Difference between revisions of "Torrim the Anchorite"

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__NOTOC__
 
__NOTOC__
 +
''"Call me Tor."''
  
 +
[[File:Torimm_the_Anchorite.jpg|600px]]
  
==NAME==
+
'''Personality trait:''' I am earnest and want to believe the best in people.
 +
'''Bond:''' My hermitage was to protect the world. I can't let it all be ruined.
 +
'''Flaw:''' Suggestion that I have wasted my time can tip me into despair.
  
'''Name:''' <br>
+
'''Alignment:''' Neutral Good<br>
'''Alignment:''' <br>
+
'''Gender:''' Male<br>
'''Gender:''' <br>
+
'''Race:''' Water Genasi (MPMM)<br>
'''Race:''' <br>
+
'''Class:''' Monk/Druid<br>
'''Class:''' <br>
+
'''Level:''' 1/1<br>
'''Level:''' <br>
+
'''Age:''' 25<br>
'''Age:''' <br>
 
 
 
'''Description:'''
 
  
 
==Ability Scores==
 
==Ability Scores==
'''Strength:'''  <br>
+
'''Strength:'''  10<br>
'''Dexterity:'''<br>
+
'''Dexterity:''' 16<br>
'''Constitution:''' <br>
+
'''Constitution:''' 14<br>
'''Intelligence:''' <br>
+
'''Intelligence:''' 12<br>
'''Wisdom:''' <br>
+
'''Wisdom:''' 16<br>
'''Charisma:''' <br>
+
'''Charisma:''' 10<br>
 
<br>
 
<br>
'''AC:''' <br>
+
'''AC:''' 16 (unarmoured defence)<br>
'''HP:'''<br>
+
'''HP:''' 17<br>
'''Hit Dice:''' <br>
+
'''Hit Dice:''' 2d8 <br>
'''Speed:''' 30'br>
+
'''Speed:''' 30', swim 30'<br>
'''Proficiency:'''<br>
+
'''Proficiency:''' +2<br>
 
<br>
 
<br>
'''Melee Attack:'''  (Str) / (Dex) if the weapon has Finesse<br>
+
'''Melee Attack:'''  Spear +5 melee or ranged 20/60 (1d6+3 piercing, or 1d8 in two hands)<br>
'''Ranged Attack:''' <br>
+
'''Melee Attack:'''  Unarmed Strike +5 melee (1d4+3 bludgeoning)<br>
'''Spell Attack:''' <br>
+
'''Ranged Attack:''' Shortbow +5 ranged 80/320 (1d6+3 piercing)<br>
'''Spell Save DC:''' <br>
+
'''Ranged Attack:''' Dart +5 ranged 20/60 (1d4+3 piercing)<br>
 +
'''Spell Attack:''' +5<br>
 +
'''Spell Save DC:''' 13<br>
  
'''Initiative Bonus'''1<br>
+
'''Initiative Bonus''' 3<br>
'''Passive Perception''' <br>
+
'''Passive Perception''' 15<br>
'''Passive Insight''' <br>
+
'''Passive Insight''' 13<br>
  
 
==Spells==
 
==Spells==
  
'''Spell Slots:'''<br>
+
'''Cantrips known:'''
Level 1: 4<br>
+
Acid Splash (ranged 60 feet, Dexterity save negates, 1 or 2 targets within 5 feet, 1d6 acid), Druidcraft, Shape Water
Level 2: 2
 
 
 
  
'''Cantrips known:'''
+
'''Spell Slots:''' 2 x 1st level
<br>
 
  
'''Spells Known/Prepared:''' <br>
+
'''Spells Known/Prepared (4):''' <br>
''Level 1''<br>
+
''Level 1'' Speak with Animals (R), Thunderwave, Cure Wounds, Faerie Fire (c)<br>
  
  
 
==Saving Throws==
 
==Saving Throws==
'''Strength:''' <br>
+
'''Strength:''' +2<br>
'''Dexterity:''' <br>
+
'''Dexterity:''' +5<br>
'''Constitution:''' <br>
+
'''Constitution:''' +4<br>
'''Intelligence:''' <br>
+
'''Intelligence:''' +1<br>
'''Wisdom:''' <br>
+
'''Wisdom:''' +5<br>
'''Charisma:''' <br>
+
'''Charisma:''' +0<br>
  
 
==Languages Known==
 
==Languages Known==
 
+
Common, Primordial (Aquan dialect), Druidic
  
 
==Proficiencies==
 
==Proficiencies==
 
+
Water Vehicles, Cartographers' Tools, Water Vehicles
  
 
==Skills==
 
==Skills==
 +
Athletics +2<br>
 +
Acrobatics +5<br>
 +
Perception +5<br>
 +
Survival +5<br>
  
 
==Feats==
 
==Feats==
 
+
Resilient (Constitution)
  
 
==Traits==
 
==Traits==
 
+
Darkvision 60 feet<br>
 +
Acid Resistance<br>
 +
Spellcasting: Acid Splash. 3rd level: Create or Destroy Water 1/day or slots. 5th level: Water Walk 1/day or slots. Wisdom-based.<br>
 +
Swim speed = land speed<br>
 +
Breathe air and water
  
 
==Features==
 
==Features==
'''Saving Throws''' - <br>
+
Revelation<br>
 
+
Unarmoured Defence<br>
 +
Martial Arts<br>
 +
Druidic secret language<br>
 +
Ritual Casting
  
 
==Background==
 
==Background==
 +
Hermit
  
 +
==Gear==
 +
Shortbow<br>
 +
Quiver of 20 arrows<br>
 +
Spear<br>
 +
Explorer's pack<br>
 +
10 darts<br>
 +
Scrollcase full of notes<br>
 +
Winter blanket<br>
 +
Herbalism kit<br>
 +
7gp
  
==Gear==
+
==Character Backstory==
 +
Torimm, one of the elemental-blooded of Tal'dorei, had always lacked purpose. As a young adult, he drifted from port to port, taking what little work afforded him a basic lifestyle. He relied instead on the freedom of the sea, his ability to plunge into its depths and enjoy warm vents and wonderful sights.
 +
 
 +
In one port near the Sharkfeather Abyss, he met a man who changed everything. The man's calm and serious demeanour impressed Torimm. He sat and listened. He heard of the Abyss, and what lies within it. He heard of the hermitage that lay on a tiny island near the Abyss, and the anchorites that resided there, attuning their souls to the waxing and waning of the sea's cycles, the better to watch for what they dreaded most: that the thing that lay in the lightless depths of the Abyss, never dying yet not quite alive, would extend it's dark influence into the realms above.
  
 +
The Anchorites of the Abyss watched as the sahuagin grew in power and boldness, and their fears began to grow.
  
==Character Backstory==
+
Torimm pledged to travel to the mainland and seek aid. When word reached him of a ship full of victims of the sahuagin, and the adventurers who had protected them, he at once vowed to seek them out...

Revision as of 13:20, 23 May 2024

"Call me Tor."

Torimm the Anchorite.jpg

Personality trait: I am earnest and want to believe the best in people. Bond: My hermitage was to protect the world. I can't let it all be ruined. Flaw: Suggestion that I have wasted my time can tip me into despair.

Alignment: Neutral Good
Gender: Male
Race: Water Genasi (MPMM)
Class: Monk/Druid
Level: 1/1
Age: 25

Ability Scores

Strength: 10
Dexterity: 16
Constitution: 14
Intelligence: 12
Wisdom: 16
Charisma: 10

AC: 16 (unarmoured defence)
HP: 17
Hit Dice: 2d8
Speed: 30', swim 30'
Proficiency: +2

Melee Attack: Spear +5 melee or ranged 20/60 (1d6+3 piercing, or 1d8 in two hands)
Melee Attack: Unarmed Strike +5 melee (1d4+3 bludgeoning)
Ranged Attack: Shortbow +5 ranged 80/320 (1d6+3 piercing)
Ranged Attack: Dart +5 ranged 20/60 (1d4+3 piercing)
Spell Attack: +5
Spell Save DC: 13

Initiative Bonus 3
Passive Perception 15
Passive Insight 13

Spells

Cantrips known: Acid Splash (ranged 60 feet, Dexterity save negates, 1 or 2 targets within 5 feet, 1d6 acid), Druidcraft, Shape Water

Spell Slots: 2 x 1st level

Spells Known/Prepared (4):
Level 1 Speak with Animals (R), Thunderwave, Cure Wounds, Faerie Fire (c)


Saving Throws

Strength: +2
Dexterity: +5
Constitution: +4
Intelligence: +1
Wisdom: +5
Charisma: +0

Languages Known

Common, Primordial (Aquan dialect), Druidic

Proficiencies

Water Vehicles, Cartographers' Tools, Water Vehicles

Skills

Athletics +2
Acrobatics +5
Perception +5
Survival +5

Feats

Resilient (Constitution)

Traits

Darkvision 60 feet
Acid Resistance
Spellcasting: Acid Splash. 3rd level: Create or Destroy Water 1/day or slots. 5th level: Water Walk 1/day or slots. Wisdom-based.
Swim speed = land speed
Breathe air and water

Features

Revelation
Unarmoured Defence
Martial Arts
Druidic secret language
Ritual Casting

Background

Hermit

Gear

Shortbow
Quiver of 20 arrows
Spear
Explorer's pack
10 darts
Scrollcase full of notes
Winter blanket
Herbalism kit
7gp

Character Backstory

Torimm, one of the elemental-blooded of Tal'dorei, had always lacked purpose. As a young adult, he drifted from port to port, taking what little work afforded him a basic lifestyle. He relied instead on the freedom of the sea, his ability to plunge into its depths and enjoy warm vents and wonderful sights.

In one port near the Sharkfeather Abyss, he met a man who changed everything. The man's calm and serious demeanour impressed Torimm. He sat and listened. He heard of the Abyss, and what lies within it. He heard of the hermitage that lay on a tiny island near the Abyss, and the anchorites that resided there, attuning their souls to the waxing and waning of the sea's cycles, the better to watch for what they dreaded most: that the thing that lay in the lightless depths of the Abyss, never dying yet not quite alive, would extend it's dark influence into the realms above.

The Anchorites of the Abyss watched as the sahuagin grew in power and boldness, and their fears began to grow.

Torimm pledged to travel to the mainland and seek aid. When word reached him of a ship full of victims of the sahuagin, and the adventurers who had protected them, he at once vowed to seek them out...