Tolmanrim Flinn

Male Longfoot Veteran Adventurer

He is an adult longfoot with amber eyes, long curly red hair, a full beard, and olive skin.

Personality Traits: Dull.

Alignment: chaotic good.

He is a follower of Caspio. (CG)

Born: 755 AC (Age 45)

Orientation: Hetrosexual

Home: Adventurer's Guild Hall

Settlement: Difoby

Mother: Luella Flinn (Deceased)

Father: Samlauc Flinn (Deceased)

Siblings

Statistics

STRDEXCONWISINTCHR
14 10 12 9 9 11
+2 +1

ACHPPassive
Perception
Speed
14 44 10 25 ft.

Alignment: chaotic good

Size: Small

Actions:

  • Spear. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1d8 piercing damage. two handed.
  • Spear. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1d4 piercing damage.
  • Spear. Ranged Weapon Attack: +5 to hit, range 20 / 60 ft., one target. Hit: 1d4 piercing damage.
  • Shortsword. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 1d6 piercing damage.
  • Unarmed Strike. Melee Attack: +5 to hit, reach 5 ft., one target. Hit: 3 bludgeoning damage.

Skills: Athletics +5, Perception +3

Abilities:

  • Lucky. When Tolmanrim rolls a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.
  • Brave. Tolmanrim has advantage on saving throws against being frightened.
  • Halfling Nimbleness. Tolmanrim can move through the space of any creature that is of a size larger than small.
  • Action Surge. Once per day, Tolmanrim can take an additional action on their turn.
  • Multiattack. Tolmanrim attacks twice.

Spoken Languages: Halfling, Common

Inventory

Quantity Value Item Description Weight
1 2 gp Electrum septum ring A thick electrum hoop, worn through the nose.
1 Empty bottle An empty bottle that once contained a beverage.
1 2 gp Holy Symbol (Caspio) A holy symbol in the shape of a signpost.
1 5 gp Hunting trap When you use your action to set it, this trap forms a saw-toothed steel ring that snaps shut when a creature steps on a pressure plate in the center. The trap is affixed by a heavy chain to an immobile object, such as a tree or a spike driven into the ground. A creature that steps on the plate must succeed on a DC 13 Dexterity saving throw or take 1d4 piercing damage and stop moving. Thereafter, until the creature breaks free of the trap, its movement is limited by the length of the chain (typically 3 feet long). A creature can use its action to make a DC 13 Strength check, freeing itself or another creature within its reach on a success. Each failed check deals 1 piercing damage to the trapped creature. 25 lbs.
1 5 gp 8 sp Money Pouch Tolmanrim's money pouch. It has 3 gp, 26 sp and 20 cp in it. 1 lb.
1 3 cp Pewter ear stud A plain pewter stud, with a pin & clasp.
1 50 gp Scale Mail Medium armour. Base AC: 14 + Dex modifier (max 2). Gives disadvantage to stealth checks. 45 lbs.
1 10 gp Shortsword A Martial Melee weapon. 1d6 piercing damage. Range: 5. Properties: Finesse, Light, Monk 2 lbs.
1 1 gp Spear A Simple Melee weapon. 1d4 piercing damage. (Two-handed: 1d8 + Piercing damage.) Range: 5. (Thrown: 20/60.) Properties: Thrown, Versatile, Monk 3 lbs.

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