Palum
Palum
Sheet
AC 14 · HP 69 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- AthleticsSTR
- DeceptionCHA
- InsightWIS
- IntimidationCHA
- InvestigationINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- Sleight of HandDEX
- StealthDEX
Armor
Weapons
Tools
Languages
Features
27 featuresBonus action
- Rapid Utility
When On her turn
Palum can use a Bonus Action to Dash, Disengage, Hide, pick a lock, disarm a trap, use an object, or activate a magic item.
- Cunning ActionLevel 2
As a Bonus Action, take the Dash, Disengage, or Hide action.
- Fast HandsLevel 3
As a Bonus Action, make a Sleight of Hand check, use thieves' tools to pick a lock or disarm a trap, take the Utilize action, or take the Magic action to activate a magic item.
- Steady AimLevel 3
As a Bonus Action, give yourself Advantage on your next attack roll on the current turn, provided you have not moved during that turn. You can then move no more than half your Speed without losing the benefit.
- Ability Score Improvement: SkulkerLevel 10
Gain the Skulker feat. You can take the Hide action as a Bonus Action, and when you miss with an attack while hidden, making the attack does not reveal your position.
Reaction
- Uncanny DodgeLevel 5
When A visible attacker hits Palum with an attack roll
When a visible attacker hits Palum, she can halve the attack's damage.
- Ability Score Improvement: Defensive DuelistLevel 8
Gain the Defensive Duelist feat. When wielding a Finesse weapon and hit by a melee attack, use your Reaction to add your Proficiency Bonus to your Armor Class against that attack, potentially causing it to miss.
Always on
- Cunning StrikeLevel 5
When After hitting a target with an attack that qualifies for Sneak Attack
When Palum hits with a weapon attack and qualifies for Sneak Attack, she can expend one or more Sneak Attack dice to impose a Cunning Strike effect, including Withdraw, Trip, or Daze when appropriate.
- ExpertiseLevel 1
Choose two proficient skills or one proficient skill and thieves' tools. Your proficiency bonus is doubled for checks using them. Palum has Expertise in Sleight of Hand, Stealth, Arcana, and Investigation.
- Sneak Attack 5d6Level 1
Once per turn, when you hit with a Finesse or Ranged weapon and meet the Sneak Attack conditions, deal an extra 5d6 damage.
- Thieves' CantLevel 1
You know Thieves' Cant, a secret mixture of language, code, and signs used by rogues.
- Weapon MasteryLevel 1
You gain Weapon Mastery with four Simple or Martial weapons you are proficient with. Palum uses mastery with dagger, shortbow, shortsword, and rapier.
- Rogue Subclass: ThiefLevel 3
Choose a Rogue subclass. Palum is a Thief.
- Second-Story WorkLevel 3
You gain a climbing speed equal to your Speed, and your running jump distance is increased by your Dexterity modifier in feet.
- Ability Score Improvement: AlertLevel 4
Gain the Alert Origin feat. Add your Proficiency Bonus to Initiative, and immediately after Initiative is rolled, you can switch your Initiative with a willing ally who is not Incapacitated.
- ExpertiseLevel 6
Choose two additional proficient skills or tools for Expertise. Palum has Expertise in Arcana and Investigation.
- EvasionLevel 7
When you make a Dexterity saving throw to avoid an effect that allows half damage on a success, you instead take no damage on a success and half damage on a failure.
- Reliable TalentLevel 7
When you make an ability check that uses one of your skill or tool proficiencies, treat a d20 roll of 9 or lower as a 10.
- Slippery MindLevel 9
You gain proficiency in Wisdom saving throws and can use Cunning Strike to apply additional tactical effects as permitted by the feature.
- Supreme SneakLevel 9
You gain Advantage on Dexterity (Stealth) checks if you move no more than half your Speed on the same turn. If you expend a Sneak Attack die as part of Cunning Strike, you can remain Hidden after the attack if the target fails its saving throw against the chosen effect.
- ConstructWarforgedYou are a Construct rather than a Humanoid. You were created, not born.
- Constructed ResilienceWarforgedYou have Advantage on saving throws against the Poisoned condition, Resistance to Poison damage, and you do not need to eat, drink, or breathe. You are immune to disease, do not need to sleep, and magic cannot put you to sleep.
- Integrated ProtectionWarforgedYour body incorporates armor plating. You gain a +1 bonus to Armor Class, and armor incorporated into your body cannot be removed against your will. Donning or doffing incorporated armor takes 1 hour.
- Sentry's RestWarforgedDuring a Long Rest, you must spend at least 6 hours in an inactive, motionless state. You remain aware of your surroundings during this time.
- Specialized DesignWarforgedYou gain proficiency in one skill and one tool of your choice. Palum gains Perception and a forgery kit.
- TirelessWarforgedYou do not suffer exhaustion from lack of sleep, and you can finish a Long Rest in 6 hours while remaining motionless and alert.
- ResearcherSage
Researcher. When you attempt to learn or recall a piece of lore, you know where to find the information, or whom to consult if the information is unknown. The knowledge may come from a book, scholar, archive, or other expert, subject to the DM's discretion.
Spells
2 spellsSpellcasting. Palum casts with Intelligence (spell save DC 13, to hit with spell attacks).
Cantrips (at will):
1st level (2 slots):
Gear
14 itemsWeapons
- RapierA balanced finesse weapon with a narrow blade, used for precise strikes.
- ShortbowA compact ranged weapon suitable for concealed attacks.
- 2×DaggersSmall blades used as backup weapons or thrown weapons.
- QuarterstaffA quarterstaff used as a walking stick and archive pointer.
Armor
- Leather armorLight protective armor made from treated leather and fitted over Palum's articulated frame.
Tools
- Thieves' toolsTools for opening locks and disabling mechanical traps.
- Calligrapher's suppliesTools for producing illuminated notes, diagrams, and careful copies.
- Forgery kitTools for changing identity through forged papers, altered seals, and false credentials.
- Disguise kitCosmetics, wigs, and accessories used to construct temporary disguises.
Gear
- 20×ArrowsArrows carried in a fitted case.
- Book of historyA scholarly volume containing histories of a fallen kingdom.
- 8×ParchmentBlank writing material for field notes and copied documents.
- RobeA scholar's robe altered for stealth and mobility.
Purse
- 8×Gold piecesA small reserve of spending money.
Appearance
Palum is a slender warforged woman built from dark walnut wood, brushed bronze, and pale ceramic plating. Fine blue sigils glow beneath the seams of her face and throat, while one eye is a warm amber lens and the other is a rotating crystal aperture. She wears fitted black leather armor beneath a scholar's robe cut short for movement, with numerous stitched pockets, a rapier at her hip, and a compact hand crossbow strapped beneath her arm. Her frame bears old battlefield repairs, including a silver plate over her heart engraved with the names of people she once failed to save.
Mannerisms
Palum pauses for exactly one second before answering difficult questions, as though consulting an internal index. She tilts her head when listening, taps two fingers against her sternum when worried, and refers to emotionally important memories as entries in her private archive.
Personality
Palum is curious, compassionate, and irreverently practical. She treats every person as a living historical source, including enemies, and dislikes simple explanations almost as much as she dislikes unnecessary cruelty. She has a dry sense of humor, a tendency to catalog objects by sentimental importance rather than monetary value, and an earnest desire to become someone who chooses her actions rather than merely follows instructions.
Ideals
Truth belongs to everyone. Secrets may be protected from tyrants, but they must never be used to erase the lives of ordinary people.
Bonds
She carries a damaged field ledger containing the names of civilians lost during the Last War, and she will risk everything to recover the missing final page.
Flaws
Palum cannot leave a mystery alone, even when solving it is dangerous, cruel, or strategically unwise. She also quietly suspects that every act of kindness is an unrecognized order waiting to be obeyed.
Quirks
Background
Palum was assembled during the final years of the Last War as a reconnaissance and recovery unit. Her original orders were simple, locate lost soldiers, retrieve military records, and eliminate obstacles that prevented either task. When the war ended, Palum discovered that the records she had recovered contained more names of the dead than names of the living. Unable to accept that so many lives could be reduced to ink and inventory numbers, she abandoned her handlers and began searching for the stories behind the names. She found refuge in a ruined university archive, where an elderly historian taught her languages, ancient customs, and the patient craft of separating truth from official history. Palum became a scholar of forgotten conflicts and a burglar of sealed collections, breaking into private vaults to return stolen artifacts and censored accounts to the public. Her rogue talents are practical extensions of her research. Locks are arguments, traps are badly concealed assumptions, and every guarded relic has a story someone is afraid to tell. She now travels in search of lost knowledge, especially evidence that might reveal who designed her mind and whether her first memories were deliberately erased.
“Her original orders were simple, locate lost soldiers, retrieve military records, and eliminate obstacles that prevented either task.”
- Background
- Sage
Connections
Species
Warforged
Media
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