Difference between revisions of "Torimm the Anchorite"

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(Gear)
(Gear)
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Winter blanket<br>
 
Winter blanket<br>
 
Druidic Focus (totem made of sea shells)<br>
 
Druidic Focus (totem made of sea shells)<br>
 +
Sack<br>
 
Trinket: An enormous scale, perhaps from a dragon
 
Trinket: An enormous scale, perhaps from a dragon
  
6gp
+
5gp 9sp 9cp
  
 
==Character Backstory==
 
==Character Backstory==

Revision as of 13:37, 23 May 2024

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"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 (a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, a waterskin, 50 feet of hempen rope)
10 darts
Scrollcase full of notes
Winter blanket
Druidic Focus (totem made of sea shells)
Sack
Trinket: An enormous scale, perhaps from a dragon

5gp 9sp 9cp

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...