Talmarkin

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Talmarkin Applesmith
Talmarkin.jpg
Race: Lightfoot Halfling, Class: Rogue Arcane Trickster 5
Background: Acolyte, Alignment: Chaotic Good
Patron Deity: Brandobaris
Factions:
Ability Scores
Strength 8 (-1), Dexterity 18 (+4), Constitution 10;
Intelligence 17 (+3), Wisdom 12 (+1), Charisma 14 (+2)
Proficiencies
Bonus: +3
Saving Throws: Dexterity, Intelligence
Skills: Acrobatics (Dex), Stealth (Dex), Sleight of Hand (Dex)*, Perception (Wis), Deception (Cha), Insight (Wis), Religion (Int)
Tools: Thieves' Tools*
Languages: Queen's Common, Cyrrollae (Halfling), Meliran (Elven), Dugmaril (Dwarven), BalGez'ir (Draconic), Aos-sidhe (Sylvan), Ros (Sign-language)
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
Squat Nimbleness
Combat
Attacks: +3d6 Sneak Attack
Armor Class: 16, Initiative: +4, Speed: 30
Hit Points: 30, Hit Dice: 5D8
Social
Personality Traits: Free-spirited and often reckless except when performing his duties as a priest. Strangers are potential sources of adventure and are not view with distrust initially.
Ideals: There is more to the world besides Snood. Inquisitive. Curious. Remnant ruins must be dealt with to make the world safe
Bonds: Family is important. Sylvan friends. My Mentor.
Flaws: Will focus on new things and ignore the danger.

The Applesmiths

Father: Bungo 80 (Cidermaker, taproom overseer)
Mother: Poppy 76 (Innkeep and Cook)
Daughters: Marigold 42 (Proprietress of the Inn), Primrose 39 (Barkeep), Wren 36 (Inn and Taproom), Peridot 32 (Baker's Apprentice and Cook), The Twins Saffron (Taproom or Inn) & Belladonna (Inn or Taproom) 29
Sons:Talmarkin 24 (Priest of Brandobaris, Adventurer)
In-laws: Hamson 43 (Married to Marigold, Stablemaster), Odo 16 (Son of Marigold and Hamson, Stableboy), Malva 40 (Married/Partner to Primrose, Barkeep, Brewer), Dobo 16 (Son of Malva and Primrose, Taproom) Largo 32 (Married to Wren, Cook/Brewer), Drogo & Dora 8 (Twins, children of Largo and Wren)
Extended Family: Grandpa Holman 133 (Bungo's Father), Cade 78 (Bungo's Brother), Fosco 76 (Bungo's Brother), Alfrida 75 (Bungo's Sister), Lalia 74 (Bungo's Sister), Lavinia 84 (Poppy's Sister), Ponto 83 (Poppy's Brother), Rosamunda 81 (Poppy's Sister), Magnus 79 (Poppy's Brother), Hending 77 (Poppy's Brother)
Extended family either works in the orchard or has moved to other halfling communities to start orchards/inns of their own.
Family Riding Dogs

Caddock.jpg
Appleslayer.jpg


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Talmarkin-Family.jpg
The Applesmiths have a curious custom which has been in place since the founding of the family. Anyone marrying into the family takes on the name of Applesmith, be they man or woman, they become an Applesmith. The first Applesmith was Lobelia Applesmith, the Grand Dam of the entire Applesmith line. She started the orchard on her own after discovering a grove of bittersweet apple trees above the city of Isarae. Eventually she expanded the orchard and took a husband, and eventually having children. As her family grew, she branched out into cider making and started the legacy of Applesmith Cider. The name Applesmith means something in this area and so far no one has had any reason to try and change it. Rarely an individual has left Snood to travel, and may have changed their family name, but the hobbits in Snood keep the family name.

The Applesmith brand has two distinct ciders, a dry and a sweet. Both are highly prized by innkeeps from Mehthris and Malduahr, and even further afield. Malva is working with Bungo and the orchard growers to create another brew based off a new cider apple she had imported by the traders.

While the Applesmiths are one of the wealthiest families in the area, they are not above their neighbors. When Isarae was destroyed they welcomed the refugees who fled up the mountain and gave the people a place to recover, a place to work, and eventually a place to live. They aren't lavish or boastful fold, but rather sensible. The things they purchase may be more expensive, those things they can't get from other townsfolk, but they are also sturdy and well build.

Background

Talmarkin is the seventh child of Bungo and Poppy Applesmith, a well regarded and hobbit clan best known for their hospitality and cider. Being the youngest of seven children, with adult siblings, Talmarkin learned how to be unobtrusive at a very young age. You could say his training as a rogue started at home, learning to dodge angry sisters, hide from searching parents, and nicking food from the kitchens without being caught.
One of the best places to hide, much to the consternation of Wren and Peridot (often tasked to watch him and the twins), was to escape to the old forest. Since the age of 4 Talmarkin has wandered the dark sylvan expanse, his forays going further and further afield as he grew older.

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.
  • Uncanny Dodge Starting at 5th level, 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.

Feats

Squat Nimbleness Prerequisite: Dwarf, gnome, or halfling

  • You are uncommonly nimble for your race. You gain the following benefits:
    • Increase your Strength or Dexterity score by 1, to a maximum of 20.
    • Increase your walking speed by 5 feet.
    • You gain proficiency in the Acrobatics or Athletics skill. If you’re already proficient in the skill, your proficiency bonus is doubled for any check you make with it.

Other

Uduma's Gift

  • Int +1
  • Advantage on Swimming Checks

Spellcasting

Spell save DC: 13
Spell attack modifier: +5

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


Known Spells:
Cantrips: Blade Ward, Fire Bolt, Mage Hand
1st Level: Chromatic Orb, Disguise Self, Silent Image, Tasha's Hideous Laughter

Resources

Moneys:

  • 7 CP
  • 1 SP
  • 0 EP
  • 296 GP
  • 0 PP

Carried Equipment:

  • Studded Leather 12 + Dex (15)
  • Component Pouch
  • Gloves of Thievery
    • Thieves' Tools
    • Hand Crossbow
  • Backpack - Burglar's Pack
    • Includes a backpack, a bag of 1,000 ball bearings, 10 feet of string, a bell, 5 candles, a crowbar, a hammer, 10 pitons, a hooded lantern, 2 flasks of oil, 5 days rations, a tinderbox, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.
    • 2 Bolt Case
      • Hand Crossbow Bolts (40)
    • 3 Healing Potions
    • Ingram Focus


Stored Equipment:

Lifestyle:

  • Comfortable - 2 GP/day

Trinket(s):

  • A pen-knife - Bought from the tinker.

Talmarkin-Pen-Knife.jpg

  • A skull of a goblin - Tangle brought it to me.

Magic Items

  • Potions of Healing: x3 Heals 2d4+2 per vial.
  • Gloves of Thievery
    • These gloves are invisible while worn. While wearing them, you gain a +5 bonus to Dexterity (Sleight of Hand) checks and Dexterity checks made to pick locks.
    • Extra quality: Each glove has an extra dimensional pocket hidden in them, allowing you to store one hand held item in each glove, a key, tools, a short sword, bottle of cider, etc. Bonus action to retrieve. Short sword is about as large as it can do.
      • Left Glove: Thieves Tools
      • Right Glove: Hand Crossbow with 1 Bolt loaded
  • Wand of Web: Attuned, 7 charges, recover 1d6+1 at dawn
  • Ashen Blindfold
    • While wearing, you have darkvision out to a range of 60 feet. If you already have darkvision wearing increases its range by 60 feet.
    • While in sunlight, the wearer has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Misc

Hero Points: 7

Weapons

Weapons
Name Attack Damage Damage Type Range Attributes
Hand Crossbow +7 1D6+4 Piercing 30/120 Light, Loading
Short Sword +7 1D6+4 Piercing Melee Light, Finesse

Connections

I know these guys

Dolgrim Margrave - Dwarf cleric of dead things, a little ooogie boogie, but he's good folk. We've seen some shit together. His family are the only dwarves around and they make great shoes.
Enkohl - Newly arrived in town a few weeks back. They're dragon like! But people.
Alfondir - New guy. Don't know anything about him. He dresses fancy though.

Sylan Friends

Zomok Gremlinbane - Chernomoi male
Tangle - Faerie Dragon female, Yellowish Green
Rhiel - Furbolg male

Important People

Forsythia - My rogue/priest mentor
Viszkos - Earth Genasi Tinker
Ollie Applecore - Hobbit friend from youth

Oops, Enemies

Baron Marvelous, Master of the Old Forest River Banks, and Consort of the Moon a.k.a. Lil' Pretty - Caitsith - Gang of Nixies - Bully

Downtime Activities

Between Level 3 -> Level 4

  • 60/150 days toward learning Tianne

Between Level 4 -> Level 5

  • 120/150 days toward learning Tianne

Advancement

Level 3 -> Level 4

  • Squat Nimbleness feat taken
  • 6 HP

Level 4 -> Level 5

  • Uncanny Dodge
  • Profeciency Bonus +1
  • Sneak Attack +1D6
  • 5 HP