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Mervyn Tumblelock (Lightfoot Halfling Rogue)


bwatford

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Mervyn Tumblelock
 
1377bcef10d89e2513ded94c80bf1e1e.jpg
 
"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?"

 

Gender: Male
Race: Halfling (Lightfoot)
Alignment: Chaotic Good

 
Class: Rogue 1
Background: Criminal

Passive Perception/Investigation: 13/14
Passive Insight: 13

 

HP: 10
Hit Dice: 1d8
AC: 15
Initiative: +4
Size: Small
Speed: 25 feet

 


skill-1-512.png Abilities & Skills
Proficiency Bonus: +2
STR
12
(+1)
DEX
19
(+4)
CON
15
(+2)
INT
14
(+2)
WIS
13
(+1)
CHA
7
(-2)
+1 Saves
+6 Saves
+2 Saves
+4 Saves
+1 Saves
+1 Saves
+3 Athletics



 
+6 Acrobatics
+6 Sleight of Hand
+8 Stealth (Expert)


 
  +4 Arcana
+2 History
+4 Investigation
+2 Nature
+2 Religion
+1 Animal Handling
+3 Insight
+1 Medicine
+3 Perception
+1 Survival
+0 Deception
-2 Intimidation
-2 Performance
-2 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


 
 
Expertise (Thieves' Tools)
 
 
Sneak Attack (1d6)
Thieves' Cant
 
Criminal Contact
Halfling Nimbleness
Lucky
Naturally Stealthy
Skilled
 

8437-200.png Attacks

Weapon To Hit Damage Type/(Range)
(2) Shortsword
(2) Dagger
Shortbow
Unarmed Strike
+6
+6
+6
+3
1d6 +4
1d4 +4
1d6 +4
(1) 1 +1
Piercing
Piercing (20/60)
Piercing (80/320)
Bludgeoning
 
money-dollar-circle-512.png Money
 

Copper: 0 Silver: 0 Gold: 15 Platinum: 0 (15 Coins * .02 lbs. = 0.30 lbs. Total Weight)
 
Encumbrance, heaviness, load, mass, sinker, stowage, weight icon - Download  on Iconfinder Encumbrance
 

Weight: 76.8 lbs. / 180 lbs. max.
Status: Unencumbered
Penalty: None
 
688885-200.png Equipment Readied
 

Equipped Items: (27 lbs.)
 
Armor (13 lbs.) Weapons (9 lbs.) Readied Items (5 lbs.)
Leather Armor (10 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.)
- Signal Whistle (0 lbs.)
- Thieves' Tools (1 lb.)
- Tinderbox (1 lb.)
 
education_icons_IF-06-512.png 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.)
 
Item_necklace_9.png Magic Items
 

Magic Items: (0.0 lbs.)
 
Non-Attuned (0.0 lbs.) Attuned 0/3 (0.0 lbs.)
 

 


5386-200.png Character Overview

 
 
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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.
 
spacer.pngHaving 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.

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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)

 

spacer.pngBackground
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.
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Mervyn Tumblelock Halfling Rogue 1spacer.png
image.png.30b924e658ca3da1577a1e996d5a58f6.png


AC: 15 (leather) | HP: 10/10 (1d8+2) | Initiative: +4 | Passive Perception: 13 | Insight: 13 | Investigation: 14
STR 12 (+1) | DEX 19 (+4) | CON 15 (+2) | INT 14 (+2) | WIS 13 (+1) | CHA 7 (-2)
Languages: Common, Halfling, Thieves' Cant


Words go here....

 

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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