JagrHunter Posted April 6 Clone Share Posted April 6 (edited) WIP Tel the Mad Info Statblock Tel the Mad Kender Rogue 2/Paladin 8 Gender: Male Alignment: Neutral Good Background: Outlander Deity: Mishakal AC:18 HP: 86 Str: 15 (+2) Dex: 18 (+4) Con: 11 (+0) Int: 11 (+0) Wis: 13 (+1) Cha: 19 (+4) Saves: Dexterity, Charisma and Intelligence Skills: Intimidation, Persuasion, Deception, Insight(e), Intimidation Medicine, Perception, Persuasion, Religion(e), Sleight of hand, Stealth. Tools: Flute, Thieves Tools. Feat: Skill Expert, Observant, Resilient Melee Attack: Ranged Attack: Flaw I don’t take kindly to some of the actions and motivations of the people of this land, because these folk are different from me. Personality Trait I have a strong code of honor or sense of propriety that others don’t comprehend. I begin or end my day with small traditional rituals that are unfamiliar to those around me Ideal Inquisitive. Everything is new, but I have a thirst to learn. Bond Though I had no choice, I lament having to leave my loved one(s) behind. I hope to see them again one day. Skills Skill Name Modifier Athletics +2 Acrobatics +4 Stealth +8 Sleight of Hand +8 Arcana +0 History +0 Investigation +0 Nature +0 Religion (e) +8 Animal Handling +1 Insight (e) +9 Medicine +1 Perception +5 Survival +1 Deception +8 Intimidation +8 Performance +4 Persuasion +8 Passive Perception: 20 Passive Investigation: 15 Passive Insight: 19 Feats and Abilities Feats: Skill ExpertYou have honed your proficiency with particular skills, granting you the following benefits: Increase one ability score of your choice by 1, to a maximum of 20. You gain proficiency in one skill of your choice. Choose one skill in which you have proficiency. You gain expertise with that skill, which means your proficiency bonus is doubled for any ability check you make with it. The skill you choose must be one that isn’t already benefiting from a feature, such as Expertise, that doubles your proficiency bonus. Religion, Religion, INT ObservantIncrease your INT or WIS score by 1. If you can see a creature's mouth while it is speaking a language you understand, you can interpret what it's saying by reading its lips. You have a +5 bonus to your passive Perception and passive Investigation scores. Intelligence Score ResilientChoose one ability score. You gain the following benefits: Increase the chosen ability score by 1, to a maximum of 20. You gain proficiency in saving throws using the chosen ability. Charisma Charisma is your chosen ability score. Race Traits: Ability Score Increase: CHA+1, Dex +2 FearlessYou have advantage on saving throws you make to avoid or end the frightened condition on yourself. When you fail a saving throw to avoid or end the frightened condition on yourself, you can choose to succeed instead. Once you succeed on a saving throw in this way, you can’t do so again until you finish a long rest. Kender AptitudeThanks to the mystical origin of your people, you gain proficiency with one of the following skills of your choice: Stealth. TauntYou have an extraordinary ability to fluster creatures. As a bonus action, you can unleash a string of provoking words at a creature within 60 feet of yourself that can hear and understand you. The target must succeed on a Wisdom saving throw, or it has disadvantage on attack rolls against targets other than you until the start of your next turn. The DC equals 8 + your proficiency bonus + your Intelligence, Wisdom, or Charisma modifier (choose when you select this race). You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. DM Feat - ResilientIncrease the chosen ability score by 1 and you gain proficiency in saving throws using the chosen ability. Charisma Increase your CHA score by 1 and you gain proficiency in CHA saving throws. Class Features: Rogue Hit Dice: d8 Saving Throws: DEX, INT Skills: Persuasion, intimidation, Deception, Intimidation. ExpertiseYour proficiency bonus is doubled for any ability check you make for two chosen proficiencies. [6th] Choose two additional proficiencies. Thieves' Tools Insight Sneak AttackOnce per turn, you can deal an extra 1d6 damage to one creature you hit with an attack with a finesse or ranged weapon if you have advantage on the attack roll. You don’t need advantage on the attack roll if another enemy of the target is within 5 ft. of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll. Sneak Attack: (No Action) Thieve's CantYou have learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. It takes four times longer to convey such a message than it does to speak the same idea plainly. Cunning ActionYou can take a bonus action on each of your turns to take the Dash, Disengage, or Hide action. Cunning Action: 1 Bonus Action Class Features: Paladin Hit Dice: d10 Divine SenseThe presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell. You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses. Lay on HandsYour blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level × 5. As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool. Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one. This feature has no effect on undead and constructs. Fighting Style - DefenseAt 2nd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again. Defense While you are wearing armor, you gain a +1 bonus to AC. SpellcastingCharisma is your spellcasting ability for your paladin spells, since their power derives from the strength of your convictions. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a paladin spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Charisma modifier Spell attack modifier = your proficiency bonus + your Charisma modifier Divine SmiteStarting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon’s damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend, to a maximum of 6d8. Divine Smite: (No Action) Divine Health By 3rd level, the divine magic flowing through you makes you immune to disease. Sacred Oath - RedemptionWhen you reach 3rd level, you swear the oath that binds you as a paladin forever. Up to this time you have been in a preparatory stage, committed to the path but not yet sworn to it. Now you choose the Oath of Devotion detailed at the end of the class description or one from another source. Your choice grants you features at 3rd level and again at 7th, 15th, and 20th level. Those features include oath spells and the Channel Divinity feature. Oath of Redemption Channel Divinity: 1 Action Channel Divinity: Emissary of Peace: 1 Bonus Action Channel Divinity: Rebuke the Violent: 1 Reaction Level 4 Feat - ObservantYou are uncommonly nimble for your race. You gain the following benefits: Increase your Intelligence or Wisdom score by 1, to a maximum of 20. If you can see a creature's mouth while it is speaking a language you understand, you can interpret what it's saying by reading its lips. You have a +5 bonus to your passive Wisdom (Perception) and passive Intelligence (Investigation) scores. Intelligence Score Extra AttackBeginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Extra Attack: 1 Action Aura of ProtectionStarting at 6th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus. At 18th level, the range of this aura increases to 30 feet. Aura of the GuardianStarting at 7th level, you can shield others from harm at the cost of your own health. When a creature within 10 feet of you takes damage, you can use your reaction to magically take that damage, instead of that creature taking it. This feature doesn’t transfer any other effects that might accompany the damage, and this damage can’t be reduced in any way. At 18th level, the range of this aura increases to 30 feet. Aura of the Guardian: 1 Reaction Aura of CourageStarting at 10th level, you and friendly creatures within 10 feet of you can’t be frightened while you are conscious. At 18th level, the range of this aura increases to 30 feet. Level 8 Feat - Skill ExpertYou have honed your proficiency with particular skills, granting you the following benefits: Increase one ability score of your choice by 1, to a maximum of 20. You gain proficiency in one skill of your choice. Choose one skill in which you have proficiency. You gain expertise with that skill, which means your proficiency bonus is doubled for any ability check you make with it. The skill you choose must be one that isn’t already benefiting from a feature, such as Expertise, that doubles your proficiency bonus. Religion, Religion, Intelligence Background Features Skills: Insight, Perception Far TravellerAlmost all of the common people and other folk that one might encounter along the Sword Coast or in the North have one thing in common: they live out their lives without ever traveling more than a few miles from where they were born. You aren’t one of those folk. You are from a distant place, one so remote that few of the common folk in the North realize that it exists, and chances are good that even if some people you meet have heard of your homeland, they know merely the name and perhaps a few outrageous stories. You have come to this part of Faerûn for your own reasons, which you might or might not choose to share. Although you will undoubtedly find some of this land’s ways to be strange and discomfiting, you can also be sure that some things its people take for granted will be to you new wonders that you’ve never laid eyes on before. By the same token, you’re a person of interest, for good or ill, to those around you almost anywhere you go. Proficiencies Armor: All Weapons: Martial and Simple Tools: Flute Languages: Common Kenderspeak Draconic Solamnic Spells Spells Known: Level 1 Spells: Sleep Sanctuary Cure Wounds Detect Magic Divine Favor Protection from Good/Evil Shield of Faith Level 2 Spells Calm Emotions Hold Person Aid Branding Smite Lesser Restoration Magic Weapon Equipment Equipment: Hoopak +1 Dagger x2 Longsword Breastplate Cloak of Protection +1 Holy symbol of Mishakal (Amulet of the Devout +1) Explorer’s Pack Flute Wineskin/Waterskin x2 Mess kit Rations (10 days) Tinderbox Torch x2 Currency: 5gp Appearance Introducing Tel, a Kender of notable stature at three feet and five inches, boasting a robust, athletic frame. His sharp green eyes glint with intelligence, and his flawless grooming indicates a rigorous dedication to cleanliness. Setting him apart from his kin, Tel's dark reddish-brown hair flows freely, eschewing the customary topknot. He wears a tattoo sleeve on his exposed right arm depicting Mishakal returning to Krynn. Ever the adventurer, Tel is perpetually equipped for action. His beloved Hoopak is a constant companion, often twirled in contemplation. A pair of daggers are slung with assurance at his waist and complemented by a half-sheathed Kender-scale longsword on his back for swift access. Though inherently inquisitive, Tel's expression is frequently one of concern, particularly in the presence of the unfamiliar "Tall races," standing with arms folded or hands poised on his armaments, ever vigilant against injustice. Background / Concept Introducing Telamachus Burrowdown, or Tel for short, a unique Kender. Born into a family of "Traveling merchants," Tel was one of a set of triplets. His sister, Belle, was an accomplished Bard, and his brother, Tal, was a master at "finding things." Tel stood out among his Kender peers by rejecting the traditional Topknot in favor of a rugged, unkempt appearance. His frequent participation in brawls and a seriously solemn demeanor distinguished him from his typically jovial kin. However, Tel's defining trait was his intense curiosity about the Gods' whereabouts. Like all Kender youths, Tel started learning the stealthier arts at school. Although martial prowess was not uncommon among Kender, Tel was extraordinary. He committed to daily training, excelling not only with the traditional Hoopak but also with larger weapons like longswords, appropriately scaled for Kender. Tel's village, situated south of Chisel, was a lively center for travelers, merchants, tradespeople, and farmers. It was a dynamic, ever-evolving place, with a third of its population always in transit. However, the village suffered a devastating attack during the War, leaving Tel battered and broken. That was until he had a vision of a blue-eyed Kender child with silvery-blonde hair, who implored Tel to serve her and aid in restoring the Gods of light. Awakening from the vision, Tel found himself healed, with a small, blue infinity symbol around his neck. Since that day, Tel has traversed Krynn, gathering any knowledge of the true Gods. He has explored ancient tombs, libraries, and even the abandoned strongholds of the Knights of Solamnia. Despite finding evidence of the true Gods, a sense of incompleteness plagues him. Yet, Tel's resolve never wavers, and he remains a devoted paladin to Mishakal, continuing his struggle to Goals PC - Return the True Gods to Krynn Self - For Tel to become a true hero to the Kender. Secrets Known: The Gods are real Unknown: His brother Tal is actually a notorious assassin employed by the Dragon Armies. Friends / Enemies Friend: Belle, His Sister. Friend: Wobble Whizzbiddle, Travelling Gnome Tradesman (Unknown) Enemy: Tal, His brother Mannerisms / Quirks 1. Tel is often seen twiddling with his Hoopak when he is in thought or nervous. 2. Tel's memory of the attack on the village is spotty at most. He believes his siblings were both away, and his parent's bodies were never recovered. 3. Unlike most Kender. Tel is often seen with a frown, especially when in the presence of the “Tall races” that he doesn’t know. He often stands with arms crossed or hands resting on pommels, as if waiting for his chance to correct something. 4. Tel hates to see anyone mistreated especially by a bully or those that take advantage of others. Tal, Belle and Wobble Telemachus Burrowdown (Tel) Thief 2 Paladin 8 AC: 18 | HP: 86/86 | Lay on Hands: 40/40 | Passive Perception/Insight: 20/19 "Speech should always be in quotes and in bold." Thoughts should be in italics Mechanics Main Hand: Empty Off Hand: Empty Action: Your action goes here. Bonus Action: Your bonus action goes here. Move: Your movement goes here. Manipulate: Your one free object interaction goes here. Edited April 24 by JagrHunter (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Stats 1 9,13,16,17,15,11 repeat(drop(4d6,lowest),6) 3,5,1,1,5,1,6,2,6,1,6,4,6,6,5,4,4,6,5,3,3,6,2,2 Stats 2 10,15,6,14,13,15 repeat(drop(4d6,lowest),6) 3,4,3,3,6,4,5,4,2,1,2,2,2,2,6,6,2,4,6,3,4,3,5,6 HP (Rogue) 13 2d4+8 4,1 HP (Paladin) 58 7d5+35 5,2,4,4,1,5,2 Link to comment Share on other sites More sharing options...
JagrHunter Posted April 7 Author Clone Share Posted April 7 Tel is ready for his first review. I welcome questions and comments. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
codexgigas Posted April 10 Clone Share Posted April 10 @JagrHunter Mechanically, Tel looks good to me. I'm good with your choices for magic items. Oath of Redemption is appropriate for a paladin of Mishakal. I'd like to hear a little more about how Tel lives into his oath of redemption. During the War of the Lance, Mishakal is the most pacifist of the good gods. How does Tel understand his martial training now that he's in Mishakal's service? What would it mean for Tel to be a true hero to the Kender? He sounds more serious than the average Kender. How doe other Kender react to him? Finally, can you tell me more about Tel's relationships with his NPCs? Who are they and how would he react to encountering them during the campaign? Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
JagrHunter Posted April 10 Author Clone Share Posted April 10 (edited) Thanks for the questions @codexgigas 1. Although Tel has always been inclined towards his martial skills, he has never been "violent" just for the sake of it. His selection by Mishakal came as a surprise to him as much as to anyone else. He is learning to be measured in his interactions with others, understanding that he is not merely a paladin but Mishakal's paladin. His actions reflect not only on himself but also on his Goddess. His mindset can be simplistically compared to Patrick Swayze's character in the original Roadhouse: "Be nice until it's time to not be nice." 2. Tel has never embraced the stereotype of Kender held by other races—the endearing, perpetually cheerful, and seemingly frivolous rogues of Krynn. Unlike heroes who stumbled upon great treasures or lost cities, Tel aspires to be the everyday hero who earns respect through consistent effort and deeds, not chance. Among other Kender, his "Mad" title is well earned. He rarely smiles, hardly ever behaves frivolously, and has never 'accidentally' found others' belongings in his pack. He doesn't leave his life to luck or chance, believing that every Kender should master their own destiny. 3. Tel was closer to his sister, Belle, than to his brother Tal. Her voice was always ready for a song or a story, and Tel believed she was destined for greatness. Belle embraced the typical kender traits more than Tel did; she loved jokes, played pranks, and rarely took anything seriously, yet she deeply loved her brothers and often risked herself to break up Tel's numerous brawls. Tal, on the other hand, was similar to Tel but differed in his methods. While Tel was more combative, Tal embraced the stealthier arts with equal enthusiasm. Tal didn't hesitate to steal, ambush someone who had wronged him—whether the slight was real or imagined—and mete out his own brand of justice, even if it meant threatening others to achieve his ends. This behavior troubled Tel and likely influenced his views on bullies and his refusal to ignore someone in distress. Despite their differences, Tel loved his brother as much as his sister and now prays to Mishakal for their safety, as they had left days before the village was attacked. 3b. Wobble Whizzbiddle, a traveling gnome, made a lasting impression on young Tel. Wobble visited the town every few years, and after concluding his business, he would captivate the villagers with tales of wonder, delectable foods, and magnificent cities, all of which stoked the kender's innate wanderlust. The old gnome took a special interest in Tel, regaling him with stories of the great heroes of Solamnia, the warriors of the Qualinesti and Kagonesti elves, and the champions of the True Gods, like Huma and Paladine, and of course, Mishakal. These stories laid the groundwork for Tel's beliefs, which were cemented by Mishakal's visit. Whether Wobble was sent for that specific purpose remains a mystery to Tel. It's been a while since Tel has seen Wobble, but he would still consider him a friend if they were to meet again. Let me know any other questions, and thanks again. Edited April 10 by JagrHunter (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
codexgigas Posted April 12 Clone Share Posted April 12 @JagrHunter Thank you for the answers! I can't think of any other questions at this point. I'm going to mark Tel as complete. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
JagrHunter Posted April 12 Author Clone Share Posted April 12 WOOHOO!! Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
JagrHunter Posted April 24 Author Clone Share Posted April 24 Telemachus Burrowdown (Tel) Thief 2 Paladin 8 AC: 18 | HP: 86/86 | Lay on Hands: 40/40 | Passive Perception/Insight: 20/19 "Speech should always be in quotes and in bold." Thoughts should be in italics Mechanics Main Hand: Empty Off Hand: Empty Action: Your action goes here. Bonus Action: Your bonus action goes here. Move: Your movement goes here. Manipulate: Your one free object interaction goes here. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Recommended Posts