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Telemachus Burrowdown (Also Tel the Mad)


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Tel the Mad

e8ee5a953848bd32553fdbda1225fdc7.jpg.a017511ae0fe923c10f5d39b450bdbc2.jpg

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:
 
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

 
Background Features

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

Tal.jpg.d645675ce02e82914b97f9af3b5b5e81.jpg63a3660e8f9f7823965d59a3372333c8.jpg.07a1e7369bbef2e7f11f79d51157832a.jpgBelle.jpg.c498c1b40bd1c369b9ca10ebad497a67.jpg

 

Telemachus Burrowdown (Tel)

Thief 2 Paladin 8e8ee5a953848bd32553fdbda1225fdc7.jpg.a017511ae0fe923c10f5d39b450bdbc2.jpg
image.png.30b924e658ca3da1577a1e996d5a58f6.png


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 by JagrHunter (see edit history)
Name
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
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@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?

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Posted (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 by JagrHunter (see edit history)
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  • 2 weeks later...

 

Telemachus Burrowdown (Tel)

Thief 2 Paladin 8e8ee5a953848bd32553fdbda1225fdc7.jpg.a017511ae0fe923c10f5d39b450bdbc2.jpg
image.png.30b924e658ca3da1577a1e996d5a58f6.png


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.

 

 

   
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