Tarryl “Tonguelash” (character for Karolak)

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Tarryl “Tonguelash” (Tongue for short)

Race: Human (Beyne Riverfolk)
Class: Rogue
HD: 8+2= 10
Essence[ ]

Sanity 11 [+0] Strength 12 [+1] Intelligence 10 [+0] Wisdom 10 [+0] Dexterity 16 [+3] Constitution 14 [+2] Charisma 14 [+2]

Proficiency +2 bonus @ level 1

Skills: Athletics, History, Intimidation, Perception, Persuasion, Stealth, Survival
Lores
Tools: Vehicles (land & water), Thieves Tools
Weapon: Simple weapons, hand crossbows, longswords, rapiers, shortswords
Armor: Light Armor, Medium Armor, Shields
Saves: Dexterity, Intelligence
Communication: Gladnorean (Spoken and Literate), Mercat (Spoken And Literate)

Powers/Feats

Human Variant: +1 Dex, +1 Charisma, +1 Skill, +1 Feat
Moderately Armored (Human Variant)
Prerequisite: Proficiency with light armor
You have trained to master the use of medium armor and shields, gaining the following benefits:
Increase your Strength or Dexterity score by 1, to a maximum of 20.
You gain proficiency with medium armor and shields.

Steady (Marine Background)
You can move twice the normal amount of time (up to 16 hours) each day before being subject to the effect of a forced march (see “Travel Pace” in chapter 8 of the Player’s Handbook). Additionally, you can automatically find a safe route to land a boat on shore, provided such a route exists.

Expertise (Stealth, Athletics)
At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves’ tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
At 6th level, you can choose two more of your proficiencies (in skills or with thieves’ tools) to gain this benefit.
Sneak Attack
Beginning at 1st level, you know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 1d6 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.
The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table.
Thieves’ Cant
During your rogue training you learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves’ cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.
In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.

Combat
Tactics/Setup:
Armor: = ARMOR CLASS =
Item Prep:

Magic
Spell SAVE DC = 8 + prof + =
Spell Attack > prof + =

Feat –

Cantrip
1st
2nd
3rd

Equipment

Armor: Leather
Weapons: Short Sword, 2 Daggers, Shortbow (Arrows 20/ ),

Explorers Pack, Thieves Tools, A dagger that belonged to a fallen comrade, a folded rag emblazoned with the symbol of your ship or company, a set of traveler’s clothes, and a pouch containing 10gp

History
Description:

Background: Marine
Personality Trait: I laugh loudly and see the humor in stressful situations
Ideal: Life is messy. Throwing yourself into the worst of it is necessary to get the job done.
Bond: My word is my oath.
Flaw: I hold grudges and have difficulty forgiving others

Character Name: Tarryl, known on the river as “Tonguelash” or just “Tongue.”

Description: Tarryl is a man made by the river—wiry and quick, with the steady hands of a practiced sailor and the watchful eyes of someone who knows trouble can come from any direction. His dark hair is usually tied back, and his face is home to a quick, charming smirk that can disarm a merchant or infuriate a rival in equal measure. His nickname comes from his sharp tongue, which he can use to weave a persuasive tale, cut a man down with a vicious taunt, or haggle for every last copper.

Background: Tarryl was born on the move, a son of the Beyne Riverfolk who work the barges from Karolak to the inland kingdoms. His mother, Elira, was originally from the Greenmeadow region, a farmer’s daughter who fell in love with a charming riverman and left her quiet life behind. She passed away last winter, and with her dying breath, she gave Tarryl a small, silver locket. “Take this back to my sister in Greenmeadow,” she’d asked. “Tell her I never forgot the sun on the fields.”

Tarryl, true to his word, took leave from his barge, the River Maiden. His captain, a shrewd man named Olen, saw an opportunity. “The price of pork and grain from that region is sky-high in the city,” Olen told him. “Since you’re going anyway, I’m giving you a dual mission. Take this company gold, and you either secure us a cheap contract for supplies or hunt the meat yourself. The local Reeve is paying a bounty on boars, I hear. Don’t come back empty-handed.”


Companions: