Difference between revisions of "Lobelia Hamson"

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*'''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.
 
 
===Background Traits===
 
===Background Traits===
 
*'''Skill Proficiencies:''' Animal Handling and Perception
 
*'''Skill Proficiencies:''' Animal Handling and Perception
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*'''Criminal Contact:'''
 
*'''Criminal Contact:'''
 
**You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you.
 
**You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you.
 +
===Faction Traits===
 +
<div style="float: right; width: 300px; border: 1px black solid; margin: 3px; padding: 3px;">
 +
<div style="text-align: center; font-size: 150%">'''Harper Pins'''</div>
 +
<div style="text-align: center; font-size: 100%">''Wondrous Item, rare'' (attunement)</div>
 +
[[Image:Harper-pin.jpg|center|200px]]
 +
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.
 +
</div>
 +
Harpers in good standing might receive the following benefits:
 +
* '''Sponsor:''' ''Rank 1+''. 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:''' ''Rank 1+''. 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.
 +
* '''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.
 +
* '''Continuing Training:''' ''Rank 5+''. Harpers of this degree of experience within the group have continued their training in music, choosing another musical instrument to be proficient in. They may also choose proficiency in a disguise kit, herbalism kit, or poisoner's kit.
 +
* '''Magic Access:''' ''Rank 5+''. Harpers can get access to Common  potions and scrolls at half the cost it takes to create those items, and have them within one day. They can get access to Uncommon potions and scrolls at the cost it takes to create those items, and have them within 1d6 days.
 +
 
==Feats==
 
==Feats==
 
;Squat Nimbleness
 
;Squat Nimbleness

Revision as of 08:25, 19 July 2019

Lobelia "Lola" Hamson
Lobelia.jpg
Race: Lightfoot Halfling, Class: Rogue (Assassin) 5
Background: Spy, Alignment: Neutral Good
Patron Deity: Urogalan, Tymora
Factions: Harpers 6
Ability Scores
Strength 8 (-1), Dexterity 18 (+4), Constitution 10 (+0);
Intelligence 10 (+0), Wisdom 13 (+1), Charisma 16 (+3)
Proficiencies
Bonus: +3
Saving Throws: DEX & INT
Skills: Acrobatics (DEX), Animal Handling (WIS), Deception (CHA), Perception (WIS), Persuasion (CHA), Sleight of Hand (DEX), Stealth (DEX)
Tools: Dice Set, Disguise Kit, Flute, Poisoner's Kit, Thieves' Tools
Passives: Passive Wis(Perception) 14
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
Feats
Squat Nimbleness
Combat
Attacks:Shortsword: +7, 1d6+4, Finesse, Light
Dagger: +7, 1d4+4, Finesse, Light, Thrown, Range (20/60)
Hand-Crossbow: +7, 1d6+4, Ammunition, Light, Loading, Range, Range (30/120)
Armor Class: 16, Initiative: +4/+6, Speed: 30 ft
Hit Points: XXX, Hit Dice: 5d8
Social
Personality Traits: PERSONALITY
Ideals: IDEALS
Bonds: BONDS
Flaws: FLAWS

words -Attribution

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 & Stealth
  • 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 Assassin
  • 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.

Specialty Traits

  • 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.

Background Traits

  • Skill Proficiencies: Animal Handling and Perception
  • Tools: Dice Set and Flute
  • Criminal Contact:
    • You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you.

Faction Traits

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.

Harpers in good standing might receive the following benefits:

  • Sponsor: Rank 1+. 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: Rank 1+. 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.
  • 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.
  • Continuing Training: Rank 5+. Harpers of this degree of experience within the group have continued their training in music, choosing another musical instrument to be proficient in. They may also choose proficiency in a disguise kit, herbalism kit, or poisoner's kit.
  • Magic Access: Rank 5+. Harpers can get access to Common potions and scrolls at half the cost it takes to create those items, and have them within one day. They can get access to Uncommon potions and scrolls at the cost it takes to create those items, and have them within 1d6 days.

Feats

Squat Nimbleness
• 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.

Resources

  • Coins: 0 cp • 0 sp • 0 ep • 278 gp • 0 pp • Other coins: 0
  • Gems: 0

Magic Items

  • Lobelia's Studded Leather
    • Ever-Armed: Pieces of the armor can be used to assemble a dagger by spending an action. This reduces the AC of the armor by 1 until the dagger is returned to the armor. When the wearer completes a long rest, the pieces automatically return to the armor, even if the dagger was lost or stolen.
    • Masquerading: Armor changes to fit disguises, granting advantage when using disguise kit.
  • Lobelia's Assassin Shortsword
    • Assassin's: Bearer may add proficiency bonus to damage rolls dealt during a surprise round.
  • 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.
  • Lobelia's Elvish Cloak - Cloak of Elvenkind
    • While you wear this cloak with its hood up, Wisdom (Perception) checks made to see you have disadvantage, and you have advantage on Dexterity (Stealth) checks made to hide, as the cloak's color shifts to camouflage you. Pulling the hood up or down requires an action.
    • Guardian The item whispers warnings to its bearer, granting a +2 bonus to initiative if the bearer isn't incapacitated. (Common Magic Item effect)

Equipment

Carried Equipment

  • In Hand: Shortsword
  • Worn: Studded Leather
  • Belt: Dagger, Hand Crossbow
  • Backpack: Explorer’s Pack
    • Includes a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.
    • Poisoner's Kit
    • Disguise Kit
    • Crossbow Bolt Case

Stored Equipment

  • nothing

Lifestyle

  • xxx: (x gp/day). x

Mount

Sasha
Sasha - War Mastiff
Medium beast
AC: 15 (Chain Shirt Barding 13 + Dex Bonus)
HP: (1d8 +1)
Speed: 70 ft.
Abilities and Skills
Str 13 (+1), Dex 14 (+2), Con 12 (+1), Int 3 (-4), Wis 12 (+1), Cha 7 (-2)
Senses: Passive Perception 11
Skills: Perception (WIS) +3
Languages :
Talents
Steed: Maul. If the mastiff hits two bite attacks against a single creature in two consecutive rouns, it can use its bonus action to grapple the creature. The mastiff has advantage on the grapple attack roll.
Keen Hearing and Smell. The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Actions
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1d4 + 2 bludgeoning damage.

Origin

  • x

Important Individuals

  • x