Palko
Palko
Sheet
AC 12 · HP 8 · 30 ft.Saving throws
Skills
- Animal HandlingWIS
- ArcanaINT
- DeceptionCHA
- InsightWIS
- MedicineWIS
- NatureINT
- PerceptionWIS
- ReligionINT
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
8 featuresAlways on
- Fire Breath
When Once per short or long rest
Palko exhales a destructive burst in a 15-foot cone. Each creature in the area must make a Dexterity saving throw, taking 2d6 fire damage on a failed save or half as much on a successful one. The damage increases as he gains levels.
- SpellcastingLevel 1
Palko can cast druid spells using Wisdom as his spellcasting ability. He knows two druid cantrips and can prepare a number of 1st-level druid spells equal to his Wisdom modifier plus his druid level, minimum one spell.
- DruidicLevel 1
Palko knows Druidic, the secret language of druids. He can leave hidden messages in Druidic that only other druids recognize, and can spot such messages left by others.
- TraitDragonbornDraconic Ancestry, bronze dragonborn ancestry grants the Lightning damage type.
- TraitDragonbornBreath Weapon, Palko can exhale lightning in a 15-foot cone. Creatures in the area make a Dexterity saving throw against DC 10. A failed save takes 2d6 lightning damage, and a successful save takes half damage. He can use this once per short or long rest.
- TraitDragonbornDamage Resistance, Palko has resistance to lightning damage.
- TraitDragonbornLanguages, Palko speaks Common and Draconic.
- Criminal ContactCriminal
Palko has a reliable network of criminal contacts who can provide information, pass messages, arrange introductions, or offer limited aid, though they will expect a favor in return.
Spells
3 spellsSpellcasting. Palko casts with Wisdom (spell save DC 9, to hit with spell attacks).
Cantrips (at will): ,
1st level (2 slots):
Gear
11 itemsWeapons
- ScimitarA curved simple melee weapon used as both a practical tool and a close-quarters weapon.
Armor
- Leather armorStudded leather or similar protective leather armor, chosen to avoid metal components in keeping with druidic tradition.
- Wooden shieldA wooden shield reinforced with hide and painted with faded marsh symbols.
Tools
- CrowbarA heavy iron bar useful for prying open crates, doors, and stubborn lids.
- Thieves' toolsA compact set of picks and tension tools for opening nonmagical locks.
Gear
- Explorer's packA weathered pack containing bedroll, mess kit, tinderbox, torches, rations, waterskin, and rope.
- Druidic focusA sprig of marsh willow bound with green thread, used as a druidic focus.
- Dark common clothes with hoodA set of dark, common clothes with a deep hood and several concealed pockets.
- Gaming setA worn set of marked knucklebones used for games of chance.
Purse
- Pouch of coinsA small pouch containing the character's starting funds.
- 15×Gold piecesStarting currency from the criminal background.
Appearance
Palko is a broad-shouldered bronze dragonborn with dull copper scales, a blunt snout, and small chipped horns that he keeps carefully polished. He stands with his weight slightly favoring his left leg, not from an injury, but from years of carrying overloaded packs and sleeping in poor campsites. His leather armor is clean but repeatedly repaired with mismatched cord, and a faded green scarf is wrapped twice around his neck even in warm weather. He moves slowly when watched and quickly when he thinks no one is paying attention.
Mannerisms
Palko tests the edge of his scimitar with the pad of one claw when thinking. He counts door hinges, windows, and exits under his breath, then pretends he was reciting a prayer if noticed.
Personality
Palko is quiet, observant, and practical, with the wary patience of someone who has spent years waiting for guards to pass. He has a dry sense of humor and is unexpectedly considerate toward hungry people, injured animals, and anyone doing difficult work without recognition. He dislikes speeches, bright rooms, and people who call themselves owners of places they did not create.
Ideals
Balance. Civilization takes from the wild, the wild takes from civilization, and neither side deserves to win completely. A person should learn when to stop taking.
Bonds
The wetland grove that sheltered him is threatened by a merchant consortium clearing the marsh for a private road. Palko intends to protect it, even if doing so costs him his freedom or forces him to face the criminals he once served.
Flaws
Palko assumes every favor has a hidden cost and often ruins honest cooperation by looking for the trap before anyone has set one. He is also too willing to steal something merely because its owner seems smug about possessing it.
Quirks
Background
Palko grew up among river warehouses, ferry yards, and market gardens on the poorer edge of a large town. His family hauled cargo, repaired nets, and sold bundles of bitter herbs to anyone willing to pay. He learned early that a dragonborn with strong arms was useful, but a dragonborn who could read tracks, identify plants, and keep quiet around locked doors was useful in more ways. He began running small packages for smugglers, first believing they carried liquor and stolen cloth, then discovering that some contained rare roots taken from protected marshes. One night, Palko refused to deliver a crate of living seedlings to a wealthy collector. He opened it in the reeds instead, where the plants took root and spread through the mud. The smugglers blamed him for the loss, and the town watch blamed him for the theft. He escaped into the wetlands, where an old druid taught him the first principles of the natural world and the old tongue of plants, beasts, and weather. Palko never became gentle, but he learned that every living thing has a price, and that some prices are not measured in coin. He still steals when necessity or opportunity presents itself, though he now prefers taking from people who treat the land as property.
“His family hauled cargo, repaired nets, and sold bundles of bitter herbs to anyone willing to pay.”
- Background
- Criminal
Connections
Species
Dragonborn
Media
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