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About DinkerdinkBackground:
Background: Outlander You grew up in the wilds, far from civilization and the comforts of town and technology. You’ve witnessed the migration of herds larger than forests, survived weather more extreme than any city-dweller could comprehend, and enjoyed the solitude of being the only thinking creature for miles in any direction. The wilds are in your blood, whether you were a nomad, an explorer, a recluse, a hunter-gatherer, or even a marauder. Even in places where you don’t know the specific features of the terrain, you know the ways of the wild. Feature: Wanderer
Bond An injury to the unspoiled wilderness of my home is an injury to me. Personality Trait I have a lesson for every situation, drawn from observing nature. Ideal Change. Life is like the seasons, in constant change, and we must change with it. (Chaotic) Flaw There’s no room for caution in a life lived to the fullest. ======================================= Story
His terse nerves calm down as he becomes lost in memories of his past, listening to the clippity-clap of his pony’s hooves striking the road. It wasn’t long ago Dinkerdink lived an idyllic life in the small gnomish community of Sharing Medows, population six. The community was a series of burrows deep within the forested confines of the Wild Coast, and amongst the residents Dinkerdink was considered an accomplished mushroom farmer and cook. Additionally, Dinkerdink knew the surrounding terrain like the back of his hand, every brook, steam and meadow was etched in his memory. The forest was his home, part of his being, and he had many friends among the small forest animals surrounding his community. He knew many of the forest animals by name and would often converse with them. It was one such creature, a squirrel named Chewie who first warned Dinkerdink about the blight falling over the forest and the dangers over taking the road. Upon hearing this dire news from the forest denizens a moot was called by the gnomes of Sharing Medow. The purpose of the moot was to determine the community’s response to the dreadful happening along the road. Proposals were made and a vote was taken with the decision being that Dinkerdink would go into the lands of the tall folk and try to figure out what was happening to the land. When Dinkerdink protested he was reminded that he was the best at woodcraft, spoke the outlander tongue the best, but most importantly he had singlehandedly killed Canker tooth the rabid bear. Grudgingly Dinkerdink admitted that he was the best candidate to find out what was happening and solve the problem for the tall folk. As he left the village he was accompanied by his squirrel friend Chewie. Recently, Dinkerdink joined a caravan traveling the roads along the Wild Coast to observe conditions along the road in relative safety. Dinkerdink is startled from his reverie as his squirrel friend chitters away in his ear. “Right you are Chewie, I better pay attention, I don’t want to be surprised by more bandits.
Personality & Appearance:
Personality & Appearance As you ride toward Hommlet, holding tightly to the reigns of you laboring mount, you speculate about your future and how you conducted yourself in the bandit ambush. Your musings are interrupted as a small creature on a pony rides up beside you. Even after spending days in his company it takes a second for your eyes focus on the gnome you have come to know as Dink. As you ride next to Dink you examine him further, and see that he is wearing an old canvas sack on his head like a cap, with holes cut out of the sides for his ears which protrude straight from the sides of his head and are each adorned with tree hooped earrings. His face is dominated by and overly large nose which pokes out of a long snow white beard with large mustaches. The Gnome’s eyes are feral looking and are the color of coal, he is wearing a chain shirt with an assortment of pouches, bandoleers, scroll cases, and containers strapped to his body. But most astoundingly there is a squirrel sitting on his lap as he rides. As your brain catches up with your eyes you realize that he is talking to you, “Common, you do speak, yes?” As he looks at you curiously he adds, “I thought quicker of wit were half orcs.” Stammering you say, “I’m not a Half orc.” “Well no gnome are you, a gnome knows a gnome. Half orc sure ye not be?” He doesn’t wait for your reply, “Oh well, to me alike you all look.” Dink continues riding at your side holding a some freshly picked carrots up and asks, “Dinner, I asks, wanting some will ye?” You remember your manners and offer, “I can help with that if you like.” The gnome flinches in his saddle and with a look of frustration says, “No! These things do I can, you think that I can’t but do I can. No. No. No. Off hands please.” He removes the carrots from your sight and offers you some trail bread. Cautiously you ask, “Why do you speak so funny?” “Oh” he considers for a moment, “Sorry about that, I spent most of my life talking to the squirrels and beasts of the forest and they speak and think a little backwards, as you can imagine, and sometimes I forget. Is this more correctness?” “That’s better,” you nod. You take a bite of the bread and ask with a satisfied smile on your lips, “What in it?” The Gnome smiles, “This is a raisin bread liberally spiced with cinnamon and walnuts that I learned to make during my travels.” Smiling, you give the gnome a compliment and say, “It tastes great. How long have you been the caravan’s cook?”
You manage to get a word in and say “Sorry, you’re right there is more to you than meets the eye, why don’t you tell me about yourself?” “Yes, yes, right you be, introductions are best before tea. Well let me start over.” He stands straight in his pony’s stirrups and bows deeply at the waist, “I am Dinkerdink, at your service, gnome adventurer and traveler as well as renowned cook and zoologist which is the study of animals, not entomologist which is the study of insects, disgusting creepy crawly little critters, some are poisonous, prone to swarming, no I would never study that, ugh ... disgusting except when covered with chocolate or caramel, the grippi of the southern marches have an interesting dish, served as an appetizer with dandelion wine. Makes my mouth water just thinking about it, maybe I’ll make it tomorrow. He scratches his head and quickly adds, No tomorrow is mushroom spice cakes. Anyway, I dabble in arcane studies, mathematics, gaming probability, and wood craft.” He pauses to scratch the head of the squirrel in his lap and adds, ”Oh yes amateur historian and reformed carnivore as well.” The squirrel chitters and the gnome gets a thoughtful look on his face. He holds up the squirrel to you, “This is Chewie, well that not his real name I just call him Chewie because it’s easier to say.” The squirrel chitters again and the gnome shrugs his shoulders and continues, “ You know how squirrels are with names and such he actually goes by Twilight Shadow Swooping in to Steal Tasty Things and Such and Chew Them Up, or that’s about as close as I can get in common.” The squirrel stands on its hind legs and squeaks. The gnome hastily says, “I’m sorry, I forgot my manners, I am all flubergated… tea, tea usually helps me when I’m flubergated” and he rides off trying to convince the others in the party that they need to stop so he can enjoy some tea. Crunch:
Dinkerdink Male Gnome Fighter [Eldritch Knight] 3 Small Humanoid, Chaotic Good -------------------- Armor Class 15 [17 with shield] Hit Points 28 (3d10+6) Speed 25 ft. Initiative +2 -------------------- STR 14 (+2), DEX 14 (+2), CON 14 (+2), INT 14 (+2), WIS 12 (+1), CHA 8 (-1) -------------------- Saving Throws Str +4, Con +4: (Advantage vs. Magic on Int/Wis/Cha saves) Attribute Proficiencies Wisdom +3[Background], Dex +4[Class] Proficiencies Simple Weapons, Martial weapons, Light Armor, Medium Armor, Heavy Armor, Shields, Horn Senses Darkvision 60 ft., Passive Perception 14 Languages Common, Gnome, Elvish -------------------- Attack Actions -------------------- Warhammer. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1d8+2 piercing damage. [Versatile 1d10] Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20 ft./60 ft., one target.
[Handaxe. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20 ft./60 ft., one target.
Crossbosw, Light. Ranged Weapon Attack: +6 to hit, range 80 ft./320 ft., one target.
Spells /day
Spells Known
Cantrips Minor Illusion[Race bonus], Fire Bolt, Blade Ward
Armor
Other Gear
Coins & Gems
Chewie the Squirrel:
Tiny beast, unaligned [reskinned Weasel] Armor Class 13
STR DEX CON INT WIS CHA
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You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of a beast. Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can't attack, but it can take other actions as normal. When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses. As an action, you can temporarily dismiss your familiar. It disappears into a pocket dimension where it awaits your summons. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you. You can't have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature. Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.
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