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Teeli Th'Underfoot - wandering kender "wizard"


MysteriousMiller

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Reserved for rolls and character build

Class

I'm thinking rogue (Arcane trickster)

Starting gold: 160gp (+10gp background)

Buying - Studded leather, Hoopak, bullets, Dagger, Explorer's Pack, Component Pouch, Thieves tools, 2 pouches, Ballbearings, Caltrops, Silk rope, Grappling hook, Steel mirror, Bell, Signal whistle, 5 candles, 5 chalk, string

Total spend = 129gp, 1sp, 5cp

 

Background

Mage of High Sorcery background...

bottle of colored ink, an ink pen, a set of common clothes, and a pouch containing 10 gp.

Trinket: An unopened letter from your first teacher

Initiate of High Sorcery (Lunitari) spells: Prestidigitation, Colour Spray, Feather Fall (Intelligence)

 

Race

...and it has to be a kender (I've always loved Tas)

Looks like set 2 of my rolls is the best option

17, 14, 14, 13, 13, 11

Stats: STR: 11, DEX: 17, CON: 14, INT: 13, WIS: 14 CHA: 13

Kender Racial ASI: +2 INT, +1 DEX
Starting Attributes:
STR: 11,  DEX: 18, CON: 14, INT: 15,  WIS: 14, CHA: 13
Edited by Brian Skies (see edit history)
Name
Ability Scores 1
12,11,15,15,13,14
repeat(keep(4d6,highest,3),6) 5,4,3,2,6,3,2,2,5,5,5,3,6,6,3,3,6,4,3,1,6,4,4,2
Ability Scores 2
11,14,13,13,17,14
repeat(keep(4d6,highest,3),6) 5,5,1,1,6,5,3,2,6,4,3,1,6,4,3,1,6,6,5,4,6,5,3,1
Ability Scores 3
10,11,13,14,16,12
repeat(keep(4d6,highest,3),6) 6,2,2,1,5,5,1,1,5,4,4,3,6,4,4,2,6,5,5,1,5,5,2,1
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 Teeli Th'Underfoot

Magic is believing in yourself, if you can do that, you can make anything happen.

Character Sheet 
63d00bceeb6f88d4c2d7c7e884125daf.jpg

General Info

Name: Teeli Th'Underfoot

Race: KenderAbility Score Increase.
Increase one ability score by 2, and increase a different one by 1, or increase three different scores by 1.

Creature Type.
You are a Humanoid.

Size.
You are Small.

Speed.
Your walking speed is 30 feet.

Fearless.
You 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 Aptitude.
Thanks to the mystical origin of your people, you gain proficiency with one of the following skills of your choice: Insight, Investigation, Sleight of Hand, Stealth, or Survival.

Taunt.
You 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.

Languages.
You can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character.

Class: Rogue  |   Future Subclass: (Arcane Trickster)

BackgroundMage of High SorcerySkill Proficiencies: Arcana, Investigation (swapped with History)

Languages: Dwarven, Elvish

Equipment: A bottle of coloured ink, an ink pen, a set of common clothes, and a pouch containing 10 gp

Feature: Initiate of High Sorcery
You gain the Initiate of High Sorcery feat.

In addition, the Mages of High Sorcery provide you with free, modest lodging and food indefinitely at any occupied Tower of High Sorcery and for one night at the home of an organization member.

Alignment: Neutral Good

Age: 21  |  Height: 3' 2" |  Weight: 46 lb |  Gender: Female

 

 

Appearance and Personality

Short and slim, with long hair tied back in a topknot and a childlike expression of wonder on her grinning face, Teeli Th'Underfoot seems like your typically curious kender. Whilst it's true that she has all the inquisitiveness and wanderlust of her kind, she has a particular obsession that has led her down a most unusual route - magic!

From her earliest years the young kender has been keen to learn the magic arts, visiting wizards and witches and magical sites and filling her pockets with "magical" trinkets and her mind with arcane tricks. Perhaps these visits have affected her physically as well, for her hair is blue, her eyes pink and her pointed ears seem huge in comparison to her kin.

Her clothing also reflects her desire to be a wizard. Her leather armour is decorated with arcane symbols, her hoopack is decorated with feathers, skulls and brightly coloured stones and atop her head is her crowning glory - an overly large wizards hat with a magic feather tucked in for luck.

Magic fills up her life and her dreams, and if enthusiasm was all you needed then this little kender would already be the Highmage...but who could cope with her constant questioning? Perhaps her dreams will stay just that!

Personality Traits

Traits: I have different assumptions from those around me concerning personal space, blithely invading others' space in innocence.

IdealsEverything is new, but I'm keen to learn. I'm sure the kindly folk I meet along my way will help me as I would help them.

BondsI'm fascinated by spells and spellcasters and find all magic compelling. The more magical, the more I am drawn to it.

FlawsI can't help but pocket trinkets I come across, especially if I think they are magical.

Backstory

"The important thing is not to stop questioning."

Growing up in Kendermore, Teeli was a typical kender child...cheeky, curious and light-fingered. She was particularly inquisitive and there wasn't a question that the youngster didn't want to know the answer to. She pestered her parents and grandparents daily with her inquiries and was frequently shooed away after causing headaches with her constant badgering.

Standing Stones and Sacred Beech Art - Assassin's Creed Valhalla Art GallerySent outside to play, she and her siblings would dare each other to explore further and further from the forest city. With typical kender fearlessness their games would often take them miles into the forest and frequently into "The Ruins" that were once one of the Towers of High Sorcery. It was here that Teeli's love for magic truly began. She couldn't really explain it, but the very feeling of the place seemed to seep under her skin and make her tingle (though the skulls, feathers, stones and other nik-naks that somehow ended up in her pockets might also have affected the curious kender).

By her 13th birthday she had become quite obsessed with magic and every passing hedge-mage, alchemist, snake-oil salesman and illusionist was quizzed and pestered by the teenager. One of her favourite visitors was good old Ispin Greenshield, who would turn up from time to time with tales of far off lands and "magical" trinkets for the young kender to play with. She loved chatting to him and there were a number of visits where Ispin had to recover his magic shield from Teeli's inquisitive grasp.

Teeli spent more and more time exploring the ruins and the forest around it, which made her even more enthusiastic and passionate about the magical arts.James Nathaniel - Dungeons and Dragons Commission - Insane Wizard Eventually fate lent a hand and Teeli stumbled into the path of Harland Blackstone, a slightly crazy mage of the red robes (very dirty smelly ones!) whose passion for the discovery of magic rivalled Teeli's own. Harland was fascinated by the kender, who was showing signs of real magical talent. After speaking to her parents he took the youngster under his wing as his general dogsbody and potion stirrer...though Teeli almost immediately declared herself to be his apprentice.

Five years later and Teeli had made some progress in her studies, although her wanderlust made it harder and harder for her to focus and her constant questioning and tendency to find Harland's magic items and spell components in her own pockets drove her mentor up the wall.

Then came the sad news from Becklin Uth Viharin that Ispin had passed away. Teeli felt it was only right for her to go to the memorial and Harland rubbed his hands at the opportunity for some peace and quiet. So after presenting Teeli with her very own hat and a letter to hand to any Mage of High Sorcery who might question her (which she MUST NOT OPEN - oh how it pains her!!!) the wizard teleported the youngster close to the village of Vogler (he hoped). Then with a sigh of relief he slammed his door, threw the bolt across and drew the curtains to deter any visitors. It's not that he doesn't like people, it's just that you need time to get over having a kender in your tower!

 

 

 

 

 

Edited by MysteriousMiller (see edit history)
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Teeli Th'Underfoot | KenderFearless.
You 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.


Taunt.
You 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 modifier .

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.
, RogueSneak Attack (1d6)
Beginning at 1st level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal extra 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.
(2), "Mage" of High SorceryInitiate of High Sorcery:
You gain the Initiate of High Sorcery feat. (see Spellcasting)

In addition, the Mages of High Sorcery provide you with free, modest lodging and food indefinitely at any occupied Tower of High Sorcery and for one night at the home of an organization member.

HP: 17/17 | AC: 16 | PP 16  | init +4Speed: 30'  | Spells Active: none SpellcastingInitiate of High Sorcery
Cantrip: Prestidigitation
1st Level: Color Spray, Feather Fall

You can cast each of the chosen 1st-level spells without a spell slot, and you must finish a long rest before you can cast it in this way again. You can also cast the spells using any spell slots you have.

Spellcasting Ability: INT
Spell Save DC: 12
Spell Attack: +4

Buffs: None | Debuffs: None | Resistances: None | Inspiration: 0 | Exhaustion: 0 

 


"Speech"

Thought

Action

Edited by MysteriousMiller (see edit history)
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