Agathion-Blooded Aasimar

Talliree Yndercook's page

452 posts. Alias of AdamWarnock.


Race

HP: 25/25 | AC: 16 | Saves: STR* +5 DEX +3 CON* +5 INT +1 WIS +1 CHA +3 | Perception: +3, Investigate: +1, Insight: +1 | Rage: 2/2

Classes/Levels

Status:

Gender

Female Half-Elf Barbarian

About Talliree Yndercook

Talliree Yndercook:

Talliree Yndercook
CG Half-Elf Barbarian
Senses: Darkvision 60ft.
Perception: +3
Investigation: +1
Insight: +1
Passive Perception: 13
Passive Investigation: 11
Passive Insight: 11

Languages: Common, Elven, Goblin

Defenses
HP: 25
AC: 16 (DEX +3, CON +3)
Advantage on Saving throws vs. Charm effects
Can't be put to sleep by magic

Attack
Melee +3/+5 | Ranged +3/+5
Greatsword +5
- Martial, Heavy, Two-Handed
- 2 handed: 2d6+3 Slashing

Handaxe +5
- Simple, Light, Thrown, Range (20/60)
- 1d6+3 Slashing

Javelin +5
- Simple, Thrown, Range (30/180)
- 1d6+3 Piercing

Unarmed Strike +5
- N/A
- 4 Bludgeoning

Attributes
STR 17 +3 (Base: 16, Racial +1)
DEX 16 +3 (Base: 16)
CON 17 +3 (Base: 16, Racial +1)
INT 13 +1 (Base: 13)
WIS 12 +1 (Base: 12)
CHA 16 +3 (Base: 14, Racial +2)

Proficiency Bonus: +2

Saving Throws *Proficiency Bonus Applies
STR* +5
DEX +3
CON* +5
INT +1
WIS +1
CHA +3

Skills *Proficiency Bonus Applies
Acrobatics* DEX +5
Animal Handling WIS +1
Arcana INT +1
Athletics* STR +5
Deception* CHA +5
History INT +1
Insight WIS +1
Intimidation CHA +3
Investigation INT +1
Medicine WIS +1
Nature INT +1
Perception* WIS +3
Performance CHA +3
Persuasion CHA +3
Religion INT +1
Sleight of Hand* DEX +5
Stealth* DEX +5
Survival WIS +1

Proficiencies
ARMOR
Light Armor, Medium Armor, Shields

WEAPONS
Martial Weapons, Simple Weapons

TOOLS
Disguise Kit, Thieve's Tools

LANGUAGES
Common, Elvish, Goblin

Half-Elven Racial Traits
Darkvision
You can see in darkness (shades of gray) up to 60 ft.

Fey Ancestry
You have advantage on saves against being charmed, and magic can’t put you to sleep.

Skill Versatility
You gain proficiency in two skills of your choice.
Deception, Acrobatics

Barbarian Class Features
Skill Proficiencies
Athletics, Perception

Rage 1 Bonus Action, 2/Long Rest
As a bonus action enter a rage for up to 1 minute (10 rounds).

You gain advantage on STR checks and saving throws (not attacks), +2 melee damage with STR weapons, resistance to bludgeoning, piercing, slashing damage. You can't cast or concentrate on spells while raging.

Your rage ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your rage as a bonus action.

Unarmored Defense
While not wearing armor, your AC equals 10 + DEX modifier + CON modifier + any shield bonus.

Reckless
Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.

Danger Sense
At 2nd level, you gain an uncanny sense of when things nearby aren’t as they should be, giving you an edge when you dodge away from danger.

You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated.

Feats/Attribute Increases
--NONE--

Equipment & Currency
PP:0 | GP:20 | SP:0 | CP: 0

Magic Items [ ]Attuneable Item, [x]Attuned Item
[x] Cloak of Elvenkind
While you wear this cloak with its hood up, Wisdom (Perception) checks made to see you have disadvantage, and you have advantage on Dexterity (Stealth) checks made to hide, as the cloak's color shifts to camouflage you. Pulling the hood up or down requires an action.

Tools
--NONE--

Clothing & Accessories
-Set of common clothes

Weapons & Armor
-Greatsword
-Handaxe (x2)
-Javelin (x4)

Adventuring Gear & Supplies
-Backpack
-Bedroll
-Map/Scroll Case
--Contains: Map of Waterdeep with handwritten notes
-Mess Kit
-Rations (x10)
-Rope, Hempen (50 feet)
-Tinderbox
-Torch (x10)
-Waterskin (x1)

Other Possessions
a small knife
a pet mouse (Mr. Whiskers)
a token to remember your parents by (A tiny, wooden carving of an owl)


Background:

Urchin
Proficiencies
-Sleight of Hand
-Stealth
-Disguise Kit
-Thieves' Tools

You grew up on the streets alone, orphaned, and poor. You had no one to watch over you or to provide for you, so you learned to provide for yourself. You fought fiercely over food and kept a constant watch out for other desperate souls who might steal from you. You slept on rooftops and in alleyways, exposed to the elements, and endured sickness without the advantage of medicine or a place to recuperate. You’ve survived despite all odds, and did so through cunning, strength, speed, or some combination of each.

You begin your adventuring career with enough money to live modestly but securely for at least ten days. How did you come by that money? What allowed you to break free of your desperate circumstances and embark on a better life?

Skill Proficiencies: Sleight of Hand, Stealth
Tool Proficiencies: Disguise kit, thieves’ tools
Equipment: A small knife, a map of the city you grew up in, a pet mouse, a token to remember your parents by, a set of common clothes, and a pouch containing 10 gp

FEATURE: CITY SECRETS
You know the secret patterns and flow to cities and can find passages through the urban sprawl that others would miss. When you are not in combat, you (and companions you lead) can travel between any two locations in the city twice as fast as your speed would normally allow.

CHARACTERISTICS
ALIGNMENT Chaotic Good
GENDER Female
EYES Blue
SIZE Medium
HEIGHT 4' 10"
FAITH Tymora
HAIR Silver
SKIN Fair
AGE 17
WEIGHT 105lb.

Personality Traits
-I like to squeeze into small places where no one else can get to me.
-I hide scraps of food and trinkets away in my pockets.

Ideals
-Aspiration. I’m going to prove that I’m worthy of a better life.

Bonds
-I escaped my life of poverty by robbing an important person, and I’m wanted for it.

Flaws
-I will never fully trust anyone other than myself or Tania.

APPEARANCE
Braided silver hair and a rakish smile shine brightly in the light as this short, but hardy, young half-elf regales the patrons of a tavern with one of her many tales.


Backstory:

Talliree Yndercook grew up in Waterdeep's Mistward as a small waif that was easily recruited by one of the gangs that vied for control of the city's underbelly with the promise of food and a shelter from the elements. The young half-elf proved to have charm and pluck aplenty that helped her out of jams when her swift feet and nimble fingers failed her.
The gang, known as the Crimson Breakers, grew in power and soon had the sponsorship of several nobles looking to use them in their power plays. Pickpocketing and confidence scams were replaced with burglary and murder, and Talliree felt her heart grow sick as she learned what her "family" had become. She withdrew and kept to her close friend, Farlo Hen, a young boy just a little older than she. Farlo, though, was a human, and after only a few years, he was growing into a strong, tall, young man.

A year ago, when Talliree was sixteen, she confessed to Farlo that she couldn't do it anymore. She couldn't stand by as innocent people were killed by the Breakers' enforcers. Farlo sold her out, and was tasked with taking care of Talliree, by beating her to a pulp and bringing her to the leader of the Crimson Breakers, an elf called Shiva Rune. Farlo was more than willing to carry out the task, seeing it as his chance for promotion.

Unfortunately for Farlo, though, he didn't know Talliree as well as he thought. He had planned on overpowering her only to find her more than a match for his strength and much tougher than he thought anyone built on Talliree's slight frame could be. Talliree, angered and hurt by the betrayal, tapped into hidden wellsprings of strength and resolve even she hadn't realized were there. The rush as she strained to prove her strength was heady indeed and by the time she punched Farlo's lights out, she was laughing and enjoying the fight.

Afterwards, Talliree realized her time with the Crimson Breakers was at an end, and decided to pull a stunt she might not have gone through with if she had been even just a little less giddy from the adrenaline rush. She took Farlo's picks and went to Shiva Rune's private quarters and stole a pile of gold from the gang leader's coffers. She slipped out into the night, stifling the laughter until she was out of the Mistward then cackling like a madwoman as she was finally free.

For the past year, she has been bouncing around Waterdeep's poorer sections, distributing the gold among those in need while it lasted. Her charm and willingness to help out have earned her a small amount of trust from the city's underclasses, while her sense of adventure has kept her busy over the past year.


Talliree's fancy new cloak:

I'm imagining that Talliree grabbed the Cloak of Elvenkind on a whim as she was helping one or more of the other party members out of a tight spot. She found that the cloak's magic made it easy to slip past the thieves looking for the group, or to kill them without them knowing what was going on. It would have also become clear that Talliree's plans basically involve setting a goal, finding out what's in the way, and improvising a solution.