Difference between revisions of "Lobelia Hamson"
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|CharacterName=Lobelia "Lola" Hamson | |CharacterName=Lobelia "Lola" Hamson | ||
|Race=Lightfoot Halfling | |Race=Lightfoot Halfling | ||
− | |Class=Rogue (Assassin) | + | |Class=Rogue (Assassin) 8/ Sorcerer (Shadow Magic) 1 |
|Background=Spy | |Background=Spy | ||
|Alignment=Neutral Good | |Alignment=Neutral Good | ||
− | |Patron Deity=Tymora | + | |Patron Deity=Urogalan, Tymora |
|Factions=<br> | |Factions=<br> | ||
− | '''[[Harpers Faction|Harpers]] Rank:''' 2 '''Renown:''' | + | '''[[Harpers Faction|Harpers]] Rank:''' 2 '''Renown:''' 8<br>• ''Warden''<br>•''Harpshadow Rank 2''<br>'''[[Most_Excellent_Order_of_Weavers_and_Dyers|Weavers and Dyers]] Rank:''' 1 '''Renown:''' 1<br>• '''Age''': 52 • '''Height''': 2' 10" • '''Build''': Stout<br>• '''Hair''': Chestnut Brown • '''Eyes''': Dark brown<br>• '''DoB:''' Marpenoth 22nd, 1438 DR, The Year of Silent Waterfalls<br>• '''Notable Features''': |
|Ability Scores=Strength 8 (-1), Dexterity 18 (+4), Constitution 10 (+0);<br> Intelligence 10 (+0), Wisdom 13 (+1), Charisma 16 (+3) | |Ability Scores=Strength 8 (-1), Dexterity 18 (+4), Constitution 10 (+0);<br> Intelligence 10 (+0), Wisdom 13 (+1), Charisma 16 (+3) | ||
− | |Bonus=+ | + | |Bonus=+4 |
|Saving Throws=DEX & INT | |Saving Throws=DEX & INT | ||
|Skills=Acrobatics (DEX), Animal Handling (WIS), Deception (CHA)*, Perception (WIS), Performance (CHA), Persuasion (CHA)*, Sleight of Hand (DEX)*, Stealth (DEX)* | |Skills=Acrobatics (DEX), Animal Handling (WIS), Deception (CHA)*, Perception (WIS), Performance (CHA), Persuasion (CHA)*, Sleight of Hand (DEX)*, Stealth (DEX)* | ||
− | |Tools=Dice Set, Disguise Kit, Flute, Harp, Poisoner's Kit, Thieves' Tools<br>'''Passives:''' Passive Wis(Perception) | + | |Tools=Dice Set, Disguise Kit, Flute, Harp, Poisoner's Kit, Thieves' Tools<br>'''Passives:''' Passive Wis(Perception) 15<br>Passive Int(Investigation) 10<br>Passive Wis(Insight) 11 |
|Languages=Common, Luiric, Zhentarim Argot, Alzhedo | |Languages=Common, Luiric, Zhentarim Argot, Alzhedo | ||
|Armor=Light Armor | |Armor=Light Armor | ||
|Weapons=Simple, Longsword, Rapier, Shortsword, Hand-Crossbow | |Weapons=Simple, Longsword, Rapier, Shortsword, Hand-Crossbow | ||
|Traits=DEX +2, CHA +1, Lucky, Brave, Halfling Nimbleness, Naturally Stealthy, Expertise, Sneak Attack (3D6), Thieves' Cant, Cunning Action, Assassinate, Uncanny Dodge, Expertise (Persuasion, Sleight of Hand) | |Traits=DEX +2, CHA +1, Lucky, Brave, Halfling Nimbleness, Naturally Stealthy, Expertise, Sneak Attack (3D6), Thieves' Cant, Cunning Action, Assassinate, Uncanny Dodge, Expertise (Persuasion, Sleight of Hand) | ||
− | |Attacks=• ''Rapier +1:'' + | + | |Attacks=• ''Rapier +1:'' +9, 1d8+5, Finesse<br>• ''Shortsword:'' +8, 1d6+4, Finesse, Light<br>• ''Dagger:'' +8, 1d4+4, Finesse, Light, Thrown, Range (20/60)<br>•''Hand-Crossbow:'' +8, 1d6+4, Ammunition, Light, Loading, Range, Range (30/120) |
|Armor Class=16 | |Armor Class=16 | ||
|Initiative=+4/+6 | |Initiative=+4/+6 | ||
|Speed=30 ft | |Speed=30 ft | ||
− | |Feats=Squat Nimbleness | + | |Feats=Squat Nimbleness, Crossbow Expert |
− | |Hit Points= | + | |Hit Points=55 |
− | |Hit Dice= | + | |Hit Dice=8d8/1d6 |
|Personality=<br>I am incredibly slow to trust. Those who seem the fairest often have the most to hide. | |Personality=<br>I am incredibly slow to trust. Those who seem the fairest often have the most to hide. | ||
|Ideals=<br>People. I help people who help me--that's what keeps us alive. | |Ideals=<br>People. I help people who help me--that's what keeps us alive. | ||
|Bonds=<br>I owe a debt I can never repay to the person who took pity on me | |Bonds=<br>I owe a debt I can never repay to the person who took pity on me | ||
− | |Flaws=<br>I can't resist poking my nose where it doesn't belong. | + | |Flaws=<br>I can't resist poking my nose where it doesn't belong.<br>'''Sorcerous Quirk:'''<br>You blinked. Once. Last week. |
}} | }} | ||
''The life of spies is to know, not to be known.'' - George Herbert<br><br> | ''The life of spies is to know, not to be known.'' - George Herbert<br><br> | ||
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===Faction Traits=== | ===Faction Traits=== | ||
====Harper==== | ====Harper==== | ||
+ | Descriptions on the [[Harpers_Faction]] page. | ||
'''Rank:''' 2<br> | '''Rank:''' 2<br> | ||
'''Renown:''' 6<br> | '''Renown:''' 6<br> | ||
− | * '''Sponsor:''' | + | * '''Sponsor:''' Zhentarim Argot learned |
− | * ''' | + | * '''Signs at Twilight:''' |
− | * '''Harper's Pin:''' | + | * '''Song Training:''' Performance |
− | * '''[[Harper Cell]]:''' | + | * '''Harper's Pin:''' |
− | * '''Continuing Training:''' '' | + | * '''[[Harper Cell]]:''' Deep cover agent. Currently unassigned, on loan to [[Dusken Glade Cell]]. |
+ | * '''[[Harper Lore]]:''' | ||
+ | * '''Harper Trainers:''' | ||
+ | * '''Magic Access:''' | ||
+ | * '''Mentor:''' | ||
+ | * '''Continuing Training:''' ''Renown 6+''. Harp and herbalism kit learned. | ||
+ | |||
====Harpshadow==== | ====Harpshadow==== | ||
''Spies and sneaks, rogues and shady sorts, harpshadows are well-versed in some aspect of covert operation or criminal enterprise. Harpers often operate outside of the law, and harpshadows are those who facilitate that when necessary. The criminal contacts a Harper develops are often put to the use of the faction as a whole.''<br> | ''Spies and sneaks, rogues and shady sorts, harpshadows are well-versed in some aspect of covert operation or criminal enterprise. Harpers often operate outside of the law, and harpshadows are those who facilitate that when necessary. The criminal contacts a Harper develops are often put to the use of the faction as a whole.''<br> | ||
*'''Rank 2:''' You are expected to be cunning and subtle, right out of the gate, as the responsibilities the Harpers need you for are both quick and demanding. Choose one Exploit from among the following 1st rank Exploits: Invigorating Stride or <u>Lurker's Cloak</u> | *'''Rank 2:''' You are expected to be cunning and subtle, right out of the gate, as the responsibilities the Harpers need you for are both quick and demanding. Choose one Exploit from among the following 1st rank Exploits: Invigorating Stride or <u>Lurker's Cloak</u> | ||
+ | **''Infiltrator (Downtime):'' Harpshadows often volunteer to use their skills as infiltrators to gather needed information for the Harpers. By spending time taking the Skulduggery downtime action on behalf of the Harpers, they gain both renown and information. Harpers gather intelligence about a wide and vast body of information, and are willing to share that with their fellows who go out of their way to increase that lore. To use this, the harpshadow must be given a specific target. When they "donate" one question from their Skulduggery downtime action against that target, the Harpers will answer one question about known topics in return. Additionally, gain a +1 Harpers renown when you spend a number of tendays equal to your current renown on this downtime activity. | ||
+ | |||
+ | ====Warden==== | ||
+ | ''Ultimately, the work of the Harpers is done in secret and seclusion. Someone must work to make sure that the efforts of Those Who Harp can be carried through as safely and clandestinely as possible: this person is a Harper Warden. Wardens tend to the security of not just their own cell, but that of the local operating area, usually coordinated by a Master Warden (or a High Warden, if one is local).''<br> | ||
+ | *'''Lifestyle:''' The Harpers cover a Modest lifestyle for their wardens.<br> | ||
+ | *'''Warden Ties:''' You work closely with other Wardens in your area. You can call upon one of them to assist you in some Harper capacity should you need it without refusal, payment needed, or debts incurred, as long as that Warden is not currently involved in something.<br> | ||
+ | *'''Defense (Downtime):''' You may take the special Harper Defense downtime action, during which time you check the security and secrecy measures of the Harpers outside of your immediate cell, testing for weaknesses and helping them shore up defenses. Once you accumulate a number of tendays equal to your current Harper renown, you gain another point of renown. | ||
+ | *'''Security:''' When taking the Build Security, Wardens add their Harpers Rank as a bonus to those checks. Additionally, add your Harpers Rank to the number of safehouses available to your cell | ||
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*'''Evasion:''' Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon’s fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. | *'''Evasion:''' Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon’s fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. | ||
− | ===Specialty Traits=== | + | ===Specialty Rogue Traits=== |
*'''Bonus Proficiencies:''' You gain proficiency with the disguise kit and the poisoner’s kit. | *'''Bonus Proficiencies:''' You gain proficiency with the disguise kit and the poisoner’s kit. | ||
*'''Assassinate:''' You have advantage on attack rolls against any creature that hasn’t taken a turn in the combat yet, and any hit you score against a creature that is surprised is a critical hit. | *'''Assassinate:''' You have advantage on attack rolls against any creature that hasn’t taken a turn in the combat yet, and any hit you score against a creature that is surprised is a critical hit. | ||
+ | ===Sorcerer Traits=== | ||
+ | *'''Sorcerous Spellcasting''' - Charisma is spellcasting trait | ||
+ | *'''Sorcerous Origin''' - Shadow Magic | ||
+ | |||
+ | ===Specialty Sorcerer Traits=== | ||
+ | *'''Eyes of the Dark''' - Gain Darkvision 120ft. | ||
+ | *'''Strength of the Grave''' - Starting at 1st level, your existence in a twilight state between life and death makes you difficult to defeat. When damage reduces you to 0 hit points, you can make a Charisma saving throw (DC 5 + the damage taken). On a success, you instead drop to 1 hit point. You can’t use this feature if you are reduced to 0 hit points by radiant damage or by a critical hit. | ||
+ | After the saving throw succeeds, you can’ t use this feature again until you finish a long rest. | ||
+ | |||
+ | ===Exploits=== | ||
+ | <big>'''Rank 1'''</big> | ||
+ | ;Fleeting Spirit Strike | ||
+ | :''Offensive, Weapon (Short)'' | ||
+ | :When you take the Attack action on your turn, you can safely move up to 15 feet before one of your attacks using a finesse or ranged weapon and make a Dexterity (Stealth) check to become hidden. On a hit, your attack deals an extra 1d10 damage, and you can safely move up to 15 feet and make a Dexterity (Stealth) check to become hidden. | ||
+ | :''You dart from shadow to shadow, striking out along the way.'' | ||
+ | ;Lurker’s Cloak | ||
+ | :''Utility (Short)'' | ||
+ | :As a bonus action, until the end of your next turn, you gain a +2 bonus to AC and a +4 bonus to Dexterity saving throws while you are obscured or have cover. | ||
+ | :''You maximize the benefit of the obstacle or shadows hiding you.'' | ||
+ | ;Shadow Strike | ||
+ | :''Offensive, Weapon (Short)'' | ||
+ | :When you hit a creature with an attack using a finesse or ranged weapon, your attack deals an extra 1d10 damage, and if you were hidden when you attacked, you can make a Dexterity (Stealth) check to remain hidden after the attack. | ||
+ | :''You emerge from the darkness, delivering a quick strike before retreating back into the shadows.'' | ||
+ | |||
+ | <big>'''Rank 2'''</big> | ||
+ | ;Bloodbath | ||
+ | :''Offensive, Weapon (Long)'' | ||
+ | :When you hit a creature with an attack using a finesse or ranged weapon, your attack deals an extra 2d10 damage, and the target bleeds for 1d6 necrotic damage. | ||
+ | :If you dealt Sneak Attack damage along with this exploit, the target bleeds for 1d6 necrotic damage for each die of your Sneak Attack instead of just 1d6. | ||
+ | :''You slice your foes artery, inflicting a gushing wound.'' | ||
|} | |} | ||
− | |||
==Feats== | ==Feats== | ||
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;Squat Nimbleness | ;Squat Nimbleness | ||
− | :• Increase your DEX score by 1. Increase your walking speed by 5 ft. | + | :• Increase your DEX score by 1. |
+ | :• Increase your walking speed by 5 ft. | ||
+ | :•You gain proficiency in the Acrobatics skill, and you have advantage on any Acrobatics check you make to escape from being grappled. | ||
+ | ;Crossbow Expert | ||
+ | :• You ignore the loading property of crossbows with which you are proficient. | ||
+ | :• Being within 5 ft. of a hostile creature doesn’t impose disadvantage on your ranged attack rolls | ||
+ | :• When you use the Attack action and with a one-handed weapon, you can use a bonus action to attack with a hand crossbow you are holding. | ||
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|} | |} | ||
+ | |||
+ | ==Spellcasting== | ||
+ | '''Spell save DC:''' 15<br> | ||
+ | '''Spell attack modifier:''' +7 <br> | ||
+ | <br> | ||
+ | {| class="wikitable" cellpadding="4" style="margin-left: auto; margin-right: 0px; border="1" style="text-align: center" style="border-collapse:collapse"" | ||
+ | |+ '''Spells Known/Spell Slots''' | ||
+ | ! scope="col" | Cantrips Known | ||
+ | ! scope="col" | Spells Known | ||
+ | ! scope="col" | 1st | ||
+ | ! scope="col" | 2nd | ||
+ | ! scope="col" | 3rd | ||
+ | ! scope="col" | 4th | ||
+ | |- | ||
+ | | 4 || 2 || 2 || - || - || - | ||
+ | |- | ||
+ | |} | ||
+ | <br> | ||
+ | '''Known Spells:'''<br>''Cantrips:'' Mending, Message, Minor Illusion, Prestidigitation<br>''1st Level:'' Protection from Evil and Good, Shield | ||
==Resources== | ==Resources== | ||
− | * '''Coins:''' 569 cp • 2544 sp • 0 ep | + | * '''Coins:''' 569 cp • 2544 sp • 0 ep • 488 gp • 19 pp • Other coins: 0 |
* '''Gems:''' 0 | * '''Gems:''' 0 | ||
===Magic Items=== | ===Magic Items=== | ||
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*'''Slippers of Spider Climbing''' ''Wondrous item, uncommon (requires attunement)'' | *'''Slippers of Spider Climbing''' ''Wondrous item, uncommon (requires attunement)'' | ||
**''While you wear these light shoes, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. You have a climbing speed equal to your walking speed. However, the slippers don’t allow you to move this way on a slippery surface, such as one covered by ice or oil.'' | **''While you wear these light shoes, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. You have a climbing speed equal to your walking speed. However, the slippers don’t allow you to move this way on a slippery surface, such as one covered by ice or oil.'' | ||
+ | *'''Ethereal Ring''' - ''Ring, rare (requires attunement)'' | ||
+ | **This ring has 7 charges. While wearing this ring, you can use 3 charges to cast the ''blink'' spell, 7 charges to cast the ''etherealness'' spell, or 2 charges to cast the ''blur'' spell. This ring regains 1d8-1 expended charges daily at dusk. | ||
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**Crossbow Bolt Case | **Crossbow Bolt Case | ||
**1 dose Drow Poison (Injury) 200gp. This poison is typically made only by the draw, and only in a place far removed from sunlight. A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the creature is also unconscious while poisoned in this way. The creature wakes up if it takes damage or if another creature takes an action to shake it awake. | **1 dose Drow Poison (Injury) 200gp. This poison is typically made only by the draw, and only in a place far removed from sunlight. A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the creature is also unconscious while poisoned in this way. The creature wakes up if it takes damage or if another creature takes an action to shake it awake. | ||
− | ** | + | **4 dose Huld (Injury) 250gp. Referred to as “Leap” or “Deathdance” by sages and alchemists in the Realms, this odourless oil causes severe muscle spasms leading to loss of motor control, balance and speech and causing a victim to become helpless as it thrashes and moves about rapidly and wildly. This poison is a favourite of the Fire Knives of Westgate and it is whispered that the wizard Sandar “Silkenvoice” Kathklan of Daerlun provides huld to unscrupulous Sembians for stiff fees. |
***A creature subjected to this poison must succeed on a DC 16 Constitution saving throw or become incapacitated and unable to speak for 1d6 minutes. The creature can repeat the saving throw at the end of each if its turns, ending the effect on itself on a success. | ***A creature subjected to this poison must succeed on a DC 16 Constitution saving throw or become incapacitated and unable to speak for 1d6 minutes. The creature can repeat the saving throw at the end of each if its turns, ending the effect on itself on a success. | ||
+ | **6 doses (3 vials) Manticore Venom (Injury) 250gp. Must make a DC 13 Constitution saving throw of take 3d6 poison damage, success halves damage. | ||
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===Lifestyle=== | ===Lifestyle=== | ||
− | * ''' | + | * '''Comfortable:''' ''(1 gp/day) Sanctuary bonus''. |
|} | |} | ||
+ | |||
===Mount=== | ===Mount=== | ||
{| class="wikitable" width=65%; style="margin-left: auto; margin-right: 0px; border="0" " | {| class="wikitable" width=65%; style="margin-left: auto; margin-right: 0px; border="0" " | ||
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|} | |} | ||
− | == | + | ==Downtime Actions== |
− | * | + | '''Downtime:''' 80/{{DuskenGladeDowntimeTotal}} |
+ | *'''Exploit Training: Rank 1 - Fleeting Spirit Strike''' 10 days + 25gp. (Pre-spent downtime) | ||
+ | *'''Exploit Training: Rank 1 - Shadow Strike''' 10 days + 25gp. (Pre-spent downtime) | ||
+ | *'''Exploit Training: Rank 2 - Bloodbath''' 20 days + 100gp. (Pre-spent downtime) | ||
+ | *'''Defense: Warden Downtime''' 40 days (40/80 days towards 1 Harper Renown) | ||
+ | |||
+ | ==Wishlist== | ||
+ | *Rank 1 Exploits | ||
+ | **Sneak in the Attack | ||
+ | **Confounding Attack | ||
+ | *Rank 2 Exploits | ||
+ | **Battle Awareness | ||
+ | |||
==Important Individuals== | ==Important Individuals== | ||
* '''Vescaras Ammakyl''' - The Harper whom I work for. | * '''Vescaras Ammakyl''' - The Harper whom I work for. | ||
* '''Vaeser Osznar''' - Lobelia and Vaeser don't actual know each other's names but they have crossed paths on many occasion. They have met at a few meetings and have been involved in the same operations but only know each other by code names. These days they just call each other by "friendly" insulting nicknames. | * '''Vaeser Osznar''' - Lobelia and Vaeser don't actual know each other's names but they have crossed paths on many occasion. They have met at a few meetings and have been involved in the same operations but only know each other by code names. These days they just call each other by "friendly" insulting nicknames. |
Latest revision as of 03:25, 9 June 2020
Lobelia "Lola" Hamson
|
Race: Lightfoot Halfling, Class: Rogue (Assassin) 8/ Sorcerer (Shadow Magic) 1 Background: Spy, Alignment: Neutral Good Patron Deity: Urogalan, Tymora Factions: Harpers Rank: 2 Renown: 8 |
Ability Scores
|
Strength 8 (-1), Dexterity 18 (+4), Constitution 10 (+0); Intelligence 10 (+0), Wisdom 13 (+1), Charisma 16 (+3) |
Proficiencies
|
Bonus: +4 Saving Throws: DEX & INT Skills: Acrobatics (DEX), Animal Handling (WIS), Deception (CHA)*, Perception (WIS), Performance (CHA), Persuasion (CHA)*, Sleight of Hand (DEX)*, Stealth (DEX)* Tools: Dice Set, Disguise Kit, Flute, Harp, Poisoner's Kit, Thieves' Tools Passives: Passive Wis(Perception) 15 Passive Int(Investigation) 10 Passive Wis(Insight) 11 Languages: Common, Luiric, Zhentarim Argot, Alzhedo Armor: Light Armor Weapons: Simple, Longsword, Rapier, Shortsword, Hand-Crossbow |
Traits
|
DEX +2, CHA +1, Lucky, Brave, Halfling Nimbleness, Naturally Stealthy, Expertise, Sneak Attack (3D6), Thieves' Cant, Cunning Action, Assassinate, Uncanny Dodge, Expertise (Persuasion, Sleight of Hand) |
Feats
|
Squat Nimbleness, Crossbow Expert |
Combat
|
Attacks: • Rapier +1: +9, 1d8+5, Finesse • Shortsword: +8, 1d6+4, Finesse, Light • Dagger: +8, 1d4+4, Finesse, Light, Thrown, Range (20/60) •Hand-Crossbow: +8, 1d6+4, Ammunition, Light, Loading, Range, Range (30/120) Armor Class: 16, Initiative: +4/+6, Speed: 30 ft Hit Points: 55, Hit Dice: 8d8/1d6 |
Social
|
Personality Traits: I am incredibly slow to trust. Those who seem the fairest often have the most to hide. Ideals: People. I help people who help me--that's what keeps us alive. Bonds: I owe a debt I can never repay to the person who took pity on me Flaws: I can't resist poking my nose where it doesn't belong. Sorcerous Quirk: You blinked. Once. Last week. |
The life of spies is to know, not to be known. - George Herbert
All warfare is based on deception. There is no place where espionage is not used. Offer the enemy bait to lure him. - Sun Tzu
Harpers: Faction Info • Harpers of Waterdeep • Dusken Glade Cell
People & Places: Local Neighborhood • Dusken Glade Inn • Rivals
Campaign Info: House Rules • Group Treasury
Background
Lobelia's backstory can be found here.
Traits
Halfling Traits
Background Traits
Faction TraitsHarperDescriptions on the Harpers_Faction page.
Rank: 2
HarpshadowSpies and sneaks, rogues and shady sorts, harpshadows are well-versed in some aspect of covert operation or criminal enterprise. Harpers often operate outside of the law, and harpshadows are those who facilitate that when necessary. The criminal contacts a Harper develops are often put to the use of the faction as a whole.
WardenUltimately, the work of the Harpers is done in secret and seclusion. Someone must work to make sure that the efforts of Those Who Harp can be carried through as safely and clandestinely as possible: this person is a Harper Warden. Wardens tend to the security of not just their own cell, but that of the local operating area, usually coordinated by a Master Warden (or a High Warden, if one is local).
|
Rogue Traits
Specialty Rogue Traits
Sorcerer Traits
Specialty Sorcerer Traits
After the saving throw succeeds, you can’ t use this feature again until you finish a long rest. ExploitsRank 1
Rank 2
|
Feats
|
Spellcasting
Spell save DC: 15
Spell attack modifier: +7
Cantrips Known | Spells Known | 1st | 2nd | 3rd | 4th |
---|---|---|---|---|---|
4 | 2 | 2 | - | - | - |
Known Spells:
Cantrips: Mending, Message, Minor Illusion, Prestidigitation
1st Level: Protection from Evil and Good, Shield
Resources
- Coins: 569 cp • 2544 sp • 0 ep • 488 gp • 19 pp • Other coins: 0
- Gems: 0
Magic Items
|
|
Equipment
Carried Equipment
|
Stored Equipment
Lifestyle
|
Mount
Sasha - War Mastiff Fighter 2
|
Poison
Known Poison Formula
|
Natural Poisons
|
Downtime Actions
Downtime: 80/80 days
- Exploit Training: Rank 1 - Fleeting Spirit Strike 10 days + 25gp. (Pre-spent downtime)
- Exploit Training: Rank 1 - Shadow Strike 10 days + 25gp. (Pre-spent downtime)
- Exploit Training: Rank 2 - Bloodbath 20 days + 100gp. (Pre-spent downtime)
- Defense: Warden Downtime 40 days (40/80 days towards 1 Harper Renown)
Wishlist
- Rank 1 Exploits
- Sneak in the Attack
- Confounding Attack
- Rank 2 Exploits
- Battle Awareness
Important Individuals
- Vescaras Ammakyl - The Harper whom I work for.
- Vaeser Osznar - Lobelia and Vaeser don't actual know each other's names but they have crossed paths on many occasion. They have met at a few meetings and have been involved in the same operations but only know each other by code names. These days they just call each other by "friendly" insulting nicknames.