Abrama Tingata [Original]

Created: 8/2017 by Kelly Berger
Old Black Hound Company Nickname: “Pennies”
Description: human, male; nakrian, black skin, right handed, 5’11”, #220, black hair/corn rows
Hit Points: 6, 5, +2 = 13
Strength 15 { +2 }
Intelligence 10 {}
Wisdom 12 { +1 }
Dexterity 16 { +3 }
Constitution 12 { +1 }
Charisma 13 { +1 }
Sanity 11 {}


Skills: Insight, Persuasion, Athletics, Perception, Stealth
Armor: Light Armor, Medium Armor, Heavy Armor, shields
Weapons: simple Weapons, martial Weapons
Saves: Strength, Constitution
Tools: thieves’ tools
Languages: Nakrian (fully spoken and fully literate), Mercat (fully spoken and partial literate), Gladnorian (fully spoken and partial literate), Borderspeak (fully spoken), Thieves’ Cant


Second Wind: Once per rest you have a limited well of stamina that you can draw on to protect yourself from harm. On Your Turn, you can use a Bonus Action to regain hit points equal to 1d10/5 + your fighter level.
Fighting Style: Protection – Can use shield as a Reaction to impose Disadvantage on an opponent’s attack against an ally within 5′.
Sneak Attack: Once per turn, you can deal an extra 1d6/3 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 5 feet of it, that enemy isn’t Incapacitated, and you don’t have disadvantage on the Attack roll.
Feat: Shield Master – You use shields not just for protection but also for offense. You gain the following benefits while you are wielding a shield:
– If you take the Attack action on your turn, you can use a bonus action to try to shove a creature within 5 feet of you with your shield.
– If you aren’t incapacitated, you can add your shield’s AC bonus to any Dexterity saving throw you make against a spell or other harmful effect that targets only you.
– If you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to take no damage if you succeed on the saving throw, interposing your shield between yourself and the source of the effect.


Background: MERCHANT (Proficiency = Insight, Persuasion, Languages +2)

How they got the name: Always puts pennies on the eyes of his dead victims as a calling card; its rumored that he bought his way out of bondage by saving every last penny. Also, its said he would give his last penny to help a brother of the company out.
Time in the Black Hounds: {6 years}
– Last rank in Black Hounds was Private/New rank in Gallants is private
What are they known for > Pennies is known for being dependable – the man you can count on in combat to watch your back. He works best if teamed up with others… he is also known for being able to be stealthy and someone who can handle themselves in the city.

Basics of Growing Up: [Nakrian] Worked as a merchant’s assistant in Beryl until the merchant was killed in Scrape on a mission there and he was forced to hide and flee in the city. Umbakian privateers intercepted his master Taramucci which was taking a contract and survey maps to Beryl, picking up from Gwinn via pirates in Scrape. He was taken on the docks after 2 weeks by a press gang and would have been a galley slave except he could read and write, and speak multiple languages. He served on a Scrapian pirate vessel for 2 years – learning to fight but mostly learning to protect himself and becoming a master with the shield (really the only “armor” he could afford); He bought his way off it in Poeltiz of the Merchant Cities with nothing to show but his freedom.

Entry into the company: He came upon two drunks being beaten and robbed on the docks and helped them fend off their attackers. These were 2 of the Black Hounds (the 2 are now dead); Despite his empty hands he was given a chance to prove himself – all he asked for was a shield and club and he beat back 2 attackers at once. That gained him a place with the Black Hounds. His needs are simple and he was happy to make his way around the heartlands with a family that had saved him from dying in some back alley.

Personality > I always want to know how things work and what makes people tick.
Ideal > Aspiration – I work hard to be the best there is at my craft (languages and contracts).
Bond > I will get revenge on the evil forces that destroyed my place of business and ruined my livelihood.
Flaw > I would kill to acquire a title/formal recognition or peerage.