Difference between revisions of "Mountainflower"

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|Bonus=+2
 
|Bonus=+2
 
|Saving Throws=STR & CON
 
|Saving Throws=STR & CON
|Skills=Acrobatics, Athletics, Deception, Perception, Performance, Stealth
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|Skills=Acrobatics, Athletics, Investigation, Perception, Performance, Stealth
 
|Tools=Dice set, Thieves' Tools, Drum
 
|Tools=Dice set, Thieves' Tools, Drum
 
|Languages=Common, Goblin, Dwarven
 
|Languages=Common, Goblin, Dwarven

Revision as of 00:27, 6 April 2019

Heinrich Mountainflower
(The Dancing Beast)
Heinrich.png
Race: Bugbear, Class: Fighter 1/Rogue 2
Background: Underground Street Fighter, Alignment: Chaotic Good
Patron Deity: DEITY
Factions: Harpers Rank 4, Griffins rank 2
Ability Scores
Strength 12 (+1), Dexterity 17 (+3), Constitution 12 (+1);
Intelligence 10 (+0), Wisdom 10 (+0), Charisma 13 (+1)
Proficiencies
Bonus: +2
Saving Throws: STR & CON
Skills: Acrobatics, Athletics, Investigation, Perception, Performance, Stealth
Tools: Dice set, Thieves' Tools, Drum
Languages: Common, Goblin, Dwarven
Armor: Light, Medium, Heavy
Weapons: Simple, Martial
Traits
Darkvision, Long-Limbed, Powerful Build, Sneaky, Surprise Attack, Dueling, Second Wind, Action Surge, Expertise (Acrobatics & Stealth), Sneak Attack, Thieves' Cant
Feats
None
Combat
Attacks:Rapier: +5, 1d8+5 • Light Crossbow: +5, 1d8+3 • Dagger(x4): +5, 1d4+5 • Unarmed Strike: +3, 2
Armor Class: 17, Initiative: +3, Speed: 30 ft
Hit Points: 24, Hit Dice: 1d8+2d10
Social
Personality Traits: I would rather make a new friend than a new enemy. I know a story relevant to almost every situation.
Ideals: Freedom - Chains are meant to be broken, as are the colonizers who would forge them. Creativity - The world is in need of new ideas and bold action.
Bonds: Someone I loved (Uncle Benjax) died because of a mistake I made. That will never happen again.
Flaws: I have a “tell” that reveals when I’m lying - I tug on my ear. I have trouble keeping my true feelings hidden. My sharp tongue lands me in trouble.Template:Dusken-Glade-Milestones

Washing one's hands of the conflict between the powerful and the powerless means to side with the powerful, not to be neutral. -Paulo Freire

Silence is the ultimate weapon of power. -Charles de Gaulle

Traits

Racial Traits

  • Ability Score Increase +2 Strength, +1 Dexterity
  • Languages Common, Goblin, Dwarven (DM allowed)
  • Darkvision See in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light
  • Long-Limbed When you make a melee attack on your turn, your reach for it is 5 feet greater than normal
  • Powerful Build You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift
  • Sneaky You are proficient in the Stealth skill
  • Surprise Attack If you surprise a creature and hit it with an attack on your first turn in combat, the attack deals an extra 2d6 damage to it. You can use this trait only once per combat.

Fighter Features

  • Fighting Style: Dueling When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
  • Second Wind You can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again.

Rogue Features

  • Expertise Your proficiency bonus is doubled for any ability check you make that uses either Acrobatics or Stealth
  • Sneak Attack 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.
  • Thieves' Cant 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 You can take a bonus action on each of your turns to take the Dash, Disengage, or Hide action.

Swashbuckler Traits

Will gain at Rogue Level 3

Background Traits

  • Skill Proficiencies: Performance and Stealth
  • Tools: Thieves' Tools, Dice Set
  • By Popular Demand:
    • You can usually find a place to perform in any place that features combat for entertainment — perhaps street fighting or secret pit fighting club. At such a place, you receive free lodging and food of a modest standard (depending on the quality of the establishment), as long as you perform each night. In addition, your performance makes you something of a local figure. When strangers recognize you in a town where you have performed, they typically take a liking to you. This feature does not automatically grant access to perform in gladiatorial arenas or establishments that are considered comfortable or above. While you can always find a place to perform in establishments that are considered Modest or below, there is only a 50% chance for places that are Comfortable or above.

Faction Traits

  • Sponsor: You have a senior Harper who has not only brought you into the Harpers, but helps to train you. The time it takes to learn one of the mentor's proficiencies by the Training downtime activity is reduced in half. Any given mentor usually knows 1d6 languages and 1d6 tool proficiencies. They can also arrange training with other Harpers for proficiencies outside of their own baliwick.
  • Signs at Twilight: All Harpers learn the methods for contacting and getting information to the Harpers. The use of certain songs, signs to look for, identifying phrases - all the techniques that Harpers use to find one another in a cold and dangerous world. Harpers also learn the meaning, placement, and discovery of the specific Harper sigils.
  • Song Training: By the time a Harper has spent some time as part of the organization, training in music is an inevitability. Harpers use music for a great many things - to subtly identify themselves to one another, to pass coded messages back and forth, and even the use of musical metaphor in their interactions. A proficient Harper may play music that communicates something to other Harpers who hear it in a coded fashion, as well. Proficiency - Drum
Harper Pins
Wondrous Item, rare (attunement)
Harper-pin.jpg

Wrought by certain finesmiths and enchanted by Harper magicians, the Harper pin provides a number of benefits to the attuned wearer based on their standing within the Harpers as a faction. Pins manifest power based on their attunement to Harper bearers. An un-attuned pin is referred to as being dormant.

  • Basic Abilities: No ranking. Harper pins, even those which are dormant, are themselves immune to divination magics. They never register as magical to spells or spell-like abilities.
  • Rank 1+. The Harper attuned to the pin may, as a bonus action and mere act of will requiring neither speech nor gesture, command the pin to change its shape into another piece of jewelry. It never appears to be worth more than 5gp, although this value can be for a piece that is obviously costume jewelry. If the wearer is in any way targeted by a dispel magic, even if the pin is not the target of that spell, it automatically reverts to its normal harp-and-moon shape.
  • Rank 3+. In addition to the above abilities, the pin functions as a ring of mind shielding, without the soul-retention property of that ring.
  • Rank 4+. Harpers with some experience can learn to invest their pins with a fragment of personality. Instead of causing mind-reading to simply fail (which is suspicious), they can cause the pin to "loop" a set of thoughts of their choice, usually setting a cycle of thoughts appropriate to their current cover story. A pin's thought loop can be reset during a short rest.
  • Rank 5+. The pin is capable of playing a counter-tune when the attuned Harper encounters spells that would charm them, granting the bearer advantage on all saves against such spells and abilities. The pin also drinks in the power behind magic missiles, rendering the bearer immune to them. Either of these effects cause a shapechanged pin to revert to its normal, harp-and-moon shape.
  • Rank 6+. The pin protects the bearer from electrical attacks, granting resistance to lightning damage. This effect causes a shapechanged pin to revert to its normal, harp-and-moon shape.
  • Rank 12+. A shapechanged pin is now immune from reverting to its normal shape by any means.
  • Magic Access: Rank 2+. Harpers can get access to Common potions and scrolls at the cost it takes to create those items, and have them within 1d4 days.
  • Song Training: Rank 2+. By the time a Harper has spent some time as part of the organization, training in music is an inevitability. Harpers use music for a great many things - to subtly identify themselves to one another, to pass coded messages back and forth, and even the use of musical metaphor in their interactions. The Harper of this Rank may choose proficiency in a musical instrument or the Performance Skill for singing. A proficient Harper may play music that communicates something to other Harpers who hear it in a coded fashion, as well.
  • Harper's Pin: Rank 3+. Fully acknowledged agents of the Harpers receive a Harpers pin magic item (see sidebar).
  • Harper Cell: Rank 3+. Harper agents are frequently put into a cell structure, giving them the support of allies without endangering the entire organization should they be compromised.
  • Harper Lore: Rank 4+. Harpers gain access to repositories of arcane lore - spells known only to Harpers. These are taught by mentors or provided as spell-scrolls. These spells may be considered to be added to the spell-list of the character.
  • City Lore: Rank 4+ A Harper gains familiarity with the backways and shortcuts of their main city of operation, or of any other city they spend at least a season (three months) in. These months do not have to be cumulative. You gain the "City Secrets" ability of the Urchin Background for those cities.

- City Secrets: You know the secret patterns and flow to cities and can find passages through the urban sprawl that others would miss. When you are not in combat, you (and companions you lead) can travel between any two locations in the city twice as fast as your speed would normally allow.

Feats

None

Resources

  • Coins: x cp • x sp • x ep • 29 gp • x pp • Other coins: x
  • Gems: x

Magic Items

  • Cloak of Elvenkind While you wear this cloak with the hood up, Perception checks made to see you have disadvantage, and you have advantage on Stealth checks made to hide. Pulling the cloak up or down requires an action.

Equipment

Carried Equipment

  • In Hand: x
  • Worn: x
  • Belt: x
  • Backpack: x

Stored Equipment

  • x

Lifestyle

  • xxx: (x gp/day). x

Backstory

  • x

Important Individuals

Zavelinda.jpg
Zavelinda
Harper • Mentor
Zavelinda is a monk of some skill
Benjax.jpg
Uncle Benjax
Adopted Father (deceased) • Bard
xxx
Maylephia.jpg
Aunt Maylephia
Adoptive Mother • Baker
xxx