbleness You can move through the space of any creature that is of a size larger than yours.
  • Lightfoot Traits:
    • Ability Score Increase Your Charisma score increases by 1.
    • Naturally Stealthy You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you.

Rogue Traits

  • Expertise Thieves' Tools, Sleight of Hand
  • Sneak Attack Beginning at 1st level, you know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.
    You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.
    The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table.
  • Thieves’ Cant During your rogue training you learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves’ cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.
    In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.
  • Cunning Action Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.
  • Roguish Archetype Arcane Trickster
    • Spellcasting Ability
    • Mage Hand Legerdemain Starting at 3rd level, when you cast mage hand, you can make the spectral hand invisible, and you can perform the following additional tasks with it:
      • • You can stow one object the hand is holding in a container worn or carried by another creature.
      • • You can retrieve an object in a container worn or carried by another creature.
      • • You can use thieves’ tools to pick locks and disarm traps at range.
      • You can perform one of these tasks without being noticed by a creature if you succeed on a Dexterity (Sleight of Hand) check contested by the creature’s Wisdom (Perception) check.
        In addition, you can use the bonus action granted by your Cunning Action to control the hand.

Feats

Spellcasting

Spell save DC: 13
Spell attack modifier: +5

Spells Known/Spell Slots
Cantrips Known Spells Known 1st 2nd 3rd 4th
3 3 2 - - -


Known Spells:
Cantrips: Mage Hand, Blade Ward, Fire Bolt
1st Level: Sleep, Color Spray, Silent Image

Resources

Moneys: 111 GP

Carried Equipment:
Studded Leather 12 + Dex (15)
Thieves' Tools
Component Pouch
Burglar's Pack
Crossbow Bolts (40)
Bolt Case
2 Healing Potions

Stored Equipment:


Hero Points:

Lifestyle:


Trinket:

Weapons

Weapons
Name Damage Damage Type Range Attributes
Hand Crossbow 1D6+3 Piercing 30/120 Light, Loading
Short Sword 1D6+3 Piercing Melee Light, Finesse

Connections

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