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About Thumps WindroverThumps Windrover
Attacks:
Rapier- Martial Melee: +7 to hit, range -. Hit: 1d8+4 piercing Properties: proficient, finesse Hand crossbow- Martial Ranged: +7 to hit, range 30/120. Hit: 1d6+4 piercing Properties: proficient, ammunition, light, loading, underwater Dagger- Simple Melee: +7 to hit, range 20/60. Hit: 1d4+4 piercing Properties: proficient, finesse, light, thrown, underwater SKILLS:
Acrobatics +10 exp. Animal Handling +5 Arcana +1 Athletics -2 Deception +5 History +1 Insight +5 Intimidation +2 Investigation +1 Medicine +5 Nature +1 Perception +5 Performance +5 Persuasion +5 Religion +1 Sleight of Hand +10 exp. Stealth +7 Survival +5 RACE:
Ghostwise Halfling
• +2 Dexterity, +1 Wisdom • Size. Small • Speed. 25ft • Lucky. reroll attack, ability check or saving throw on a natural 1, must use new roll • Brave. advantage on saving throws against being frightened • Halfling Nimbleness. move through space of a creature that is a size larger than you • Silent Speech. you can speak telepathically to any creature within 30ft. It understands you only if the two of you share a language. You can speak in this way to one creature at a time. • Languages. Common, Halfling BACKGROUND:
Entertainer
• Region. Spine of the World • Feature. By Popular Demand You can always find a place to perform, usually in an inn or tavern but possibly with a circus, at a theater, or even in a noble’s court. You receive free lodging and food of a modest or comfortable standard, as long as you perform each night. Your performance makes you something of a local figure. When strangers recognize you in a town where you have performed they typically take a liking to you. • Entertainer Routines. Juggler • Skills. Acrobatics, Performance • Tools. Lute, disguise kit • Lifestyle. Modest, 1 gp per day ROGUE:
• Armor. Light armor • Weapons. Simple weapons, hand crossbows, long swords, rapiers, short swords • Tools. Thieves' tools • Saves. Dexterity, Intelligence • Skills. Choose 4 from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth • Expertise (Acrobatics, & Sleight of Hand)- Your proficiency bonus is doubled for ability checks that uses either of these proficiencies. • Thieves' Cant- lt takes four times longer to convey messages than it does to speak the same idea plainly. • Sneak Attack- Once per turn, deal an extra 2d6 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 5ft of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll. • Cunning Action- You can take a bonus action on each of your turns in combat to Dash, Disengage, or Hide only. • Roguish Archetype (Swashbuckler) • Roguish Archetype Feature (Fancy Footwork) During your turn, if you make a melee attack against a creature, that creature can't make opportunity attacks against you for the rest of your turn. • Roguish Archetype Feature (Rakish Audacity) You can add +2 to your initiative rolls. In addition, you don't need advantage on your attack roll to use your Sneak Attack if no creature other than your target is within 5ft of you. All the other rules for the Sneak Attack class feature still apply. CLERIC:
• Armor. Light & medium armor, shields • Weapons. none • Tools. none • Saves. Wisdom, Charisma • Skills. none • Spellcasting Spell slots: finishing a long rest restores any expended spell slots. Cast a cleric spell as a ritual if that spell has the ritual tag and the spell is prepared. Cantrips Prepared- Guidance, Sacred Flame, Spare the Dying, & Thaumaturgy. 1st Level 4 Slots Prepared- Bless, Command, Cure Wounds, Guiding Bolt, & Healing Word. 2nd Level 3 Slots Prepared- Blindness/Deafness, Hold Person, Prayer of Healing, & Spiritual Weapon. Spellcasting focus: holy symbol • Divine Domain (Trickery) • Divine Domain Feature (Blessing of the Trickster)- Use your action to touch a willing creature to give it advantage on Dexterity (Stealth) checks for 1 hour or until you use this feature again • Domain Spells 1st (charm person, disguise self) 2nd (mirror image, pass without trace) • Channel Divinity: 1 use between a short or long rest 1- Turn Undead- As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30ft of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage. 2- Invoke Duplicity (Divine Domain Feature)- As an action, create a perfect illusion of yourself that lasts for 1 minute, or until you lose concentration. The illusion appears in an unoccupied space that you can see within 30ft. As a bonus action, you can move the illusion up to 30ft to a space you can see, but must remain within 120ft. For the duration, you can cast spells as though you were in the illusion’s space, but you must use your own senses. When both you and your illusion are within 5ft of a creature that can see the illusion, you have advantage on attack rolls against that creature. • Ability Score Improvement - Cleric 4- Increase one ability score of your choice by 2, or increase two ability scores of your choice by 1. Con +1, &Wisdom +1 Rapier of Warning:
: Magic Weapon
Weapon (Rapier), Uncommon, Requires Attunement Description: This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can’t be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins. Source: Dungeon Master’s Guide, page 213[/dice] [spoiler=APPEARANCE] Thumps seems to bear an irrepressible grin as default. His clothes are stylish, loud and asymmetrical. He is topped with a yellow almost white blond head of short hear and a matching pointy goatee. He has hard blue eyes that glitter with laughter. Across his back is a lute. At his waist or on his arm is a small buckler that looks like a large coin clearly a symbol of Tymora. Current Picture of Thumps Windrover PERSONALITY:
Thumps has a joyful disposition and a wild innocence to him. He enjoys songs, games, playing tricks, and loves to meet new people and experience new things. HISTORY:
Thumps Windrover is a unique halfling he is the child of 2 very different Halflings. Thumps' father was of the Ghostwise Halflings of the Chondalwood. His mother was a Lightfoot Halfling of a traveling clan that seemed to be ever roaming. The 2 meet when trouble came to the western edges of the Chondalwood and Vinder an owl riding warrior of the Ghostwise was separated from his clan. He came to the aid of a beautiful halfling lass Juniper Bramblehearth a bard and warrior in her own right. The two swiftly fell in love and went on many adventures. The Ghostwise Ranger took to the road traveling with a new clan. He and his owl often road point for the caravan of traders, circus performers and wanderers.
32 years ago Thumps was born. Little Vinder, named originally for his father was the first of a new family being from 2 separate clans it seemed fitting to pick a new surname and Vinder and Juniper took the name Windrover a fitting seeming name given his family's history. His love was entertaining though he was taught his way around a sword by his father. He was nimble and quick. He learned music, juggling and acrobatics and even as a boy he would love to make people smile when the small caravan would find a new settlement. When he was still a boy the caravan was attacked by ogres. The ogre's overpowered the caravan and thought to make sport of the halflings and threatened to eat them. His parents among the wounded his father's faithful owl killed by the cruel monsters Little Vinder left his hiding place. Choosing his moment dagger in his teach he leapt atop the ogre war leader who had raised a great stone overhead about to kill several halflings. Scurrying up the monster the boy stabbed the great ogre in the shoulder and tumbled away the great stone came crashing down atop the ogre leader. The quick halfling grabbed a small stone, continuing to beat the ogre to death, "think you can thump me and mine, I show you." The halflings rallied by the distraction and inspired by the boy were able to send the remaining ogre's packing. Little Vinder earned a new name "Thumps." Thumps was considered lucky and as such apprenticed for a time to the Caravan's cleric. Who taught the boy about the faith. A few years back Thumps set out on his own for adventure to go where luck would take him. EQUIPMENT:
Entertainer's Clothes Holy Symbol- Emblem Rapier of Warning Buckler (Shield) Hand Crossbow 20 bolts Dagger x 2 Studded Leather Armor Crossbow Bolt Case Lute Thieves Tools Burgler's Pack (satchel) • Bedroll • Blanket • Book • Bottle of Ink • Inkpen • Bag of 1,000 Ball bearings • Disguise Kit • 10 feet of string • Bell • 5 candles • Crowbar • Hammer • 10 pitons • Hooded lantern • 2 flasks of oil • 5 days Rations • Tinderbox • Waterskin • 50 feet of Hempen rope 307gp 48sp |