UNDER CONSTRUCTION
Mervyn Tumblelock
Gender: Male
Race: Halfling (Lightfoot)
Alignment: Chaotic Good
Class: Rogue (Thief) 5
Background: Criminal
Passive Perception/Investigation: 13
Passive Insight: 11
"Blimey! Well wotcher cock an' welcome ter Hawker's Row! The Full Monty yew lookin' for, an' everythin' yew ain't is right 'ere at yaaahr fingertips. Nuff said, yeah?"
HP: 28
Hit Dice: 5d8
AC: 15
Initiative: +3
Size: Small
Speed: 35 feet
Abilities & Skills
Proficiency Bonus: +2
STR
10
(+0)
DEX
17
(+3)
CON
10
(+0)
INT
13
(+1)
WIS
13
(+1)
CHA
13
(+1)
+0 Saves
+6 Saves
+0 Saves
+4 Saves
+1 Saves
+1 Saves
+0 Athletics
+6 Acrobatics
+6 Sleight of Hand
+9 Stealth (Expert)
+1 Arcana
+1 History
+4 Investigation
+1 Nature
+1 Religion
+1 Animal Handling
+1 Insight
+1 Medicine
+4 Perception
+1 Survival
+4 Deception
+1 Intimidation
+1 Performance
+1 Persuasion
Proficiencies
Languages
Class Feats
Race & Feats
Light Armour
Simple Weapons
Crossbow, Hand
Longsword
Rapier
Shortsword
Forgery Kit
Playing Card Set
Thieves' Tools (*Expert)
Common
Halfling
Thieves' Cant
Cunning ActionUse bonus action to Dash, Disengage, or Hide on your turn.
Expertise (Thieves' Tools)Double proficiency bonus with selected skill.
Fast HandsUse Cunning Action for Dex (Sleight of Hand) check, disarm trap, open lock, or Use Object.
Second Story WorkClimb at normal rate, add Dex modifier to running jump distance.
Sneak Attack (3d6)Finesse or ranged weapon deal extra dam when you have advantage or an adjacent ally.
Thieves' CantSecretly pass messages in conversation, read thieves' signs and symbols.
Uncanny DodgeWhen an attacker that you can see hits you with an Attack, you can use your reaction to halve the attack's damage against you.
Criminal ContactYou 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.
Halfling NimblenessYou can move through the space of any creature that is at least one size larger than you.
LuckyReroll when you roll a 1 on attacks, saves, or ability checks.
Naturally StealthyYou can attempt to hide even when you are obscured only by a creature that is at least one size larger than you.
MobileYou are exceptionally speedy and agile. You gain the following benefits: Your speed increases by 10 feet. - When you use the Dash action, difficult terrain doesn't cost you extra movement on that turn. - When you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.
Attacks
Weapon
To Hit
Damage
Type/(Range)
(2) Shortsword
(2) Dagger
Shortbow
Unarmed Strike
+6
+6
+6
+3
1d6 +3
1d4 +3
1d6 +3
(1) 1 +0
Piercing
Piercing (20/60)
Piercing (80/320)
Bludgeoning
Money
Copper: 19 Silver: 1 Gold: 4 Platinum: 25 (49 Coins * .02 lbs. = 0.98 lbs. Total Weight)
Encumbrance
Weight: 93.58 lbs. / 150 lbs. max.
Status: Unencumbered
Penalty: None
Equipment Readied
Equipped Items: (43.1 lbs.)
Armor (16 lbs.)
Weapons (9 lbs.)
Readied Items (19 lbs.)
Studed Leather Armor (13 lbs.)
Dark Common Clothes (3 lbs.)
Including a hood.
2 x Shortsword (4 lbs.)
2 x Daggers (2 lbs.)
Shortbow (2 lbs.)
20 x Arrows, Quiver (1 lb.)
Pouch: (1 lb.)
- Money (see above)
- 10 Ft. of String (0 lbs.)
- Ball Bearings (Bag of 1,000) (2 lbs.)
- Bell (0 lbs.)
- 5 x Candles (0 lbs.)
- Sealing Wax (0 lbs.)
- Signal Whistle (0 lbs.)
- Thieves' Tools (1 lb.)
- Tinderbox (1 lb.)
Bandolier #1: (1 lb.)
- 4 x Acid (4 lbs.)
- 0 x Oil (flask) (1 lb.)
- 2 x Potion of Healing (1 lb.)
Bandolier #2: (1 lb.)
- 4 x Antitoxin (4 lbs.)
- 1 x Oil (flask) (1 lb.)
- 2 x Potion of Healing (1 lb.)
Equipment Stored
Stored Items: (49.5 lbs.)
In Backpack (30.5 lbs.) * Includes 5 lbs. for backpack
Strapped To Backpack (19 lbs.)
Crowbar (5 lbs.)
Forgery Kit (5 lbs.)
Hammer (3 lbs.)
10 x Pitons (2.5 lbs.)
5 x Rations (10 lbs.)
Hooded Lantern (2 lbs.)
Rope, Hempen (50 feet) (10 lbs.)
4 x Sack (empty) (2 lbs.)
Waterskin (5 lbs.)
Magic Items
Magic Items: (0.0 lbs.)
Non-Attuned (0.0 lbs.)
Attuned 1/3 (0.0 lbs.)
Right Ring FingerRing of Jumping (gold ring with amethyst gem) (0 lbs.)While wearing this ring, you can cast the jump spell from it as a Bonus Action at will, but can target only yourself when you do so.
Character Overview
Born into a life of bondage in the home of a minor Thay Noble family, much of Mervyn’s early childhood is martyred with the death of his parents to an obscure diabolistic ritual and years of abuse at the hands of sadistic masters. Granted, Mervyn made the best of his situation. Defiant by nature, the young Halfling frequently shirk his responsibilities and kept his eyes on food and trinkets that were clearly not meant for him.
His behavior clearly would have had him slain by his masters, were it not for an elderly halfing by the name of Turik. Turik’s willingness to take the blame for Mervyn’s wrongdoings lead to many scars and bruises on his body that would have otherwise been meant for Mervyn, eventually rendering the elderly Halfling mostly lame. However, one night when a particularly noteworthy bauble was found missing, the masters quickly had the slave’s quarters torn apart to find it. It was around this time that Turik managed to sneak the young Mervyn out of the house via waste gratings, but the event did not leave Mervyn unscarred as the young Halfling heard the beatings and cries of his former friend right up until the point that they stopped echoing through the dense pipes.
Having little in the way of food or shelter, Mervyn had to quickly adapt to life on the streets of Thay, stealing what he could to survive, keeping underfoot to avoid re-capture. His tendency to take too much almost landed him in a cell, and possibly back to his former masters, were it not for the timely intervention of a plain-looking middle aged Halfling woman, whom to this day Mervyn does not remember the name of. Following a lengthy detention, he was drug kicking and screaming across the border by the Shadowmasters of Telflamm into the Nation of Thesk. It was there that Mervyn began his new life. Having little to no skills, Mervyn “apprenticed” under the Gnome Shadowmaster, Bilskromminet Yakanderosstenfal. The 'thieves guild' conducted various illegal activities, but in his mind “the end justified the means, within reason” and the thief began to help refine both Mervyn’s skills as a thief and his sense of morality. To do so, Bilskromminet instilled within Mervyn his basic code of thievery, to which Mervyn still follows to this day:
Mervyn's Basic Code of Thievery
Do not kill or hurt anyone if you can help it. You’re the thief in their home.
Unless they had it coming.
Do not let your eyes get bigger than your satchels.
Do not take that which will be sorely missed.
Especially if the owner is a very powerful person and will come looking for it.
Stealing from those that have nothing is both the mark of a terrible thief and a terrible person.
Mervyn had a fairly profitable life within Thesk for some time. You would not know this by looking at him, as Mervyn had a marked propensity to aid urchins like himself monetarily and by training them in “the art.” Mervyn was also more than happy to tithe to churches that were in the habit of taking in orphans and escaped slaves like himself. But his reputation for ill-gotten gains left him tithing in the night many times where the priests would not question from where the money came.
Over time, Mervyn became aware of the ignorance of his knowledge of his own race’s history and culture, finding that many of the halfings he also knew were former or descended from former slaves, Mervyn left Thesk and crossed the Inner Sea and worked his way to the Sword Coast in an attempt to find answers (and avoid jail time for an incident involving the botched theft of several bottles of toady). Imbued with the Thesk sense of freedom and equality, and armed with skills no lawful land could easily tolerate, Mervyn left for the city with the second largest halfing population in the area, Waterdeep. Mervyn took to the City of Splendors all too well, finding many ripe targets and few authorities in significant number to enforce the cities laws among such a large populace. Mervyn has fallen in with a local thieves guild called the Lord's Defiance, helping out other, less fortunate halflings in the city where he can and gathering what information he can on “the job” when opportunity presents itself.
Mervyn is a burglar by trade and often holds out for assignments and work that take advantage of his ability to stealth and pick locks, preferring assignments where the 'mark' isn't home as to allow him a comfortable time to work. He hates bloodshed and only will result in the drawing of it, if it absolutely becomes necessary or on the off chance that the victim deserves it.
Mervyn speaks with a Cockney accent due to his street-upbringing. He addresses many with a relaxed demeanor and posture, and acerbic nature and tone. This is because losing people that he cares about has been very common in his life, and as such it takes time for him to get comfortable dealing with new people, much less tall folk. This transitory feature in his life has also left him mildly hedonistic, and he loves good drink, good food, and despite not really knowing how to dance, good music. If Mervyn sees an opportunity to help an orphaned child or free an escaped slave, he will take it, but not without proper planning and not haphazardly if he can help it. Also, he will follow his rules of thievery to the letter, and violations of those will cause him some levels of grief.
Personality Quirks:
Chronic Smoker (Imagine him frequently lighting up during rest or when he is nervous, especially before disarming a trap)
Hates Wizards (I mean he really does, you can give him a penalty to dealing with them and I would not complain one bit)
Dick with a heart of gold (hard to pull off)
Over-eater (Oh he will)
Suspicious (but not necessarily hostile about it)
Background
PHB: Criminal
Personality Traits:
Because of his poor upbringing Mervyn gets easily angered when he or other halflings are insulted, this has often led to scirmishes at the local taverns that attract more attention than Mervyn sometimes needs or wants. It is a character flaw that he is well aware of, because of this the Bucker brothers have learned that in negotiations for Mervyn to do a job, it is often as easy to tell Mervyn that he 'can't do it' than it is to offer him more money to get him to try. This has made Mervyn a valuable asset to the guild for jobs that others may be more hesitant to take.
Ideal:
Mervyn is fiercely loyal to his friends, however beyond that, you are just another mark. However Mervyn does have a soft side for urchins and the poor, one he tries to keep a secret.
Bond:
Mervyn hopes to one day be able to redeem himself for the torture that was inflicted on Turik on his behalf. He knows that if it wasn't for the elderly halfling he would have been slain long ago by his masters at the time. He holds himself responsible for Turik's death however, as the noteworthy bauble that went missing was one that Mervyn took. One that he let Turik be beaten to death for.
Flaw:
Mervyn often likes a well laid out plan, but often he makes spur of the moment decisions that forgo any plan that has been made. Mervyn explains it as liking to "fly by the seat of his pants." When in actuality Mervyn is just impatient when it comes to inaction and often doesn't feel he has the time for such planning. It has gotten him in trouble in the past and will probably do so again in the future.
Specialty:
Mervyn is a burglar by trade, that being the trade he was taught in Thesk, he continues to hone his skill in both lock picking and stealth, preferring marks that are not home at the time of the crime. He is short in stature but not afraid of heights or climbing and has recently began honing a new skill in forging documents, mostly city papers and permits for those wealthy enough to afford such things. Mervyn hopes one day he will be able to come out of the 'field' and just forge papers in his elder years, so far that is just a dream however.