Tinmar
Male Orcish Bandit
He is an adult orc with black eyes, short black hair, a clean shaven face, and medium green skin.
Personality Traits: Energetic, Optimistic, Evasive.
Alignment: chaotic evil.
He is a follower of Vastra. (NE)
Born: 782 AC (Age 18)
Orientation: Hetrosexual
Home: None
Settlement: Nintkiltville
Mother: Uggdunk
Father: Gerglerm
Siblings
Statistics
| STR | DEX | CON | WIS | INT | CHR |
|---|---|---|---|---|---|
| 15 | 12 | 11 | 10 | 10 | 10 |
| +2 | +1 |
| AC | HP | Passive Perception | Speed |
|---|---|---|---|
| 12 | 16 | 10 | 30 ft. |
Alignment: chaotic evil
Size: Medium
Senses: Darkvision
Actions:
- Dagger. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 1d4 piercing damage.
- Dagger. Ranged Weapon Attack: +3 to hit, range 20 / 60 ft., one target. Hit: 1d4 piercing damage.
- Unarmed Strike. Melee Attack: +4 to hit, reach 5 ft., one target. Hit: 3 bludgeoning damage.
Skills: Intimidation +2, Sleight of Hand +3, Stealth +3, Acrobatics +3
Abilities:
- Relentless Endurance. When Tinmar is reduced to 0 hit points but not killed outright, they can drop to 1 hit point instead. Tinmar can't use this feature again until you finish a long rest.
- Savage Attacks. When Tinmar scores a critical hit with a melee weapon attack, they can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit.
- Sneak Attack. Once per turn, Tinmar can deal an extra 1d6 damage to one creature they hit with an attack and have advantage on the attack roll. The attack must use a finesse or a ranged weapon.
- Thieves' Cant. Tinmar knows the Thieves' Cant, a secret language of rouges. See the Rouge Class in the SRD for more information.
Spoken Languages: Common, Orcish
Inventory
| Quantity | Value | Item | Description | Weight |
|---|---|---|---|---|
| 1 | 5 gp | "Another bad star" |
By Ivy Bers Not a particularly famous book, yet memorable. |
5 lbs. |
| 1 | Child's drawing | A child's drawing of a cat. | ||
| 6 | 2 gp | Dagger | A Simple Melee weapon. 1d4 piercing damage. Range: 5. (Thrown: 20/60.) Properties: Finesse, Light, Thrown, Monk | 1 lb. |
| 1 | 2 gp | Holy Symbol (Vastra) | A holy symbol in the shape of a coin. | |
| 1 | 10 gp | Leather | Light armour. Base AC: 11 + Dex modifier. | 10 lbs. |
| 1 | 6 gp 1 sp 8 cp | Money Pouch | Tinmar's money pouch. It has 5 gp, 10 sp and 18 cp in it. | ⅝ lb. |
| 1 | 5 gp | Wooden staff | A druidic focus might be a sprig of mistletoe or holly, a wand or scepter made of yew or another special wood, a staff drawn whole out of a living tree, or a totem object incorporating feathers, fur, bones, and teeth from sacred animals. A druid can use such an object as a spellcasting focus. | 4 lbs. |