Difference between revisions of "Tomtom"
Line 89: | Line 89: | ||
* x | * x | ||
==Important Individuals== | ==Important Individuals== | ||
− | * | + | * '''[[Maithe]]''', a human wizard (played by [[User:Oakthorne|Joe]]) |
+ | * '''[[Tomtom]]''', a halfling rogue (played by [[User:Jackofhearts1216|Jack]]) | ||
+ | * '''[[Alvar]]''', a half-elf monk (played by [[User:AdamRoberts|Adam]]) | ||
+ | * '''[[Casaadi]]''', a human druid (played by [[User:Maiannos|Marianne]]) | ||
+ | * '''[[Ahvain]]''', a elf sorcerer (played by [[User:Cyphersmith|Cameron]]) |
Revision as of 21:43, 19 February 2020
Tomtom Tommyknock
|
Race: Lightfoot Halfling, Class: Rogue (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) 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: • xxx: +x, xdx+x, TRAITS Armor Class: AC, Initiative: +9, Speed: 25 ft Hit Points: 10, Hit Dice: 1d8 |
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
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: x 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
- Belt: Two Daggers, Gaming Dice
- Daggers: 1d4 Piercing (Finesse/Light/Range 20/80)
- Backpack: x
Stored Equipment
- Rapier: 1d8 Piercing (Finesse)
- Shortbow (10 Arrows): 1d6 Piercing (Range 80ft/320ft)
Lifestyle
- xxx: (x gp/day). x
Origin
- x