Difference between revisions of "Tomtom"

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* '''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)
 +
** Necromancer's Pouch
 
* Shortbow: 1d6 Piercing -Range 80/320- (20 Arrow Quiver)
 
* Shortbow: 1d6 Piercing -Range 80/320- (20 Arrow Quiver)
 +
  
 
===Stored Equipment===
 
===Stored Equipment===

Latest revision as of 03:55, 26 March 2020

Tomtom Tommyknock
TomTom Pic.jpg
Race: Lightfoot Halfling, Class: Rogue 2 (TYPE)
Background: Urchin, Alignment: Chaotic Good
Patron Deity: DEITY
Factions: FACTIONS
Ability Scores
Strength 12 (+1), Dexterity 18 (+4), Constitution 14 (+2);
Intelligence 15 (+2), Wisdom 8 (-1), Charisma 16 (+3)
Proficiencies
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
Halfling Luck, Bravery, Nimble, Naturally Stealthy, Thieves' Cant, Sneak Attack, Expertise, City Secrets
Feats
Alert
Combat
Attacks:Rapier: +6, 1d8+4 - Dagger: +6, 1d4+4 - Shortbow: +6, 1d6+4
Armor Class: 15 (11AR+4Dex), Initiative: +9, Speed: 25 ft
Hit Points: 18, Hit Dice: 2d8
Social
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).

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 +1d6 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.
  • 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

x

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: 2 cp • x sp • x ep • x gp • x pp • Other coins: x
  • Gems: x

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)
    • Necromancer's Pouch
  • Shortbow: 1d6 Piercing -Range 80/320- (20 Arrow Quiver)


Stored Equipment

Lifestyle

  • xxx: (x gp/day). x

Origin

  • x

Important Individuals

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: